gaming machines
The gaming machine addresses player discomfort by controlling lighting modes and suggestion effects based on payout rates, ensuring consistent player experience and reduced disappointment.
Patent Information
- Application Number
- JP2024082568
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-21
- Publication Date
- 2026-01-07
- Estimated Expiration
- 2042-09-28
AI Technical Summary
There is a demand to reduce the discomfort felt by players in gaming machines, particularly in slot machines, which can arise from unexpected changes in payout rates and lighting effects.
The gaming machine incorporates a front door with specific lighting means and performance control mechanisms that allow setting changes between different lighting modes and suggestion effects, ensuring that players are not unexpectedly notified of low payout rates, thereby reducing discomfort.
This configuration reduces the risk of players feeling uncomfortable by managing lighting modes and suggestion effects, maintaining player expectations and preventing disappointment.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Slot machines, which have multiple reels with multiple symbols arranged on the outer periphery, have been known as gaming machines. In slot machines, the reels begin to spin when a game starts, and an internal lottery is held using a lottery table. When the reels stop, a symbol combination corresponding to a winning combination selected in the internal lottery is displayed on the multiple reels. If this winning combination results in a win, a process corresponding to the winning combination is carried out, such as a medal payout process that pays out medals (game value) or a replay process that allows the player to play again without consuming any more medals.
[0003] Furthermore, some slot machines have a front door provided with a lower panel that is capable of emitting light (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-092632 Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, in gaming machines, there is a demand for reducing the possibility that players may feel uncomfortable.
[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that reduces the risk of players feeling uncomfortable. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A front door (for example, front door 12) and A specific lighting means (e.g., lower panel 91) provided on the front door; A performance control means (for example, the performance control means 100) for controlling the execution of the performance; a setting change means (for example, a setting change means 47) capable of executing a setting change process for changing a setting value among a plurality of setting values; Among the setting values, the setting value with the lowest expected value of the ball payout rate is set as a specific setting value (for example, setting L), and a predetermined setting value other than the specific setting value is set as the first setting value. When the first setting value is set, the performance control means sets the reference lighting mode of the specific lighting means to a first lighting mode (for example, on), and when the specific setting value is set, sets the reference lighting mode of the specific lighting means to a second lighting mode (for example, off) different from the first lighting mode; When the first setting value is set, the effect control means is capable of executing a first setting suggestion effect that suggests that the first setting value is set at a predetermined opportunity and is not an effect that definitely notifies that the first setting value is set; When the specific setting value is set, the performance control means does not execute the first setting suggestion performance at the predetermined opportunity.
[0008] When a first setting value is set, the standard lighting mode of the specific lighting means is the first lighting mode (on), and the first setting suggestion effect can be executed at a predetermined trigger. On the other hand, when a specific setting value is set, the standard lighting mode of the specific lighting means is the second lighting mode (off), and the first setting suggestion effect is not executed at the predetermined trigger. If a specific setting value with the lowest expected ball payout rate is set and the specific lighting means is in the second lighting mode (off), and the first setting suggestion effect that may arouse expectations in the player is executed, the player may feel uncomfortable. However, according to the present invention, the risk of the player feeling uncomfortable can be reduced.
[0009] In addition, in the above-mentioned configuration of the present invention, When the specific setting value is set, the effect control means is capable of executing a second setting suggestion effect different from the first setting suggestion effect at the predetermined trigger, If the expected value of the payout rate is higher than the specific set value and the set value lower than the first set value is set as the second set value, The second setting suggestion effect is an effect that is most likely to be executed when the second setting value is set. When a specific setting value is set, the second setting suggestion effect, which is most likely to be executed when a second setting value with a relatively low expected value of the payout rate is set, can be executed. Therefore, even when the second setting suggestion effect is executed, it is difficult to make the player feel hopeful, and it is possible to prevent the player from feeling a sense of loss due to disappointment of the player's expectations. [Effects of the Invention]
[0010] According to the present invention, the risk of players feeling uncomfortable can be reduced. [Brief explanation of the drawings]
[0011] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. [Figure 3] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 4] 10 is a diagram showing a main error. FIG. [Figure 5] 10 is a diagram showing sub-errors. [Figure 6] 10 is a flowchart illustrating a main loop process. [Figure 7] 10 is a flowchart for explaining the setting confirmation process. [Figure 8] 1 is a perspective view showing another example of the gaming machine according to the first embodiment of the present invention. FIG. [Figure 9]10 is a flowchart for explaining a process relating to the operation of the count button. [Figure 10] FIG. 10 is a perspective view showing an example of a gaming machine according to a second embodiment of the present invention. [Figure 11] 10 is a diagram showing the arrangement of symbols on the reels. [Figure 12] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 13] FIG. 10 is a diagram for explaining the internal lottery table. [Figure 14] 10 is a diagram for explaining the relationship between the manner of stop operation when each winning area is won and the winning combination. FIG. [Figure 15] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 16] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 17] FIG. 10 is a state transition diagram of the game state. [Figure 18] This is a state transition diagram of the game area and presentation state. [Figure 19] FIG. 10 is a diagram showing another example of the front door of the first embodiment. [Figure 20] FIG. 10 is a diagram showing the arrangement of symbols on the reels in a gaming machine according to a third embodiment of the present invention. [Figure 21] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 22] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 23] 10 is a diagram for explaining the relationship between the manner of stop operation when each winning area is won and the winning combination. FIG. [Figure 24] 10A and 10B are diagrams for explaining the reel stop control. DETAILED DESCRIPTION OF THE INVENTION
[0012] (First embodiment) A first embodiment of the present invention will be described below with reference to the drawings. First, the outline configuration of a gaming machine will be described. Note that in this embodiment, the present invention will be described as being applied to a slot machine, which is one type of gaming machine, as an example. However, the present invention is not limited to slot machines and may be applied to other gaming machines such as pachinko gaming machines and medal-less gaming machines. In the following description, basically, "front and rear" means, when a player is in front of the slot machine, the player side is "front" and the slot machine side is "rear." "Top and bottom" means the top side of the slot machine is "top" and the bottom side is "bottom." "Right and left" means the left side of the player playing the slot machine and the right side is "right."
[0013] FIG. 1 is a perspective view of a slot machine X. This slot machine X includes a cabinet 10, which is formed in a box shape with a bottom plate, left and right side plates, a top plate, and a back plate, and has a front opening that opens to the front side of the cabinet 10. A front door 12 that opens and closes the front opening of the cabinet 10 is provided on the front of the cabinet 10. The front door 12 also includes an upper door 30 that opens and closes the upper part of the front opening of the cabinet 10, and a lower door 40 that opens and closes the lower part of the opening. The front door 12 may be an integrated structure that does not separate the upper door 30 and the lower door 40.
[0014] As shown in Fig. 2, the lower part of the housing 10 is provided with a power supply unit 14 incorporating a power supply device (power supply means) for supplying power to each component, a hopper unit 16 serving as a payout device (payout means) for storing medals (game media, game value) and paying out the medals, and a cash box 18 from which medals are dispensed from the hopper unit 16 when the amount of medals in the hopper unit 16 reaches or exceeds a predetermined amount. The power supply unit 14 is also provided with a power switch, and when the power switch is turned on, power is supplied from the power supply unit 14 to each component. Note that power may be supplied to some components even when the power supply unit 14 is turned off.
[0015] Also provided within the casing 10 are a reel unit 20, a main control means (first control means, main control board) 70, a sub-control means (second control means, sub-control board) 72, etc. The reel unit 20 has three reels, a first reel 20a, a second reel 20b, and a third reel 20c, each of which has a plurality of symbols displayed around it, and a drive motor (stepping motor) for rotating the reels 20a to 20c.
[0016] The main control means 70 is provided with a setting change key cylinder, setting change button 26 (FIG. 3), etc. The setting change key cylinder and setting change button 26 may be provided in other parts, such as the power supply unit 14. The setting change key cylinder (setting key switch, operating means for setting values) has two states: OFF and ON. In other words, it is switchable between the OFF and ON states. The setting change key cylinder is also formed so that a setting key can be inserted. The setting change key cylinder is initially in the OFF state. When the setting key is inserted in the OFF state, the position of the movable part of the setting change key cylinder and the setting key is set to the initial position. When the inserted setting key is turned 90 degrees clockwise from the initial position, the state of the setting change key cylinder switches from the OFF state to the ON state. When the setting key is turned 90 degrees counterclockwise so that the state of the setting change key cylinder switches from the ON state to the initial position, the state switches from the ON state to the OFF state. The setting change button 26 can be pressed.
[0017] As shown in Fig. 1, a display window 31 is provided in the center of the lower part of the upper door 30, and three reels 20a to 20c are arranged in a horizontal row behind this display window 31. A plurality of types of symbols are arranged on the outer periphery of each of the reels 20a to 20c, and when the reels 20a to 20c stop, three symbols per reel are displayed through the display window 31. The display window 31 has an upper, middle, and lower row as display positions for visually checking the symbols on each of the reels 20a to 20c, and a winning line is set by combining the display positions of the reels 20a to 20c.
[0018] In the gaming machine of this embodiment, the number of medals required for one game (prescribed number, prescribed number) is set to three, and when the prescribed number of medals is inserted, an active line formed by the middle row of each of the reels 20a to 20c is activated. Furthermore, when the game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a miss (no win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on the active line, this winning combination will be a win, and a process corresponding to the winning combination (winning process) will be executed.
[0019] A game information display unit 32 is provided below the display window 31. The game information display unit 32 is made up of LEDs, lamps, 7-segment displays, etc., and displays various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. The game information display unit 32 also includes a first main display 90, a second main display 92, and a sub-display 93.
[0020] A display window 33 is provided above the display window 31 in the center of the top of the upper door 30. A liquid crystal display (display means) 34 is provided behind this display window 33. Various videos (images) are displayed on the liquid crystal display 34 to assist in the game or to add excitement to the game. In addition, a plurality of speakers (sound output means) 36 are provided on the upper door 30 and the lower door 40. Various sounds are output from the speakers 36 to assist in the game or to add excitement to the game. In addition, a plurality of lighting devices (lighting means) 38 are provided on the front door 12 to provide notifications, effects, etc.
[0021] An operation area 50 for operating the slot machine X is provided above the lower door 40. The operation area 50 includes a settlement button 52 operated to settle medals, a start lever 53 operated to start a game, stop buttons 54 (54a, 54b, 54c) operated to stop the rotation of the reels, a medal insertion slot 42 for inserting medals, a reject button (not shown) operated to clear medal jams that occur in the medal passage below the medal insertion slot 42, a bet button 56 operated to insert medals (bet), and an effect button 57 operated to progress an effect (change the mode of the effect image displayed on the LCD display 34). The gaming machine of this embodiment is provided with the bet buttons 56, which include a MAX BET button 56 (first bet button) operated to bet three medals (the specified number) and a 1 BET button 56 (second bet button) operated to bet one medal.
[0022] The effect button 57 is located in approximately the center of the width direction (left and right direction) of the operation area 50. The effect button 57 is a push button with a depressible portion, and may be provided with a jog dial or the like for selecting an effect. For example, the effect button 57 becomes valid for operation during the execution of an effect that gives the player the expectation of transitioning to an advantageous state, and an image instructing the operation is displayed on the liquid crystal display 34. Then, when the effect button 57 is operated, the result of the game (whether or not a transition to an advantageous state will occur) is notified.
[0023] The basic game flow of the gaming machine of this embodiment will be described. When a player presses the MAX BET button 56, credited medals are inserted, and the game is ready to begin. Then, when the player presses the start lever 53 to start the game, the reels 20a-20c begin to spin. Once the rotation speed of the reels 20a-20c increases to a predetermined speed and reaches a steady rotation state, pressing the stop buttons 54a-54c becomes valid (enabled). Then, when the player presses the stop buttons 54a-54c corresponding to the reels 20a-20c at any timing, the rotation of each reel 20a-20c stops. Specifically, pressing the stop button 54a stops the rotation of the first reel 20a, pressing the stop button 54b stops the rotation of the second reel 20b, and pressing the stop button 54c stops the rotation of the third reel 20c. Then, when all the reels 20a to 20c have stopped spinning, depending on the result of the game, a process is performed to pay out medals or to make it possible to start the game again without consuming any more medals, and one round of game is completed.
[0024] A medal payout outlet 60 for discharging medals from inside the slot machine X and a medal tray 62 for collecting medals discharged from the medal payout outlet 60 are provided at the lower end of the front door 12. A lower panel 64 for decorating the appearance of the slot machine X is provided between the operation area 50 and the medal tray 62. A light source (LED) for illumination is provided on the rear side of the lower panel 64, and the lower panel 64 is illuminated from behind by light emitted from this light source.
[0025] The lower door 40 is provided with a door key cylinder 66, and the lower door 40 (front door 12) can be unlocked by inserting a door key into the door key cylinder 66. Specifically, the lower door 40 can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 66 clockwise from its initial position. Furthermore, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 66 counterclockwise from its initial position. The lower end of the upper door 30 is provided with an engagement portion that protrudes downward from the upper end of the lower door 40, rearward of the front surface of the lower door 40. This structure prevents the upper door 30 from being opened when the lower door 40 is closed. In other words, when opening the upper door 30, the lower door 40 must first be unlocked and opened before the upper door 30 can be opened.
[0026] Medals inserted through the medal insertion port 42 pass through a medal selector 67 (Fig. 2) and then enter the hopper unit 16 via a medal chute 69. However, under certain conditions, such as after a game has started, a medal blocker 68 (Fig. 3) built into the medal selector 67 is activated, blocking the flow path toward the medal chute 69 (Fig. 2), and the inserted medals are returned from the medal payout port 60.
[0027] 3 is a functional block diagram of the gaming machine of this embodiment. The gaming machine (slot machine X) of this embodiment is controlled by a main control means (main board) 70 and a sub-control means (sub-board) 72. The main control means 70 receives input signals from the settlement button 52, start lever 53, stop button 54, bet button 56, setting change button 26, door open / close switch 74, insertion detection sensor 78, payout sensor 88, etc., and performs various calculations for setting the gaming machine, managing errors, or executing games, and controls output means such as reels 20a to 20c and hopper unit 16 based on the calculation results.
[0028] The sub-control means 72 receives information (signals) sent from the main control means 70, performs various calculations to execute the performance, and controls the performance devices such as the LCD display 34, speaker 36, and lighting device 38 based on the calculation results.
[0029] The main control means 70 and the sub-control means 72 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control means 70 to the sub-control means 72, but information cannot be transmitted from the sub-control means 72 to the main control means 70. The functions of the main control means 70 and the sub-control means 72 are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.
[0030] The main control means 70 includes a setting change means 101, a setting confirmation means 102, a payout control means 103, a game control means 104, a random number generation means 105, a main error detection means 106, a main error management means 107, and a main memory means 108.
[0031] The setting change means 101 controls (setting change processing) the change of setting values stored in the main storage means 108. In this embodiment, the gaming machine is switched between starting in game mode and starting in setting change mode depending on the state of the setting change key cylinder when the power is turned on. When a setting key is inserted into the setting change key cylinder and rotated 90 degrees clockwise from its initial position, the power switch is activated to supply power from the power supply unit 14 (i.e., when the power is turned on), the setting change means 101 starts the gaming machine in setting change mode. In this embodiment, a setting value can be selected from six setting values, from Setting 1 to Setting 6. The winning probability of the internal lottery is varied so that the expected payout rate increases from Setting 1 to Setting 6. In this embodiment, the setting values are expressed in the order of Setting 1 < Setting 2 < Setting 3 < Setting 4 < Setting 5 < Setting 6.
[0032] In the setting change mode, the setting change means 101 changes the setting value in the order of Setting 1 → Setting 2 →... Setting 6 → Setting 1 →... each time the setting change button 26 is pressed, and when the start lever 53 is pressed, the setting value is confirmed and the confirmed setting value is stored in the main storage means 108. In addition, when the setting key inserted into the setting change key cylinder is returned to its initial position, the setting change mode is switched to the game mode. In this embodiment, in the setting change mode, the selected setting value is displayed on the first main display 90.
[0033] In this embodiment, when the setting key is inserted into the setting change key cylinder and the power is turned on with the setting key in the initial position, the gaming machine starts up in the game mode. In this embodiment, in the game mode, games can be played but the setting values cannot be changed, and in the setting change mode, the setting values can be changed but the game cannot be played.
[0034] In the setting change mode, the setting change means 101 performs an initialization process to initialize information stored in a read / write memory (RWM), which is a readable and writable storage area in the main storage means 108. Note that in the initialization process, not all information stored in the read / write memory is initialized, but certain information (part of information such as medal credit information) is retained without being initialized.
[0035] The setting confirmation means 102 transitions the gaming machine (slot machine X) from the gaming mode to the setting confirmation mode based on a predetermined operation (described later) being performed in the gaming mode with the power turned on, and performs processing (setting notification processing) to notify the current setting value via the liquid crystal display 34, the gaming information display unit 32, etc. The setting confirmation mode will be described in detail later.
[0036] The game control means 104 is a means for controlling the progress of the game, and when a game starts after a medal is inserted, it determines whether or not a winning combination will be achieved by an internal lottery, spins the first reel 20a to the third reel 20c, and when a stop operation is performed on the stop buttons 54a to 54c, it stops the spinning reels according to the result of the internal lottery, determines whether or not a winning combination has been achieved based on the symbol combination displayed on the pay line, and performs processing according to the determination result, thereby performing a main loop process to progress the game. Details of this will be explained below.
[0037] The game control means 104 accepts the insertion of medals for each game, and when the specified number of medals (three medals) has been inserted, performs processing to validate the game start operation for the start lever 53. In the gaming machine of this embodiment, the first pressing operation of the start lever 53, which is validated based on the insertion of the specified number of medals, is accepted as the game start operation, and serves as a trigger to start the rotation of the first reel 20a to the third reel 20c, as well as a trigger to execute an internal lottery.
[0038] In the gaming machine of this embodiment, when medals are inserted into the medal insertion slot 42, the insertion detection sensor 78 in the medal selector 67 is activated, and the game control means 104 sets the inserted medals to an inserted state (bet state) up to a specified insertion number. Furthermore, in the gaming machine of this embodiment, the main memory means 108 can store (store and store) up to 50 medals as credits, and when the bet button 56 is pressed while medals are stored as credits in the gaming machine, the game control means 104 sets the medals stored in the main memory means 108 as inserted credits up to a specified insertion number. Furthermore, in the gaming machine of this embodiment, the number of credits is displayed on the second main display 92. The game control means 104 changes the display content of the second main display 92 according to an increase or decrease in the number of medal credits stored in the main memory means 108.
[0039] The game control means 104 performs an internal lottery to determine whether a winning combination is achieved based on the game start operation on the start lever 53 (the first pressing of the activated start lever 53), and performs lottery table selection processing, random number determination processing, lottery flag setting processing, etc.
[0040] In the lottery table selection process, it is determined which internal lottery table to use for the internal lottery among the multiple types of internal lottery tables stored in the main storage means 108. In the gaming machine of this embodiment, in each internal lottery table, various combinations such as replays, small combinations, and bonuses, as well as misses (non-wins), are associated with multiple random number values (e.g., 65,536 random number values from 0 to 65,535). In this embodiment, for six setting values, an internal lottery table corresponding to the game state is prepared for each setting value. The probability of obtaining certain winning patterns in the internal lottery varies depending on the setting value, and the correspondence between combinations and random number values is set so that the higher the setting value, the higher the expected ball payout rate. A small combination is a combination that, upon winning, allows a player to receive a predetermined number of medals corresponding to the winning small combination. A replay is a combination that, upon winning, allows the player to play again without consuming any more medals. When a replay is won, operation of the start lever 53 is enabled without consuming any medals of the player, and the game can be started by operating the start lever 53.
[0041] In the gaming machine of this embodiment, the game state can be set to normal state, bonus established state, and bonus state, and in the lottery table selection process, one of multiple types of internal lottery tables is selected as the internal lottery table to be used in the internal lottery depending on the game state.
[0042] In the random number determination process, a random number value (random number for lottery) is obtained from the random number generating means 105 for each game based on the game start operation on the start lever 53, and the obtained random number value is used to determine whether or not it has won a winning combination by referring to the internal lottery table stored in the main memory means 108.
[0043] The random number generating means 105 is a means for generating random numbers for the lottery. The random numbers can be generated by, for example, a 16-bit random number circuit that generates 65,536 random numbers from 0 to 65,535 without duplication within one cycle. In this embodiment, the term "random number" includes not only values that are generated randomly in the mathematical sense, but also values that may be generated regularly but whose acquisition timing is irregular, and therefore may function essentially as random numbers.
[0044] In the lottery flag setting process, based on the result of the random number determination process, the lottery flag corresponding to the winning combination is set from a non-winning state (first flag state, OFF state) to a winning state (second flag state, ON state). In the gaming machine of this embodiment, when two or more types of combinations are won in a overlapping manner, the lottery flags corresponding to the two or more types of combinations that are won in a overlapping manner are set to a winning state. The setting information of the lottery flags is stored in the main storage means 108.
[0045] The lottery flags are available in two types: a lottery flag (carry-over flag) that can carry over a winning state to the next game or thereafter until a prize is won, and a lottery flag (non-carry-over flag) that is reset to a non-winning state without carrying over a winning state to the next game or thereafter regardless of whether a prize is won or not (non-carry-over flag). The former carry-over flag is associated with a bonus, while the latter non-carry-over flag is associated with a small win and a replay. That is, in the lottery flag setting process, for example, when a bonus is won in an internal lottery, a process is performed to carry over the winning state of the bonus lottery flag until the bonus is won. At this time, the game control means 104 performs an internal lottery to determine whether a small win or a replay will be won, even in a game in which the winning state of the bonus lottery flag is carried over. In this way, in the lottery flag setting process, when a small winning combination or a replay is won in a game in which the winning state of the bonus lottery flag is carried over, lottery flags corresponding to two or more types of combinations consisting of the lottery flag of the bonus already won and the lottery flag of the small winning combination or replay won by the internal lottery are set to the winning state.
[0046] In addition, the game control means 104 starts the rotation of each reel 20a to 20c when the activated start lever 53 is operated (i.e., the start of a game) under the control of the main control means 70, and when the activated stop buttons 54a to 54c are operated, it performs stop control of the reel corresponding to the operated stop button (control to stop it in a manner according to the setting state of the lottery flag (result of the internal lottery)).
[0047] Each time one of the stop buttons 54a to 54c is operated, the game control means 104 determines the stop position of the reel among the first reel 20a to the third reel 20c corresponding to the operated button, and controls the reel to stop at the determined stop position. In the slot machine X, when the stop button 54a is operated, the first reel 20a stops spinning, when the stop button 54b is operated, the second reel 20b stops spinning, and when the stop button 54c is operated, the third reel 20c stops spinning. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the order in which the stop buttons 54a to 54c are operated.
[0048] In the stop control when the stop buttons 54a to 54c are operated, the game control means 104 stops the reels 20a to 20c so that a winning combination whose lottery flag is set to a winning state will be awarded. Specifically, when the lottery flag for one winning combination is set to a winning state, the game control means 104 stops the reels 20a to 20c so that this winning combination will be awarded. Furthermore, when the lottery flags for multiple winning combinations are set to winning states, the game control means 104 stops the reels 20a to 20c so that a predetermined winning combination will be awarded according to the priority order set for each combination. In the gaming machine of this embodiment, the priority order is set as "replay > small combination > bonus." The game control means 104 then stops the reels 20a to 20c so that the symbols constituting the winning combination with a higher priority are displayed on the pay line in preference to the symbols constituting the winning combination with a lower priority.
[0049] In the gaming machine of this embodiment, when multiple types of minor winning combinations are won in the internal lottery, the priority of the candidate stop positions may be determined according to the number of symbol combinations that indicate winning forms that can be displayed on the payline, or according to the number of medals to be paid out based on a predetermined payout for the minor winning combination. When the priority of the candidate stop positions is determined according to the number of symbol combinations that can be displayed on the payline, the priority of each candidate stop position is determined so that the higher the number of symbol combinations that indicate winning forms that can be displayed on the payline, the higher the priority. When the priority of the candidate stop positions is determined according to the number of medals to be paid out, the priority of each candidate stop position is determined so that the higher the number of medals to be paid out based on the payout for the minor winning combination corresponding to the symbol displayed at the display position on the payline (the stop position that can win a minor winning combination with a high payout) the higher the priority. However, when the priority of the candidate stop positions is determined according to the number of medals to be paid out, if multiple minor winning combinations with the same payout are won, the priority of the candidate stop positions that can win each minor winning combination is treated as being the same. In addition, when determining the priority of candidate stop positions according to the number of symbol combinations that indicate winning forms that can be displayed on the valid line, the priorities of candidate stop positions that have the same number of symbol combinations that indicate winning forms that can be displayed on the valid line are treated as being the same.
[0050] The game control means 104 performs a winning determination process to determine whether or not a winning combination has been achieved based on the stopping state of the first reel 20a to the third reel 20c. Specifically, the symbol combination displayed (stopped display) on the pay line when the first reel 20a to the third reel 20c have stopped is compared with a winning determination table stored in the ROM of the main storage means 180. The winning determination table stores the winning form (the symbol combination that will be a winning combination when stopped and displayed) of each winning combination, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. When a winning combination has been achieved, the game control means 104 executes a winning process corresponding to the winning combination that has been achieved. Specifically, the winning process involves a payout process when a minor combination is achieved, a replay process (replay process) when a replay is achieved, and a process to transition the game state (game state transition control process) when a bonus is achieved.
[0051] The payout process is a process for paying out a number of medals determined based on the payout determined for each role when a small winning combination is achieved. When a small winning combination is achieved, the game control means 104 determines the number of medals to be paid out based on the payout determined for each role, and causes the hopper unit 16 to pay out medals corresponding to the determined number to be paid out.
[0052] The hopper unit 16 is a device that performs an operation of paying out the number of medals to be paid out that is instructed by the game control means 104. The hopper unit 16 is provided with a payout sensor 88 that is activated each time a medal is paid out, and the game control means 104 is configured to be able to manage the number of medals actually paid out from the hopper unit 16 based on an input signal from the payout sensor 88. In the gaming machine of this embodiment, when medals are paid out in each game, the number of medals to be paid out is displayed on the first main display 90. When medals are paid out as a result of a minor winning combination, the game control means 104 causes the first main display 90 to display the number of medals to be paid out in accordance with the winning of the minor winning combination.
[0053] When credit storage (accumulation storage) of medals is permitted, instead of actually paying out medals using the hopper unit 16, a credit addition process is performed in which the number of medals to be paid out is added to the number of credits (number of medals stored as credits) stored in the main storage means 108, and medals are virtually paid out. When adding a part or all of the number of medals to be paid out to the number of credits, the game control means 104 changes the display content of the second main display 92 in accordance with the increase in the number of credits.
[0054] The replay process is a process in which, when a replay wins, the next game is set to the same game start standby state as the previous game without the player having to insert any medals he owns. When a replay wins, an automatic insertion process is performed in which the same number of medals as those set to be inserted in the previous game (the game in which the replay won) are automatically inserted without using any medals the player has in hand (including credited medals), and the machine waits for the next game start operation using the start lever 53 with a pay line set corresponding to the number of medals inserted by the automatic insertion process. Furthermore, when the automatic insertion process is performed, it is not possible to insert additional medals.
[0055] Furthermore, the game control means 104 performs control so that in the next game following the game in which a replay has been won, medals owned by the player are not newly set to an inserted state. Specifically, if a replay has been won in the previous game, even if medals are inserted into the medal insertion slot 42 while medal insertion is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Furthermore, while medal insertion is being accepted, operation of the bet button 56 is not accepted, and credited medals are not set to an inserted state even if the bet button 56 is pressed.
[0056] The game control means 104 also performs a game state transition control process that transitions the game state between the normal state, the bonus establishment state, and the bonus state. In this embodiment, information indicating the current game state is stored in the main storage means 108. The game state transition condition may be one condition or multiple conditions. When multiple conditions are set, the game state can be transitioned to another game state when one of the multiple predetermined conditions is met, or when all of the multiple predetermined conditions are met.
[0057] The normal state is a game state corresponding to the initial state among the multiple game states, and it is possible to transition from the normal state to the bonus establishment state. Specifically, if a bonus is won in the normal state, the state transitions to the bonus establishment state. In addition, in the normal state, an internal lottery is performed by referring to an internal lottery table in which small winning combinations, replays, and bonuses are set as the lottery targets among the multiple types of internal lottery tables stored in the main storage means 108.
[0058] The bonus establishment state is a gaming state to which the game enters when a bonus is won in an internal lottery. In the bonus establishment state, the win or loss of a minor role is determined with the same probability as in the normal state from among multiple types of internal lottery tables stored in the main storage means 108, and an internal lottery is performed by referring to an internal lottery table in which bonuses are excluded from the lottery. Note that replays are also set as a lottery target in the bonus establishment state, but the winning probability and winning mode of replays may be different from or the same as in the normal state.
[0059] In the bonus established state, the lottery flag corresponding to the bonus is maintained in the winning state until the bonus is won, and the win or loss of the minor winning combination and replay is determined, and when the symbol combination showing the winning form of the bonus is displayed on the active line, the game control means 104 transitions the game state from the bonus established state to the bonus state based on the winning of the bonus.
[0060] The bonus state is a gaming state to which the game enters when a symbol combination indicating a bonus winning mode is displayed on an active line. In the bonus state, among the multiple types of internal lottery tables stored in the main storage means 108, the winning probability of a small role is set higher than in the normal state and the bonus state, and an internal lottery is performed by referring to an internal lottery table in which replays are excluded from the lottery. In other words, the bonus state is a gaming state that is more advantageous to the player than the normal state or the bonus state in that small roles are won more frequently in the bonus state than in the normal state or the bonus state.
[0061] In the bonus state, whether or not the termination condition is met is determined based on the total number of medals paid out by the bonus game in the bonus state, and when the number of medals paid out exceeds a predetermined number to be paid out for termination (for example, 250 medals), the game control means 104 terminates the bonus state and returns the game state to the normal state. Note that in this embodiment, count information on the number of medals paid out in the bonus state is accumulated and stored in the main storage means 108.
[0062] The main error detection means 106 detects a main error by monitoring the signal states of various sensors such as the input detection sensor 78 and the dispensing sensor 88, determining whether the error detection conditions are met, and identifying the main error that has occurred based on whether the error detection conditions are met. Note that in this embodiment, even after detecting any of the main errors (a state in which the means is waiting for a release operation by error wait processing, which will be described later), the main error detection means 106 continues to periodically detect each main error by timer interrupt processing.
[0063] The main error detection means 106 detects backflow errors, empty errors, payout jam errors, abnormal payout errors, over errors, retention errors, and abnormal insertion errors based on the signal states of various sensors, as shown in FIG. 4. When the main error detection means 106 detects a specific main error, it sets a corresponding error detection flag in the main memory means 108. A backflow error is a main error caused by medals flowing backward in the flow path. An empty error is a main error caused by the hopper unit 16 running out of medals. A payout jam error is a main error caused by medals that should be paid out being jammed in the hopper unit 16 and not being ejected. A payout abnormality error is a main error caused by medals being paid out in a situation where they should not be paid out. An over error is a main error caused by the number of surplus medals stored in the cash box 18 exceeding a predetermined amount. A retention error is a main error caused by medals being jammed in the medal selector 67. The abnormal insertion error is a main error caused by a medal being stuck near the medal insertion port 42, etc.
[0064] When any error detection flag is set in the main storage means 108, the main error management means 107 performs error wait processing to wait for a predetermined release operation, and in this error wait processing, the main error detected by the main error detection means 106 is notified via the first main display 90, and a release process is performed to clear the error detection flag, etc., based on the predetermined release operation (pressing the setting change button 26). Note that in this embodiment, while the main error management means 107 is executing the error wait processing, the main loop processing in the game control means 104 is interrupted, and the main loop processing is resumed after the release process for the main error that has occurred is completed.
[0065] During the error wait process, the main error management means 107 accepts pressing of the setting change button 26 as a cancellation operation, and performs a cancellation process to clear (erase) error-related information such as the detection flag and timer timing information stored in the main storage means 108. Note that during the error wait process, after an error code is displayed on the first main display 90, timer wait process is performed using an error wait timer provided in the main storage means 108, and a cancellation operation is accepted after the period during which the timer wait process is being performed (approximately 108 ms) has elapsed.
[0066] In this embodiment, the transmission of information from the main control means 70 to the sub-control means 72 is achieved by sending commands via serial communication, and the information contained in the commands sent from the main control means 70 to the sub-control means 72 includes setting values, game status, number of medals inserted and number of medals paid out, results of internal lottery, signal status of various switches, etc., details of reel stop control, results of winning determination, and information related to the main error that has occurred.
[0067] In this embodiment, when a main error occurs, the main control means 70 transmits to the sub-control means 72 an error occurrence command corresponding to the error type for which the error detection flag is set, or an error cancellation command indicating that the setting change button 26 has been cancelled. Furthermore, when the signal state of the door open / close switch 74 changes, the main control means 70 transmits a door open command to the sub-control means 72 based on the signal state changing from an OFF state (a signal state indicating that the front door 12 is closed) to an ON state (a signal state indicating that the front door 12 is open), and transmits a door close command based on the signal state changing from an ON state to an OFF state. In this embodiment, even if the front door 12 is open, this is not treated as a main error, and the main loop processing can continue unless another main error occurs. Furthermore, in this embodiment, the main control means 70 periodically transmits a disconnection monitoring command to the sub-control means 72 at predetermined intervals (e.g., every 15 ms).
[0068] Next, we will explain the sub-control means 72. The sub-control means 72 includes a performance control means 131, a sub-error detection means 202, a sub-error management means 203, a sub-storage means 132, and the like.
[0069] The effect control means 131 controls the effects performed using the liquid crystal display 34, the speaker 36, and the lighting device 38, based on the effect data stored in the sub-storage means 132. For example, the means 131 controls the execution of effects to liven up the game or assist the game, by turning on or blinking the lighting device 38, changing the display content of the liquid crystal display 34, or outputting sound from the speaker 36 in response to the insertion of medals, the operation of the bet button 56, the start lever 53, and the stop buttons 54a to 54c, or the occurrence of game events such as changes in the game state, according to the progress of the game.
[0070] The content of the effects to be executed in a game is determined using an effect lottery table stored in the sub-storage means 132 in response to commands sent from the main control means 70 corresponding to the game status, the effect status, the result of the internal lottery, etc. In this embodiment, image data stored in the ROM of the sub-storage means 132 is read into an image buffer provided in the sub-storage means 132, and an image based on the image data read into the image buffer is output to the liquid crystal display 34. In addition, sound data stored in the ROM of the sub-storage means 132 is read into a sound buffer provided in the sub-storage means 132, and sound based on the sound data read into the sound buffer is output from the speaker 36.
[0071] The sub-error detection means 202 detects a sub-error by determining whether or not the error detection conditions are met based on the door open command and the disconnection monitoring command sent from the main control means 70, and identifying the sub-error that has occurred based on whether the error detection conditions are met. Note that in this embodiment, even after detecting any sub-error (a state in which the sub-error detection means 202 is waiting to receive an error release command from the main control means 70, which will be described later), the sub-error detection means 202 continues to periodically detect each sub-error by timer interrupt processing.
[0072] The sub-error detection means 202 detects door opening / closing errors and communication errors, as shown in Fig. 5. When the sub-error detection means 202 detects a predetermined sub-error, it sets a corresponding error detection flag in the sub-storage means 132. A door opening error is a sub-error caused by the front door 12 being open. A communication error is a sub-error caused by poor communication due to, for example, a break in the communication cable between the main control means 70 and the sub-control means 72.
[0073] When the sub-error detection means 202 receives the error occurrence command sent from the main control means 70, it sets an error detection flag in the sub-storage means 132 that corresponds to the main error specified by the error occurrence command.
[0074] When an error detection flag is set in the sub-storage means 132, the sub-error management means 203 performs error notification processing to determine the error to be notified and control the presentation device in a presentation mode corresponding to the error. The sub-error management means 203 notifies the error to be notified in the error notification processing, and waits for an error release command or a door close command to be sent from the main control means 70. If the error recovery condition is met, the sub-error management means 203 performs error recovery processing to clear the error detection flag and the like set in the sub-storage means 132 and restore the original state of the presentation device. In this embodiment, no information is sent from the sub-control means 72 to the main control means 70, and the occurrence of a sub-error does not affect the progress of the main loop processing in the game control means 104. As long as a main error is not occurring, the game control means 104 can continue the main loop processing even when a sub-error has occurred.
[0075] When an error detection flag corresponding to a sub-error is set in the sub-storage means 132, the sub-error management means 203 causes the sub-display 93 to display an error code corresponding to the type of the error detection flag.
[0076] Incidentally, a communication error can be recovered from simply by initializing the sub-storage means 132 when power is restored, and the sub-error management means 203 continues the communication error notification process and maintains the state of notifying the communication error until the power supply to the gaming machine is cut off. However, even if the communication error is temporarily resolved by power restoration, if the disconnection situation is not resolved, the sub-error detection means 202 will detect a communication error again based on poor reception of the disconnection monitoring command from the main control means 70.
[0077] Next, the main loop process that controls the progress of the game will be described with reference to the flowchart shown in FIG. 6. First, an insertion acceptance process is performed to accept the insertion of the number of medals required to play the game (a specified number of medals) (step S100), and it is determined whether the insertion of the specified number of medals (three medals), which is set as a game start condition, has been accepted (step S101). In the insertion acceptance process, medals inserted by the player into the medal insertion slot 42 are set to an inserted state. Furthermore, medals credited to the gaming machine are set to an inserted state when the 1 BET button 56 or the MAX BET button 56 is pressed. Furthermore, if a replay is won in the previous game, the same number of medals as the number inserted in the previous game (the same number of medals inserted as in the previous game) are automatically set to an inserted state.
[0078] In step S101, if it is determined that the insertion of the specified number of medals has been accepted (if it is determined that the specified number of medals has been set to the inserted state) (step S101: YES), operation of the start lever 53 is validated (step S102). On the other hand, in step S101, if it is determined that the insertion of the specified number of medals has not been accepted (step S101: NO), the process returns to step S100.
[0079] Next, it is determined whether the start lever 53 has been operated (step S103). If it is determined in step S103 that the start lever 53 has been operated (step S103: YES), an internal lottery is conducted (step S104), and the first to third reels 20a to 20c start to rotate (step S105). On the other hand, if it is determined in step S103 that the start lever 53 has not been operated (step S103: NO), the process of step S103 is repeated.
[0080] Next, it is determined whether the rotation speed of each reel is equal to or greater than a predetermined speed (step S106). If it is determined in step S106 that the rotation speed of each reel is equal to or greater than the predetermined speed (step S106: YES), operation of the stop buttons 54a to 54c is validated (step S107). On the other hand, if it is determined in step S106 that the rotation speed of each reel is not equal to or greater than the predetermined speed (step S106: NO), the process of step S106 is repeated.
[0081] Next, it is determined whether a predetermined stop button has been operated (step S108). If it is determined in step S108 that a predetermined stop button has been operated (step S108: YES), the rotation of the reel corresponding to the operated stop button is stopped (step S109), and it is determined whether all reels have stopped (step S110). On the other hand, if it is determined in step S108 that a predetermined stop button has not been operated (step S108: NO), the processing of step S108 is repeated.
[0082] If it is determined in step S110 that all the reels have not stopped (step S110: NO), the process returns to step S108. On the other hand, if it is determined in step S110 that all the reels have stopped (step S110: YES), it is determined whether or not a winning combination obtained by the internal lottery has been achieved, based on the stopped state (stop mode) of each reel (step S111). If it is determined in step S111 that a winning combination obtained by the internal lottery has been achieved (step S111: YES), a process corresponding to the winning combination (winning process) is executed (step S112), and a series of processes (one game) ends. On the other hand, if it is determined in step S111 that a winning combination obtained by the internal lottery has not been achieved (or if the result of the internal lottery is a miss (non-win)) (step S111: NO), the series of processes (one game) ends when each of the reels 20a to 20c has stopped.
[0083] Here, a state in which a specified number of medals required to start a game have been inserted, or a state in which medals have been automatically inserted based on a win (a prize) in a replay in the previous game (a state in which the replay is operating) is defined as a specific state (a state in which a game can be started). In the specific state, the gaming machine of this embodiment is capable of executing a setting confirmation process (described later).
[0084] Here, a case where the setting confirmation process is executed in a specific state (a state where a game can be started), that is, after a YES determination is made in step S101 (after the process of step S102 is executed) and before a YES determination is made in step S103, will be described. Fig. 7 is a flowchart showing the setting confirmation process (setting reference process) in the main control means 70. It should be noted that the start point of the flowchart shown in Fig. 7 is the game mode.
[0085] The main control means 70 determines whether the setting key has been inserted into the setting change key cylinder and moved (rotated) from the first position (initial position) to the second position (for example, a position rotated 90 degrees clockwise from the initial position) (step S200). In this way, in the game mode, the operation of moving the setting key from the first position to the second position can be said to be an operation of transitioning to the setting confirmation mode.
[0086] In step S200, if it is determined that the setting key has been inserted into the setting change key cylinder and moved from the first position to the second position (step S200: YES), the main control means 70 transitions from the game mode (first state) to the setting confirmation mode (second state, setting reference mode, setting confirmation state, setting reference state) (step S201). At this time, the main loop processing is interrupted in conjunction with the transition to the setting confirmation mode. On the other hand, in step S200, if it is determined that the setting key has been inserted into the setting change key cylinder and has not been moved from the first position to the second position (step S200: NO), the processing of step S200 is repeated.
[0087] In step S200, it may be determined whether or not the setting key has been inserted into the setting change key cylinder, moved from the first position to the second position, and the setting change button 26 has been operated (pressed). In other words, the operation for transitioning to the setting confirmation mode may be to insert the setting key into the setting change key cylinder, move the setting key from the first position to the second position, and operate the setting change button 26. In that case, if it is determined in step S200 that the setting key has been inserted into the setting change key cylinder, moved from the first position to the second position, and the setting change button 26 has been operated (step S200: YES), the main control means 70 transitions from the game mode to the setting confirmation mode (step S201).
[0088] In the setting check mode, an image (e.g., the words "Settings being viewed") indicating that the setting check mode is active is displayed on the LCD display 34. Also, in the setting check mode, the currently set setting value is displayed on the first main display 90 of the game information display unit 32. In the setting check mode, the current setting value can be viewed (notified), but game play is not possible. Also, in the setting check mode, the setting value can be viewed, but the setting value cannot be changed. Even in a specific state (a state in which game play can be started), it is possible to transition from the first state to the second state and execute a setting notification process, allowing the current setting value to be confirmed. Therefore, for example, in a specific state, there is no need to end play before transitioning to the second state in which the setting notification process is executed, improving the convenience of confirming the setting value. It can be said that in a specific state (a state in which a game can be started), the setting key can be moved to the second position before the start lever is turned ON, and the mode can be shifted to the setting confirmation mode.
[0089] Next, the main control means 70 determines whether the setting key inserted in the setting change key cylinder has been moved (rotated) from the second position to the first position (step S202). If it is determined in step S202 that the setting key has been moved from the second position to the first position (step S202: YES), the main control means 70 ends the setting confirmation mode and transitions from the setting confirmation mode to the game mode (step S203). The operation of moving the setting key from the second position to the first position (returning it to its initial position) in the setting confirmation mode can be referred to as an operation of returning to the game mode. On the other hand, if it is determined in step S202 that the setting key has not been moved from the second position to the first position (step S202: NO), the processing of step S202 is repeated.
[0090] After the process of step S203, the main control means 70 resumes the main loop process (FIG. 6) (returns to the main loop process). Note that the main control means 70 may resume the main loop process after a predetermined time (predetermined wait period) has elapsed after the process of step S203.
[0091] (Start lever) In this embodiment, when the specific state (game start possible state) is reached and the game mode is in effect, an operation (transition operation) is performed to move the setting key inserted in the setting change key cylinder from the first position to the second position. In the setting confirmation mode, the start lever 53 is operated (depressed) before the operation (return operation) to move the setting key from the second position to the first position. If the operation (return operation) to move the setting key from the second position to the first position is performed while the start lever 53 is being operated, a game is not started immediately after the transition (return) to the game mode. Note that "immediately after the transition (return) to the game mode" refers specifically to the timing at which the game mode is returned to the main loop process (the timing at which the timer interrupt process is executed). Furthermore, the state in which the start lever 53 is being operated refers to the state in which the start lever 53 is operated to the ON position.
[0092] In other words, in the setting confirmation mode, the start lever 53 is turned on, and even if the setting confirmation mode is switched to the game mode while the start lever 53 is turned on, game play will not start.
[0093] The main control means 70 monitors the state of the signal (signal state) input from the start lever 53. When the start lever 53 is not operated, the signal input to the main control means 70 is OFF, and when the start lever 53 is operated, the signal input to the main control means 70 is ON. When the signal state is ON based on the operation of an inactivated start lever 53, the main control means 70 does not detect this ON state. Note that the main control means 70 may be configured so that the signal state does not become ON when an inactivated start lever 53 is operated.
[0094] In the main loop processing, when the main control means 70 detects (senses) a change from OFF to ON in the state of the signal input from the start lever 53, i.e., an ON edge (rising edge), the main control means 70 can determine that the start lever 53 has been operated (entered into the ON state). If the start lever 53 is pressed to enter the ON state in the setting check mode and the game mode is switched to in that state, the input signal is detected to be ON when the main loop processing is switched back to, but the rising edge from OFF to ON (ON edge) is not detected. Therefore, it is not determined that the start lever 53 has been operated when the main loop processing is switched back to, and a game is not started. Furthermore, even if the start lever 53 remains in the ON state after the transition from the setting check mode to the game mode and the return to the main loop processing, a game is not started. Furthermore, when returning to the main loop processing, the start lever 53 remains in the ON state even after the input signal is detected to be ON, and then when the start lever 53 turns OFF, a change in the input signal from ON to OFF (OFF edge, falling edge) is detected, but because it is the OFF edge, it is not determined that the start lever 53 has been operated, and the game does not start.
[0095] In this embodiment, in a specific state (a state in which game play can be started), the setting change key cylinder (operation means related to the setting value, second operation means related to the setting value) is changed from the OFF state to the ON state, and even if the start lever 53 is operated while the setting change key cylinder is in the ON state, game play does not start, and even if the setting change key cylinder is changed to the OFF state while the start lever 53 is being operated (while the operation continues), game play does not start.
[0096] In this embodiment, a state in which a specified number of medals required to start a game have been inserted, or a state in which medals have been automatically inserted based on a winning replay as a result of an internal lottery, is defined as a specific state, and while a transition from the game mode to the setting check mode is possible in the specific state, a transition from the game mode to the setting check mode may also be possible in either of the specific states. For example, a transition from the game mode to the setting check mode may be possible when the specified number of medals required to start a game have been inserted, but a transition from the game mode to the setting check mode may not be possible in a state in which medals have been automatically inserted based on a winning replay as a result of an internal lottery.
[0097] The operation to transition to the setting confirmation mode and the operation to return to the game mode are operations performed when the front door 12 is open (the signal state of the door opening / closing switch 74 (door sensor) is ON). In the present embodiment, when an operation to return to the game mode (an operation to move the setting key from the second position to the first position) is performed, the game mode transitions from the setting confirmation mode to the game mode and returns to the main loop processing. However, when an operation to return to the game mode is performed and the front door 12 is closed (i.e., when the signal state of the door opening / closing switch 74, which is ON because the front door 12 is open, becomes OFF), the game mode transitions from the setting confirmation mode to the game mode and returns to the main loop processing. In other words, the conditions for transitioning from the setting confirmation mode to the game mode (conditions for returning to the main loop processing) may include that the front door 12 is closed. The control relating to returning from the setting check mode (setting reference state) may be as follows. In the first example, when the setting change key cylinder is turned from the OFF state to the ON state while the front door 12 is open, the mode transitions to the setting confirmation mode. Next, when the setting change key cylinder is turned from the ON state to the OFF state while the front door 12 is open, the mode transitions to the game mode (returns from the setting confirmation mode). In a second example, when the setting change key cylinder is turned from OFF to ON while the front door 12 is open, the setting confirmation mode is entered. Next, when the setting change key cylinder is turned from ON to OFF while the front door 12 is closed, the setting confirmation mode continues (the setting confirmation mode is not returned to). Next, even if the front door 12 is opened while the setting change key cylinder is OFF, the setting confirmation mode continues (the setting confirmation mode is not returned to). In a third example, when the setting change key cylinder is turned from OFF to ON while the front door 12 is open, the setting confirmation mode is entered. Next, when the setting change key cylinder is turned from ON to OFF while the front door 12 is closed, the setting confirmation mode continues (the setting confirmation mode is not returned to). Next, when the front door 12 is opened and the setting change key cylinder is turned ON (the order is irrelevant), and the setting change key cylinder is turned OFF while the front door 12 is open, the game mode is entered (the setting confirmation mode is returned to).
[0098] In this embodiment, in a specific state (a state in which game play can be started), if the start lever 53 is operated while the front door 12 is open and the setting change key cylinder (the operating means related to the setting value) is in the OFF state, game play will start (game will progress), but if the start lever 53 is operated while the front door 12 is open and the setting change key cylinder is in the ON state (setting confirmation mode) in a specific state, game play will not start (game will not progress).
[0099] The predetermined operating means (first operating means) (button, switch) different from the start lever 53 include the stop buttons 54a to 54c, the bet button 56, and the effect button 57. The predetermined operating means can be called the first operating means used for operations to progress the game. In this embodiment, in a specific state (a state in which a game can be started), if the start lever 53 is operated while the first operating means is being operated (in the ON state), a game will start. However, in the specific state, if the start lever 53 is operated while the setting change key cylinder (the operating means related to the setting value, the second operating means related to the setting value) is in the ON state, a game will not start.
[0100] Furthermore, in a specific state (a state in which a game can be started), if the start lever 53 is operated while the setting change button 26 (operation means related to the setting value, second operation means related to the setting value) is operated (ON state), a game will not start. Regardless of whether the setting change key cylinder is in the OFF state or the ON state, if the start lever 53 is operated while the setting change button 26 is operated (ON state), a game will not start. Furthermore, even if the setting change button 26 is turned OFF while the start lever 53 is operated (while the operation continues), a game will not start. In this embodiment, regardless of whether a specific game state is being played or not, when the setting change button 26 is operated (pressed), (1) even if the MAX bet button 56 is operated (pressed), no game value is bet (the game value is not in the inserted state, and the insertion of game value is not accepted), but (2) when the player inserts (manually inserts) game value into the medal insertion port 42, game value is bet (the game value is in the inserted state, and the insertion of game value is accepted).
[0101] (Payment button) The settlement button 52 is provided to settle medals electronically stored in the gaming machine (slot machine X) and medals that have been bet (set to inserted state) but not used in play, and to discharge (pay out) them into a medal tray 62 via a medal payout outlet 60. "Settlement" means returning medals used in play to the player.
[0102] The settlement button 52 is configured to be pressable, and settlement processing is executed based on operation of the settlement button 52. The settlement button 52 has a pressing portion, which is configured to be pressable (pushable). Hereinafter, operating the pressing portion of the settlement button 52 will be referred to as operating the settlement button 52. In the settlement processing (predetermined processing related to gaming value), medals set as at least one of the reserve (credit) or bet are settled. In other words, the targets of settlement based on operation of the settlement button 52 include not only medals set as credits, but also medals set as bets. When medals are set as both bets and credits, there are, for example, the following two modes of settlement based on operation of the settlement button 52. In the first settlement mode, both medals set as bets and medals set as credits are settled together by operating the settlement button 52 once. In the second settlement mode, only the medals set as a bet are settled by operating the settlement button 52 the first time, and after the medals set as a bet have been settled, the medals set as a credit are settled by operating the settlement button 52 the second time.
[0103] Here, a process for transitioning from the game mode to the setting confirmation mode in a specific state (a state where a game can be started) and then returning from the setting confirmation mode to the game mode will be described. In this embodiment, in the specific state (a state where a game can be started) and in the game mode, an operation (transition operation) is performed to move the setting key inserted in the setting change key cylinder from the first position to the second position, and in the setting confirmation mode, the settlement button 52 is operated (pressed) (ON state) before an operation (return operation) is performed to move the setting key from the second position to the first position, and settlement is executed (started) when an operation (return operation) is performed to move the setting key from the second position to the first position while the settlement button 52 is operated (ON state). The state in which the settlement button 52 is operated refers to a state in which the settlement button 52 is operated to the ON position.
[0104] In other words, in the setting confirmation mode, the settlement button 52 is turned on, and when the setting confirmation mode is switched to the game mode while the settlement button 52 is on, settlement is started. Therefore, when the mode is switched to the game mode, there is no need to turn the settlement button 52 on again, and settlement can be started more smoothly.
[0105] The main control means 70 monitors the state of the signal (signal state) input from the settlement button 52. When the settlement button 52 is not operated, the signal input to the main control means 70 is OFF, and when the settlement button 52 is operated, the signal input to the main control means 70 is ON. In the main loop processing, if the main control means 70 detects that the state of the signal input from the settlement button 52 is ON for a certain period of time or more (a predetermined number of timer interrupt processing), it can determine that the settlement button 52 has been operated (entered into the ON state). Therefore, if the settlement button 52 is pressed in the setting confirmation mode and enters the ON state, and the game mode is entered in that state, the input signal is detected to be ON when the main loop processing is returned to, and if the detection of the ON state continues for a certain period of time or more, settlement will begin.
[0106] In addition, when the setting key inserted in the setting change key cylinder is moved from the first position to the second position (transition operation) in a specific state (a state where a game can be started) in the game mode, and the settlement button 52 is pressed (ON state) before the setting key is moved from the second position to the first position (return operation) in the setting confirmation mode, settlement may not be initiated if the settlement button 52 is pressed (ON state) before the setting key is moved from the second position to the first position (return operation). In this case, settlement may not be initiated based on an unintended operation. Furthermore, if settlement is initiated based on an unintended operation, the player must insert medals into the medal slot 42 to continue playing, which would be a burden on the player. However, according to this embodiment, this burden can be prevented. In addition, settlement may not be initiated even if the settlement button 52 remains ON (continues) after transitioning from the setting confirmation mode to the game mode and returning to the main loop processing.
[0107] In a specific state (a state in which game play can be started), even if the setting change key cylinder (an operating means related to the setting value) is changed from an OFF state to an ON state and the settlement button 52 is operated while the setting change key cylinder (an operating means related to the setting value) is in the ON state, processing related to the game value (settlement processing) will not be started, and even if the setting change key cylinder is changed to the OFF state while the settlement button 52 is being operated (while the operation is maintained), processing related to the game value (settlement processing) may not be started.
[0108] Furthermore, although the above is described as a specific state (a state in which the specified number of medals required to start playing have been inserted, or a state in which medals have been automatically inserted based on winning a replay as a result of an internal lottery), when the specified number of medals required to start playing have been inserted (specified number of medals inserted state), even if the setting change key cylinder (operation means related to setting values) is changed from OFF to ON and the settlement button 52 is operated while the setting change key cylinder (operation means related to setting values) is ON, processing related to the game value (settlement processing) will not be started, and even if the setting change key cylinder is changed to OFF while the settlement button 52 is being operated (while the operation is maintained), processing related to the game value (settlement processing) may not be started.
[0109] Furthermore, when the specified number of medals required to start playing have been inserted (specified number of medals inserted state), even if the setting change button 26 (operation means related to the setting value) is turned from OFF to ON, and the settlement button 52 is operated while the setting change button 26 (operation means related to the setting value) is being operated (ON), processing related to the game value (settlement processing) will not be started, and even if the setting change button 26 is turned OFF while the settlement button 52 is being operated (while the operation is maintained), processing related to the game value (settlement processing) may not be started.
[0110] In addition, in a state where the specified number of medals required to start a game have not been inserted (a state where only credits have been set), (1) when the setting change key cylinder (operation means related to the setting value) is turned from OFF to ON, the setting confirmation mode is entered. (2) On the other hand, in a state where the setting change key cylinder is OFF, even if the settlement button 52 is operated with the setting change button 26 being operated (ON) and the setting change button 26 is turned OFF with the settlement button 52 being operated, processing related to the game value (settlement processing) may not be started.
[0111] (Volume change button, light intensity change button) In addition to (or instead of) a push button that can be pressed, a performance setting button that is operated when making settings related to performance may be provided as the performance button 57 (see FIG. 1). Hereinafter, it is assumed that a performance setting button that includes a cross key, a decision button, and a cancel button (exit button, back button) is provided. The cross key includes four directional buttons: an up button on the back (rear) side, a down button on the front (front) side, a right button on the right side, and a left button on the left side.
[0112] When a predetermined directional button (right button or left button) on the directional keypad is operated while not playing, a volume change screen (volume change image) (a screen related to effect settings) is displayed on the LCD display 34, allowing adjustment of the volume (volume) of the sound output from the speaker 36 (the volume can be increased or decreased (changed) by pressing the directional button). Furthermore, when a predetermined directional button (up button or down button) on the directional keypad is operated while not playing, a light intensity change screen (light intensity change image) (a screen related to effect settings) is displayed on the LCD display 34, allowing adjustment of the brightness (luminance) of the LCD display 34 and / or the lighting device 38 (the light intensity can be increased or decreased (changed) by pressing the directional button). Note that the volume (or light intensity) may be increased or decreased (changed) by the initial (first) pressing of the directional button. In other words, the volume (or light intensity) may be changed simultaneously with the display of the volume change screen (or light intensity change screen) by the initial pressing of the directional button. In this way, the cross key functions as a volume change button or a light intensity change button. The effect setting button (cross key) as an effect button can be said to be a predetermined button used for operations to display a screen related to effect settings, or a predetermined button used for operations related to effect settings.
[0113] Here, the processing when transitioning from game mode to setting confirmation mode in a specific state (game ready state) and then returning from setting confirmation mode to game mode will be explained. In the specific state (game ready state) and game mode, an operation (transition operation) is performed to move the setting key inserted in the setting change key cylinder from the first position to the second position, and in the setting confirmation mode, before an operation (return operation) to move the setting key from the second position to the first position is performed, the volume change button (or light intensity change button) is operated (pressed) (ON state), and when an operation (return operation) to move the setting key from the second position to the first position is performed while the volume change button (or light intensity change button) is operated (ON state), the volume change screen (or light intensity change screen) is not displayed on the liquid crystal display 34, and the state in which volume change (or light intensity change) is not enabled is established. Although it has been stated that the volume change screen (or light intensity change screen) is not displayed on the liquid crystal display 34 and the volume (or light intensity) cannot be changed, the volume (or light intensity) may not be changed. The state in which the volume change button is operated refers to the state in which the volume change button is operated to the ON position.
[0114] In other words, in the setting confirmation mode, the volume change button (or light intensity change button) is set to the ON state, and even if the setting confirmation mode is switched to the game mode while the volume change button (or light intensity change button) is set to the ON state, the volume change (or light intensity change) will not be initiated. In other words, in a specific state (a state in which game play can be started), even if the setting change key cylinder (an operating means related to setting values) is changed from an OFF state to an ON state, and a "specified button used for operations related to effect settings" is turned ON while the setting change key cylinder (an operating means related to setting values) is in the ON state, and the setting change key cylinder is turned OFF while the specified button is in the ON state, processing related to effect settings will not be started (for example, a screen related to effect settings will not be displayed on the LCD display 34). Therefore, when the volume change button (or light intensity change button) is accidentally left ON when returning from the setting check mode to the game mode, it is possible to prevent the volume change screen (or light intensity change screen) from being displayed due to an unintended operation. In this case, even if the volume change button (or light intensity change button) is kept ON (continued) after the transition from the setting check mode to the game mode and the return to the main loop processing, the volume change (or light intensity change) will not start. Although the above has been described as being in a specific state (a state in which a game can be started), the following may be true regardless of whether the state is specific or not. That is, even if the setting change key cylinder (operation means related to the setting value) is changed from the OFF state to the ON state, and a "predetermined button used for operations related to the setting of effects" is operated (set to the ON state) while the setting change key cylinder (operation means related to the setting value) is in the ON state, and the setting change key cylinder is set to the OFF state while the predetermined button is operated, processing related to the setting of effects may not be started. Furthermore, regardless of whether it is in a specific state or not, when the setting change button 26 (operation means related to the setting value) is turned from OFF to ON, and when the setting change button 26 (operation means related to the setting value) is operated (turned ON), a "specified button used for operations related to the setting of the performance" is operated (turned ON), and even when the setting change button 26 is turned OFF while the specified button is operated, processing related to the setting of the performance may not be started.
[0115] The volume change and light intensity change are controlled by the sub-control means 72, and may be configured to be controllable based on the return to the main loop processing and the resolution of the sub-error.
[0116] In addition, when the operation (transition operation) of moving the setting key inserted in the setting change key cylinder from the first position to the second position is performed from a specific state (a state in which a game can be started) in the game mode, and the volume change button (or the light intensity change button) is pressed (ON state) before the operation (return operation) of moving the setting key from the second position to the first position is performed in the setting confirmation mode, and the operation (return operation) of moving the setting key from the second position to the first position is performed with the volume change button (or the light intensity change button) in the ON state, a volume change screen (or light intensity change screen) may be displayed on the liquid crystal display 34, and the volume (or light intensity) may be changed, or the volume (or light intensity) may be changed. In this case, the volume change screen (or light intensity change screen) can be displayed more smoothly when transitioning to the game mode.
[0117] (Performance button) When the effect button 57 (FIG. 1) is operated while not playing, a menu screen (menu image) (a screen related to effect settings) may be displayed on the liquid crystal display 34. From the menu screen, it is possible to set the effect mode (for example, to set the main character that appears in the effect, or to set the notification mode for winning combinations or bonuses), to refer to the game history, to transfer the history to a user terminal (such as the player's smartphone), and to check the display mode of the combinations. It should be noted that it may be possible to determine a predetermined presentation mode (for example, character setting) based on the operation of the presentation button 57 without going through the menu screen (it may be possible to move to a character setting screen). Furthermore, if the above-mentioned effect setting button is provided, a menu screen may be displayed on the liquid crystal display 34 when the decision button is operated while not playing. In other words, the decision button may be an effect button that can display the menu screen (an effect button that is operated to trigger a transition to the menu screen). When the menu screen is displayed, the user moves the cursor with the cross key or the like to select the desired menu, and then operates the decision button, transitioning to a screen where settings related to the selected content can be made. The effect button 57 (or the decision button) can be said to be a predetermined button used for an operation to display a screen related to effect settings, or a predetermined button used for an operation related to effect settings.
[0118] Here, we will explain the process when transitioning from game mode to setting confirmation mode in a specific state (game ready state) and then returning from setting confirmation mode to game mode. In the specific state (game ready state), when the game mode is in a game mode, an operation (transition operation) is performed to move the setting key inserted in the setting change key cylinder from the first position to the second position. In the setting confirmation mode, before an operation (return operation) is performed to move the setting key from the second position to the first position, the effect button 57 is operated (pressed) (ON state). If an operation (return operation) is performed to move the setting key from the second position to the first position while the effect button 57 is operated (ON state), the menu screen is not displayed on the LCD display 34 (the menu screen is not displayed), and a state in which a predetermined menu can be selected is not initiated. The state in which the effect button 57 is operated refers to a state in which the effect button 57 is operated to the ON position.
[0119] In other words, in the setting confirmation mode, the effect button 57 is turned on, and even if the setting confirmation mode is switched to the game mode while the effect button 57 is turned on, the state in which a specified menu can be selected is not initiated. In other words, in a specific state (a state in which game play can be started), the setting change key cylinder (an operating means related to setting values) is changed from an OFF state to an ON state, and while the setting change key cylinder (an operating means related to setting values) is in the ON state, a "specified button used for operations related to setting effects" is operated (set to the ON state), and even when the setting change key cylinder is set to the OFF state while the specified button is operated (set to the ON state), processing related to setting effects does not start (for example, a screen related to setting effects is not displayed on the LCD display 34). Therefore, if the effect button 57 is accidentally left in the ON state when returning from the setting confirmation mode to the game mode, it is possible to prevent the menu screen from being displayed due to an unintended operation. Although the above has been described as being in a specific state (a state in which a game can be started), the following may be true regardless of whether the state is specific or not. That is, even if the setting change key cylinder (operation means related to the setting value) is changed from the OFF state to the ON state, and a "predetermined button used for operations related to the setting of effects" is operated (set to the ON state) while the setting change key cylinder (operation means related to the setting value) is in the ON state, and the setting change key cylinder is set to the OFF state while the predetermined button is operated, processing related to the setting of effects may not be started. Furthermore, regardless of whether it is in a specific state or not, when the setting change button 26 (operation means related to the setting value) is turned from OFF to ON, and when the setting change button 26 (operation means related to the setting value) is operated (turned ON), a "specified button used for operations related to the setting of the performance" is operated (turned ON), and even when the setting change button 26 is turned OFF while the specified button is operated, processing related to the setting of the performance may not be started.
[0120] In addition, when the setting key inserted in the setting change key cylinder is moved from the first position to the second position (transition operation) in a specific state (a state in which a game can be started) in game mode, and the effect button 57 is pressed (ON state) before the setting key is moved from the second position to the first position (return operation) in the setting confirmation mode, and the effect button 57 is in the ON state, when the setting key is moved from the second position to the first position (return operation), a menu screen is displayed on the liquid crystal display 34 (transition to the menu screen), and a state in which a predetermined menu can be selected is initiated. In this case, the menu screen can be displayed more smoothly when the game mode is switched to.
[0121] Furthermore, if the effect button 57 remains ON for a predetermined period of time or more after transitioning from the setting check mode to the game mode and returning to the main loop processing, a menu screen may be displayed on the LCD display 34 (a state in which a predetermined menu can be selected) as described above. Specifically, operation of the effect button 57 as a menu button may be enabled after a predetermined period of time has elapsed since transitioning from the setting check mode to the game mode and resuming the main loop processing. In this case, if the effect button 57 is turned ON in the setting check mode, the game mode is returned to with the effect button 57 in the ON state, and a predetermined period of time has elapsed with the effect button 57 in the ON state, and operation of the effect button 57 is enabled, a menu screen is displayed on the LCD display 34 based on the enabled operation of the effect button 57, and a predetermined menu becomes selectable. Note that, at the time when operation of the effect button 57 is enabled, the unlit effect button 57 may light up to notify the user that operation of the effect button 57 has been enabled.
[0122] (Medalless gaming machine) In this embodiment, a gaming machine (slot machine X) has been described in which medals (gaming media) are inserted to play a game and medals are paid out when a winning combination is achieved, but the gaming machine may be one in which games are played by using gaming value as electronic information without using gaming media, and the gaming value is consumed or awarded (a so-called medal-less gaming machine). In a medal-less gaming machine, gaming value is consumed instead of inserting medals, and gaming value is awarded instead of paying out medals.
[0123] Next, a description will be given of the control in the medalless gaming machine Y. Note that the description of the configuration having the same or corresponding functions as the configuration described above using the slot machine X will be omitted or simplified.
[0124] 8 is a perspective view of the medal-less gaming machine Y as seen from the front side. Although not shown, a card unit (a game value lending device, a game medal lending device, a predetermined device) is provided on the side (right side) of the medal-less gaming machine Y. The medal-less gaming machine Y does not have a configuration such as a medal insertion slot, a medal payout outlet, or a medal tray, nor does it have a device for controlling inserted medals such as a medal selector or a hopper unit.
[0125] In the medal-less gaming machine Y, a value equivalent to a predetermined number of game values is set as credits (a value stored in a credit storage area in the main storage means 108) based on a lending operation or the like for a card unit. The value stored in the credit storage area in the main storage means 108 can be called the number of credits (a reserved number). The number of credits (the number of game medals available for play) is displayed on a game medal number display device 111.
[0126] In the medalless gaming machine Y, the upper limit of the number of credits is not set to "50" as in the slot machine X, and the upper limit may be set, for example, within the range of numbers that can be displayed on the gaming medal number display device 111.
[0127] The operation area 50 is provided with a game medal count display device 111. The game medal count display device 111 is configured with a 7-segment LED display, and in this embodiment, is capable of displaying 5-digit numbers. The operation area 50 is also provided with a count button 112. The count button 112 is a button that is operated when transmitting (returning) information indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the card unit. The count button 112 has a pressing portion, and the pressing portion is formed so as to be pressable. Hereinafter, pressing the pressing portion of the count button 112 will be referred to as operating the count button 112.
[0128] Although not shown, a power supply unit 14 (power supply box) is provided inside the housing 10, and a setting change key cylinder, setting change button 26, etc. are provided on the front surface of the power supply unit 14.
[0129] Here, the basic flow of a game in the medal-less gaming machine Y will be explained. First, a predetermined number of gaming medals are awarded based on the lending operation on the card unit (the number of credits is added). When the MAX BET button 56 is operated, gaming medals are set to an inserted state up to a specified number, and a value corresponding to the number of gaming medals set to the inserted state is subtracted from the number of credits (the number of gaming medals displayed on the gaming medal number display device 111 decreases).
[0130] When a predetermined number of game medals are set to an inserted state, operation of the start lever 53 becomes valid, i.e., a state in which a game can be started. Next, when the activated start lever 53 is operated, the reels 20a to 20c start to rotate. Next, when the rotation speed of the reels 20a to 20c increases to a predetermined speed and reaches a steady rotation state, operation of the stop buttons 54a to 54c becomes valid. Next, when any of the stop buttons 54a to 54c is operated, the rotation of the corresponding reel 20a to 20c stops. Next, when the rotation of all the reels 20a to 20c stops, a process is performed in which a predetermined number of game medals are awarded (added to credits) depending on the result of the game, or a process (replay process) is performed in which a game can be started again without newly consuming game medals.
[0131] As described above, when the count button 112 is operated, a predetermined number of credits (game medals) is sent (returned) to the card unit. Then, when a card return operation is performed in the card unit, a card on which a predetermined value is stored is ejected from the card unit.
[0132] Next, the processing related to the operation of the count button 112 in the main control means 70 will be described using the flowchart shown in Fig. 9. The main control means 70 monitors the state (signal state) of the signal (count button signal) input from the count button 112. When the count button 112 is not operated, the signal input to the main control means 70 is OFF, and when the count button 112 is operated, the signal input to the main control means 70 is ON.
[0133] In the main loop processing, when the main control means 70 detects a change from ON to OFF of the counting button signal (detects an OFF edge), or when it detects that the counting button signal has been ON for a predetermined period of time or longer, it transmits information indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the card unit and performs processing (counting processing) to subtract that value from the number of credits (the value stored in the credit storage area in the main storage means 108).As the number of credits is subtracted, the number of game medals displayed on the game medal number display device 111 decreases.
[0134] The main control means 70 determines whether the count button signal is ON (step S301). If it is determined in step S301 that the count button signal is ON (step S301: YES), it determines whether a predetermined condition is met (step S302). On the other hand, if it is determined in step S301 that the count button signal is not ON (step S301: NO), the process of step S301 is repeated. The predetermined condition is (1) a condition that the OFF edge of the count button signal is detected and the ON detection time of the count button signal (ON detection time) is less than 500 ms (first condition), or (2) a condition that the ON detection time of the count button signal is 500 ms or more (second condition).
[0135] If it is determined in step S302 that the predetermined condition is met (step S302: YES), the main control means 70 determines whether the first condition is met (step S303). On the other hand, if it is determined in step S302 that the predetermined condition is not met (step S302: NO), the process returns to step S301.
[0136] In step S303, if it is determined that the first condition is met (step S303: YES), the main control means 70 determines whether the number of credits (number of game medals) is 1 or more (step S304). On the other hand, in step S303, if it is determined that the first condition is not met (step S303: NO), the main control means 70 determines whether the number of credits is 50 or more (step S306).
[0137] If it is determined in step S304 that the number of credits is 1 or more (step S304: YES), the main control means 70 transmits information indicating the number of credits "1" (a value corresponding to a part of the number of credits) to the card unit and subtracts 1 from the number of credits (step S305). After step S305, the process returns to step S301. On the other hand, if it is determined in step S304 that the number of credits is less than 1 (step S304: NO), the process returns to step S301.
[0138] If it is determined in step S306 that the number of credits is 50 or more (step S306: YES), the main control means 70 transmits information indicating the number of credits "50" (a value corresponding to a portion of the number of credits) to the card unit and subtracts 50 from the number of credits (step S307). After step S307, the process proceeds to step S309. On the other hand, if it is determined in step S306 that the number of credits is less than 50 (step S306: NO), the main control means 70 transmits a value corresponding to the current number of credits (for example, 30, a value corresponding to the entire number of credits) to the card unit and subtracts that value from the number of credits (step S308). After step S308, the process returns to step S301. Note that in step S308, the number of credits may be 0. In this case, information indicating the number of credits "0" may be transmitted to the card unit and 0 may be subtracted from the number of credits, or such processing may not be performed.
[0139] The main control means 70 determines whether or not ON of the count button signal is continuously detected (step S309). If it is determined in step S309 that ON of the count button signal is continuously detected (step S309: YES), the main control means 70 determines whether the ON detection time of the count button signal after the processing of step S307 has reached 300 ms (step S310). On the other hand, if it is determined in step S309 that ON of the count button signal is not continuously detected (step S309: NO), the process returns to step S301.
[0140] In step S310, if it is determined that the ON detection time of the counting button signal after the processing of step S307 has reached 300 ms (step S310: YES), proceed to step S306. On the other hand, if it is determined in step S310 that the ON detection time of the counting button signal after the processing of step S307 has not reached 300 ms (step S310: NO), proceed to step S309.
[0141] (Count button) Here, the processing when transitioning from the game mode to the setting confirmation mode in a specific state (a state in which a game can be started) and then returning from the setting confirmation mode to the game mode will be explained. In the specific state (a state in which a game can be started), when an operation (transition operation) is performed to move the setting key inserted in the setting change key cylinder from the first position to the second position in the game mode, when the counting button 112 is pressed (ON state) before an operation (return operation) is performed to move the setting key from the second position to the first position in the setting confirmation mode, and when an operation (return operation) is performed to move the setting key from the second position to the first position with the counting button 112 in the ON state, the counting process is not executed (started), information indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) is not transmitted to the card unit, and the value is not subtracted from the number of credits.
[0142] In other words, the counting button 112 is turned on in the setting confirmation mode, and if the setting confirmation mode is switched to the game mode while the counting button 112 is on, the counting process is not started. Therefore, if the setting confirmation mode is switched back to the game mode while the counting button 112 is in the on state by mistake, the counting process is not started, so it is possible to prevent the counting process from being started based on an unintended operation. If the counting process were started based on an unintended operation, it may be necessary to lend the game value in order to continue playing, which would be a burden on the player, but according to this embodiment, it is possible to prevent such a burden from occurring.
[0143] If the counting button 112 is turned ON in the setting confirmation mode and the game mode is entered in that state, the counting button signal is detected to be ON at the timing (point) when the main loop processing is returned to, but this is not a falling edge (OFF edge) from ON to OFF. Also, since it is the time of returning to the main loop processing, the ON detection time has not reached the predetermined time (500 ms) or more. In other words, NO is determined in step S302. Therefore, the counting process is not executed at the timing when the main loop processing is returned to.
[0144] Here, we will explain the processing when the counting button 112 is turned ON in the setting confirmation mode, and when the setting confirmation mode is switched to the game mode with the counting button 112 in the ON state, and the counting button 112 continues (maintains) the ON state after returning to the main loop processing. (1) If it is detected that the counting button signal is ON at the time of returning to the main loop processing, and thereafter it is detected that the ON detection time of the counting button signal is less than 500 ms, the counting processing (processing to return the credit number "1") is not started based on this. (2) Also, if it is detected that the counting button signal is ON at the time of returning to the main loop processing, and thereafter it is detected that the ON detection time of the counting button signal is equal to or longer than a predetermined time (500 ms), the counting processing (processing to return the credit number "50" or the current credit number) is not started based on this. (3) Also, if the counting button signal is detected to be ON when the main loop process is returned, and the counting button 112 is turned OFF and an OFF edge is detected while the counting button signal is still ON (for 500 ms or more), the counting process (the process of returning the credit number "1") is not started based on this. (2') If the counting button signal is detected to be ON when the main loop process is returned, and the counting button signal is still ON (for 500 ms or more), the counting process is not started based on the fact that the ON detection time from the time the counting button 112 was turned ON in the setting confirmation mode has exceeded a predetermined time (500 ms).
[0145] In addition, when the device is in a specific state (a state in which game play can be started) and is in game mode, an operation (transition operation) is performed to move the setting key inserted in the setting change key cylinder from the first position to the second position, and when the device is in setting confirmation mode, the counting button 112 is pressed (ON state) before an operation (return operation) is performed to move the setting key from the second position to the first position, and when the counting button 112 is in the ON state, an operation (return operation) is performed to move the setting key from the second position to the first position, so that the counting process may be started.
[0146] In other words, the counting button 112 may be turned on in the setting confirmation mode, and the counting process may be started when the setting confirmation mode is switched to the game mode while the counting button 112 is on. In this case, the counting process can be started more quickly when the mode is switched to the game mode.
[0147] Here, the processing when the counting button 112 is turned ON in the setting confirmation mode, the counting button 112 is switched to the ON state, the processing shifts from the setting confirmation mode to the game mode, and the processing returns to the main loop processing, and the counting button 112 continues to be ON will be described. (1) When the counting button signal is detected to be ON at the time of returning to the main loop processing, and then an OFF edge is detected and it is detected that the ON detection time of the counting button signal is less than 500 ms, the counting processing (processing to return the credit number "1") may be started (or may be executable) based on this. (2) When the counting button signal is detected to be ON at the time of returning to the main loop processing, and then it is detected that the ON detection time of the counting button signal is 500 ms or more, the counting processing (processing to return the credit number "50" or the current credit number) may be started based on this. Note that in this case, the ON state of the counting button 112 continues, not just one return, and if the condition (step S310) is satisfied, the next and subsequent returns will be executed. (3) Also, if the counting button signal is detected to be ON at the time of returning to the main loop processing, and the counting button signal continues to be detected as ON thereafter (for 500 ms or more), the counting button 112 turns OFF, and an OFF edge is detected, the counting processing (processing to return the credit number "1") may be started based on that.
[0148] (Payment button) In the medal-less gaming machine Y, the settlement button 52 is a button that is operated when returning game medals that have been inserted (set to an inserted state) by operating the bet button 56 to credits (a credit storage area in the main storage means 108). In other words, a process (insertion / return process) is executed to return game medals that have been set to an inserted state to credits based on the operation of the settlement button 52. The insertion / return process (a predetermined process related to game value) is a process in which the inserted state setting of the game medals is canceled and a value equivalent to the number of game medals that were set to an inserted state is added to the number of credits (a stored value in the credit storage area in the main storage means 108). When the settlement button 52 is operated when there are game medals that have been set to an inserted state, the game medals are returned to credits based on this operation, and the number of game medals displayed on the game medal count display device 111 increases.
[0149] Here, we will explain the process when transitioning from game mode to setting confirmation mode in a specific state (game start possible state) and then returning from setting confirmation mode to game mode. In the specific state (game start possible state) and game mode, an operation (transition operation) is performed to move the setting key inserted in the setting change key cylinder from the first position to the second position, and in the setting confirmation mode, the settlement button 52 is operated (pressed) (ON state) before an operation (return operation) is performed to move the setting key from the second position to the first position. If an operation (return operation) is performed to move the setting key from the second position to the first position while the settlement button 52 is operated (ON state), the inserted / return process is not started (executed), and the game medals set to the inserted state are not returned to credit. The state in which the settlement button 52 is operated refers to a state in which the settlement button 52 is operated to the ON position.
[0150] In other words, in the setting confirmation mode, the settlement button 52 is turned on, and even if the setting confirmation mode is switched to the game mode while the settlement button 52 is turned on, the deposit / return process will not be started. In other words, in a specific state (a state in which game play can be started), the setting change key cylinder (an operating means related to the setting value) is changed from an OFF state to an ON state, and even if the settlement button 52 is operated while the setting change key cylinder (an operating means related to the setting value) is in the ON state, processing related to the game value (deposit and return processing) is not started, and even if the setting change key cylinder is changed to the OFF state while the settlement button 52 is being operated (while the operation is maintained), processing related to the game value (deposit and return processing) is not started. Therefore, if the game mode is returned to from the setting confirmation mode by mistake with the settlement button 52 left in the ON state, the deposit / return process will not be executed, and it is possible to prevent the deposit / return process from being started based on an unintended operation. If the deposit / return process were executed based on an unintended operation, it would be necessary to deposit game value again to play, which would be a burden for the player, but this embodiment makes it possible to prevent such a burden from occurring. Furthermore, even if the settlement button 52 remains ON after the game mode is returned to the main loop process from the setting confirmation mode, the deposit / return process will not be started.
[0151] In the above, we have described a specific state (a state in which the specified number of medals required to start playing have been inserted, or a state in which medals have been automatically inserted based on winning a replay as a result of an internal lottery), but when the specified number of medals required to start playing have been inserted (specified number of medals inserted state), even if the setting change key cylinder (operation means related to setting values) is changed from OFF to ON and the settlement button 52 is operated while the setting change key cylinder (operation means related to setting values) is ON, processing related to the game value (input / return processing) will not be started, and even if the setting change key cylinder is changed to OFF while the settlement button 52 is being operated (while the operation is maintained), processing related to the game value (input / return processing) may not be started.
[0152] Furthermore, when the specified number of medals required to start playing have been inserted (specified number of medals inserted state), even if the setting change button 26 (operation means related to the setting value) is turned from OFF to ON, and the settlement button 52 is operated while the setting change button 26 (operation means related to the setting value) is being operated (ON), processing related to the game value (input / return processing) will not be started, and even if the setting change button 26 is turned OFF while the settlement button 52 is being operated (while the operation is maintained), processing related to the game value (input / return processing) may not be started.
[0153] In addition, the insertion / return process may be started when, from a specific state (a state where play can be started) in game mode, an operation (transition operation) is performed to move the setting key inserted in the setting change key cylinder from the first position to the second position, and, in a setting confirmation mode, the settlement button 52 is pressed (ON state) before an operation (return operation) is performed to move the setting key from the second position to the first position, and, with the settlement button 52 in the ON state, an operation (return operation) is performed to move the setting key from the second position to the first position. In this case, the insertion / return process can be started more smoothly when transitioning to game mode.
[0154] The gaming machine of this embodiment is a plurality of reels 20a to 20c on which a plurality of types of symbols are arranged on the outer circumferential surface; A start lever 53 used to start a game; A switch related to a setting value; and a control means 70 for controlling the progress of the game. The control means A game control means 104 that performs an internal lottery to determine whether a winning combination is achieved based on the operation of the start lever; a setting change means 101 capable of executing a setting change process for changing a setting value among a plurality of setting values; If a state in which a prescribed number of game values necessary to start a game have been inserted, or a state in which game values have been automatically inserted based on winning a replay as a result of the internal lottery, is defined as a specific state, In the specific state, even if the operation means related to the setting value is changed from OFF to ON, the start lever is operated while the operation means related to the setting value is ON, and the operation means related to the setting value is turned OFF while the start lever is operated, the game does not start.
[0155] Even if the start lever is operated while the operation means related to the set value is ON, and the operation means related to the set value is turned OFF while the start lever is operated, the game will not start. This makes it possible to suppress (prevent) the start of a game due to an unintended operation or an erroneous operation. This improves the marketability of the gaming machine. If the result of the internal lottery in a game started due to an unintended operation is a loss, a predetermined amount of game value will be consumed. The gaming machine according to this embodiment reduces the risk of such game value being consumed.
[0156] (Second embodiment) A second embodiment of the present invention will be described below with reference to the drawings. Note that, although a slot machine, which is one type of gaming machine, will be described below, the gaming machine according to the present invention is not limited to a slot machine, but may be a gaming machine such as a pachinko gaming machine or a medalless gaming machine. In addition, in the following explanation, "front and back" basically means that when a player is in front of the slot machine, the player side is "front" and the slot machine side is "back," "up and down" means that the top side of the slot machine is "up" and the bottom side is "down," and "left and right" means that the left-hand side of the player playing the slot machine is "left" and the right-hand side is "right." It should be noted that, within the scope of the present invention, the components may be freely combined, or any of the components may be arbitrarily modified, or any of the components may be omitted.
[0157] As shown in Figure 10, a slot machine (gaming machine) 10 of this embodiment includes a box-shaped housing 11 with an open front side facing the player, and a front door (front door) 12 for opening and closing the front opening of the housing 11. The housing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, a hopper device for paying out medals (game value), and the like. The front door 12 is divided into an upper door 12a and a lower door 12b, and the upper door 12a and the lower door 12b can be opened and closed freely relative to the housing 11.
[0158] A liquid crystal display (display means) 13 serving as a presentation device is provided at the center of the top of the upper door 12a (above the display window 16). Various videos (presentation images) are displayed on the liquid crystal display 13 to assist and enhance the game. The upper door 12a (and the lower door 12b) are also provided with a speaker (sound output means) 14 serving as a presentation device. The speaker 14 outputs various presentation sounds (music, sound effects, voice, etc.) to assist and enhance the game. The front door 12 is also provided with a lamp (lighting device, lighting means) 38 for providing notifications, presentations, etc. Note that a movable accessory that can be operated by an actuator, etc., may also be provided as a presentation device.
[0159] The upper door 12a is also provided with a display window 16. Behind the display window 16, a reel unit is arranged so that part of it can be seen from outside the display window 16. The outer periphery of each of the reels 20a to 20c is divided into 20 frames (20 areas) at regular intervals, and one of multiple types of symbols is arranged in each frame. In other words, multiple types of symbols are arranged in a row on the outer periphery of each of the reels 20a to 20c. When each of the reels 20a to 20c stops, three symbols per reel (top, middle, and bottom symbols) are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower display positions for visually viewing the symbols on each of the reels 20a to 20c, and a winning line is set by combining the display positions of each of the reels 20a to 20c. In this embodiment, an active line is formed by the lower part of the first reel 20a, the middle part of the second reel 20b, and the upper part of the third reel 20c. In this embodiment, the number of medals required for one game (prescribed number) is set to three, and when the prescribed number of medals is inserted, the active line is activated.
[0160] 11, the following symbols are arranged on the outer periphery of each of the reels 20a to 20c: a white 7 symbol "white 7," a purple 7 symbol A "purple 7A," a purple 7 symbol B "purple 7B," a purple 7 symbol C "purple 7C," a purple 7 symbol D "purple 7D," a yellow 7 symbol "yellow 7," a red 7 symbol "red 7," a black BAR symbol "black BAR," a red BAR symbol "red BAR," and a blank symbol "BK." Each symbol on each of the reels 20a to 20c is assigned a symbol number 0 to 19.
[0161] When the game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on an active line, this winning combination will be a win, and a process corresponding to the winning combination (winning process) will be executed.
[0162] Below the display window 16, there are provided a game information display section 17 and a favorable zone indicator 18. The game information display section 17 is made up of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. The favorable zone indicator 18 also has an LED, and by turning this LED on and off, it is possible to notify whether or not the player is in the favorable zone.
[0163] The lower door 12b is provided with a medal insertion slot 22 for inserting medals, a bet button 23 operated when betting credited medals, a start lever (game start operation means) 24 operated when starting a game, a top button (stop operation means) 26 (26a, 26b, 26c) operated when stopping the spinning reels, a payout outlet 27 from which medals sent from the hopper device are paid out, and a medal tray 28 that receives (accumulates) the medals paid out from the payout outlet 27. In addition, a medal sensor 29 (see FIG. 12) is provided at the back of the medal insertion slot 22 to detect the passage of medals inserted from the medal insertion slot 22. The lower door 12b is also provided with a settlement button that is operated when settling medals, a reject button that is operated when clearing medal jams that occur in the medal passage below the medal insertion slot 22, a door key cylinder, and the like. The lower door 12b (front door 12) can be unlocked by inserting a door key into the door key cylinder. Specifically, the lower door 12b can be unlocked by rotating (twisting) the door key inserted into the door key cylinder clockwise from its initial position. Furthermore, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder counterclockwise from its initial position.
[0164] In addition, the lower door 12b is provided with an effect button (effect operation means) 25. The effect button 25 is formed to be pressable, and when pressed, it changes the mode of the effect image displayed on the liquid crystal display 13, thereby increasing the player's sense of participation in the game and enhancing the player's interest. For example, the effect button 25 becomes valid for operation during the execution of an effect that makes the player expect a transition to an advantageous state, and an image instructing the operation is displayed on the liquid crystal display 13. Then, when the effect button 25 is operated, the result of the game (for example, whether or not a transition to an advantageous state will occur) is notified. Note that the effect button (effect operation means) 25 is not limited to being button-shaped, and it may be anything that can detect the player's operation.
[0165] A lower panel 91 is provided above the medal tray 28 on the lower door 12b. A light source (LED) for illumination is provided on the back side of the lower panel 91, and the light emitted from this light source illuminates the lower panel 91 from behind.
[0166] In the slot machine 10, when medals are inserted into the medal slot 22 or when a predetermined number of medals are bet by operating the bet button 23, operation of the start lever 24 is enabled, and the machine is ready to start playing. Then, when the enabled start lever 24 is operated, a game begins. When a game starts, each of the reels 20a-20c begins to spin. When the rotation speed of each of the reels 20a-20c reaches a certain speed and reaches a steady rotation, operation of the stop buttons 26a-26c is enabled. Then, when an enabled stop button 26a-26c is operated, the reel 20a-20c corresponding to the operated stop button 26a-26c stops. Then, when all of the reels 20a-20c have stopped spinning, a process of paying out medals or a process of enabling a game to be started again without consuming any more medals is performed depending on the game result, and one round of play ends.
[0167] As shown in Figure 12, the slot machine 10 is provided with a main control board (main control means) 31 and a sub-control board (sub-control means) 32 inside. The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a-26c, and medal sensor 29, performs various calculations to execute a game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31 and input signals from input means such as the effect button 25, performs various calculations to execute effects, and controls devices for effects such as the liquid crystal display 13 and speaker 14 based on the calculation results.
[0168] In addition, the main control board 31 and the sub-control board 32 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control board 31 to the sub-control board 32, but information cannot be transmitted from the sub-control board 32 to the main control board 31. In addition, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.
[0169] The main control board 31 includes an input receiving means 40, a random number generating means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination has been achieved, a reel control means 43 that controls the rotation of the reels, a winning determination means 44 that determines whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game status control means 49, an instruction function control means 51, a main effect control means 52, and a storage means 60. The storage means 60 includes a ROM and a RAM. The sub-control board 32 also includes a performance sub-control means 70 and a sub-side storage means (sub-memory) 72. The sub-side storage means 72 also includes a ROM and a RAM.
[0170] Furthermore, the main effect control means 52 and the sub-effect control means 70 constitute the effect control means 100. The main effect control means 52 issues instructions to the sub-effect control means 70 based on the game status, the effect status, etc. Furthermore, the sub-effect control means 70 controls the effect devices using the effect data stored in the sub-side storage means 72 based on the information on the game status, the effect status, or information on whether or not to perform an effect instruction transmitted from the main effect control means 52. Note that the control performed by the main effect control means 52 described in this embodiment may be performed by the sub-effect control means 70, and the control performed by the sub-effect control means 70 may be performed by the main effect control means 52. Furthermore, the control performed by the effect control means 100 described in this embodiment may be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may be performed by the effect control means 100.
[0171] The insertion acceptance means 40 accepts the insertion of medals for each game, and performs processing to validate a game start operation on the start lever 24 based on the insertion of a specified number of medals. Specifically, when medals are inserted into the medal insertion slot 22, the medal sensor 29 detects the medals, and the insertion acceptance means 40 sets the inserted medals to an inserted state (bet state) up to a specified number. Furthermore, when the bet button 23 is pressed with medals credited, the insertion acceptance means 40 sets the credited medals to an inserted state up to a specified number. In this embodiment, the first pressing operation on the start lever 24, which has been validated based on the insertion of the specified number of medals, is accepted as a game start operation, and this operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is held.
[0172] Furthermore, the insertion acceptance means 40 controls so that medals owned by the player are not newly set to an inserted state in the next game following the game in which a replay was won. Specifically, if a replay was won in the previous game, even if medals are inserted into the medal insertion slot 22 while the insertion of medals is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Furthermore, while the insertion of medals is being accepted, operation of the bet button 23 is not accepted, so that credited medals are not set to an inserted state even if the bet button 23 is pressed.
[0173] The random number generating means 41 generates random numbers for the lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the term "random numbers" includes not only values that are generated randomly in the mathematical sense, but also values that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.
[0174] The internal lottery means 42 performs an internal lottery using an internal lottery table when the activated start lever 24 is operated (that is, when a game starts). The internal lottery table associates various winning combinations including small winning combinations, replays, and bonuses, and losing combinations (non-winning combinations), with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and is stored in a plurality of internal lottery tables in an internal lottery table storage area 61 provided in the ROM of the storage means 60. In this embodiment, as will be described later, the game status can be set to a normal state, an RBB internal state, and an RBB operating state, and six setting values can be set to setting L, setting 1, setting 2, setting 3, setting 5, and setting 6, and the internal lottery means 42 selects an internal lottery table according to the game status and setting value and performs an internal lottery. A small win is a win that allows a player to receive a payout of a predetermined number of medals according to the small win. A replay is a win (activation) that allows a player to play again without consuming any more medals. When a replay is won, the operation of the start lever 24 is enabled without the player using any medals, and the player can start playing by operating the start lever 24.
[0175] In the internal lottery, a random number value for the lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning combination has been achieved. The winning combination associated with the random number value is determined as a winning combination. Specifically, the internal lottery table is provided with a plurality of winning areas as shown in FIG. 13, and each random number value obtained from the random number generating means 41 is corresponding to one of the winning areas. The winning areas include winning areas that contain one or more winning combinations (associated with winning combinations), and winning areas that do not contain any winning combinations (associated with losing combinations). Each winning area contains a different combination of winning combinations. All winning combinations that belong to the winning areas associated with the random number value obtained from the random number generating means 41 are determined as winning combinations in the internal lottery. Hereinafter, when a combination that belongs to a winning area is achieved in the internal lottery, this will also be referred to as "the winning area is winning." When no winning combination is achieved, this will also be referred to as "the winning area 'non-winning' is winning."
[0176] As shown in FIG. 13, in this embodiment, small wins include small wins 1 to 33. The winning areas that include small wins include "small win ALL," "8 coins ALL," "3 coins ALL," "1 coin ALL," "4-choice yellow 7A" to "4-choice yellow 7H," "4-choice 3 coins A" to "4-choice 3 coins D," "Stop-hit order A" to "Stop-hit order D," "Common 3 coins A," "Common 3 coins B," "Chance A," "Chance B," "Right-up yellow 7," "Middle yellow 7," "Black BAR alignment," and "Common 1 coin." Small wins 1 to 3 are 15-coin wins, where 15 medals are paid out upon winning. Small wins 4 to 8 are 8-coin wins, where 8 medals are paid out upon winning. Small wins 9 to 14 are 3-coin wins, where 3 medals are paid out upon winning. Small wins 15 to 33 are 1-coin wins, where 1 medal is paid out upon winning. In the following, the winning areas "4-choice yellow 7A" to "4-choice yellow 7H" may be collectively referred to as "4-choice yellow 7". Furthermore, the winning areas "4-choice 3-piece A" to "4-choice 3-piece D" may be collectively referred to as "4-choice 3-piece role". Furthermore, the winning areas "eye-pressing batting order A" to "eye-pressing batting order D" may be collectively referred to as "eye-pressing batting order role". In this embodiment, the batting order bell basically refers to the winning area of the 4-choice yellow 7, but the batting order bell may also refer to the winning area of the 4-choice 3-piece role, etc.
[0177] The winning area "Small Role ALL" is a winning area where all small roles (Small Role 1 to Small Role 33) are won in duplicate. The winning area "8-Coin ALL" is a winning area where small roles 4 to 33 are won in duplicate. The winning area "3-Coin ALL" is a winning area where small roles 9 to 33 are won in duplicate. The winning area "1-Coin ALL" is a winning area where small roles 15 to 33 are won in duplicate. The winning areas "4-Choice Yellow 7A" to "4-Choice Yellow 7H" are winning areas where one type of 8-coin role and multiple types of 1-coin roles are won in duplicate. The winning areas "4-Choice 3-Coin A" to "4-Choice 3-Coin D" are winning areas where one type of 3-coin role and multiple types of 1-coin roles are won in duplicate. The winning areas "Missing Order A" to "Missing Order D" are winning areas where a 15-coin role and multiple types of 1-coin roles are won in duplicate. In addition, the winning area "Common 3 A" is a winning area where multiple types of 3-coin roles overlap and are won. In addition, the winning area "Common 3 B" is a winning area where multiple types of 3-coin roles and one type of 1-coin role (small role 25) overlap and are won. In addition, the winning area "Chance Eye A" is a winning area where a 3-coin role (small role 11) is won alone. In addition, the winning area "Chance Eye B" is a winning area where multiple types of 3-coin roles overlap and are won. In addition, the winning area "Right-Up Yellow 7" is a winning area where an 8-coin role (small role 6) is won alone. In addition, the winning area "Middle Yellow 7" is a winning area where an 8-coin role (small role 4) is won alone. In addition, the winning area "Black BAR Alignment" is a winning area where multiple types of 8-coin roles overlap and are won. In addition, the winning area "Common 1" is a winning area where multiple types of 1-coin roles overlap and are won.
[0178] In this embodiment, replays are provided as Replay 1 to Replay 6. In addition, the winning areas containing replays are provided as "Replay A", "Replay B", "7 Batting Order Replay", "Middle Row Replay", "Red 7 Fake Replay", "Red 7 Alignment", and "BAR Alignment".
[0179] The winning areas "Replay A," "Replay B," "7-in-batting order replay," "Red 7," and "BAR replay" are areas where multiple types of replays can be won at the same time. Additionally, the winning areas "Middle row replay" and "Red 7 fake replay" are areas where only one type of replay can be won.
[0180] In this embodiment, a big bonus (RBB: special role) is provided as a bonus. As a winning area associated with the bonus, a winning area "RBB" in which a big bonus is won alone is provided, and the winning areas "red 7s line up", "bars line up", "black bars line up", and "one common coin" are set so that the big bonus is won multiple times. In addition, when the gaming state is in the normal state, the winning areas "red 7s line up", "bars line up", "black bars line up", and "one common coin" are set so that the big bonus is won multiple times, but when the gaming state is in the RBB internal state, the big bonus is not won multiple times. In this embodiment, a bonus is assumed to be a continuous operation device for a so-called first-class special bonus, but other bonuses may also be used. Other bonuses may also be installed. The installed bonuses may be set to be won independently, or may be set to be won in combination with a replay or small bonus.
[0181] In addition, a "no win" area is provided as a winning area associated with a losing win.
[0182] Each winning area is set to be winable or non-winable depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table depending on the game state and performs an internal lottery, thereby changing the winning combination that can be won. In other words, in each game state, an internal lottery is performed using an internal lottery table in which the winning areas that can be won in each game state are included in the lottery targets. In Figure 13, a circle indicates whether each winning area can be won in each game state. The winning areas "No Win," "All Minor Wins," "All 8 Coins," "All 3 Coins," and "All 1 Coin" are winable when the game state is in the RBB active state, but not when the game state is in the normal or RBB internal state. The winning areas "Replay A," "Replay B," "7-in-batting order replay," "Middle row replay," "Red 7 fake replay," "4-choice yellow 7A" to "4-choice yellow 7H," "4-choice 3-in-batting order A" to "4-choice 3-in-batting order D," "Common 3-in-batting order A," "Common 3-in-batting order B," "Chance A," "Chance B," "Right-up yellow 7," "Middle row yellow 7," "Red 7 replay," "Bar replay," "Black Bar replay," and "Common 1 Coin" are winable when the game state is in the normal or RBB internal state, but not when the RBB is active. In addition, the winning area "RBB" is won when the game state is in the normal state, and cannot be won when the RBB is inside or the RBB is operating.
[0183] In addition, in this embodiment, the probability of winning a small win is the same in the normal state and the RBB internal state. Also, in the RBB operating state, it is not possible to win a replay. In other words, in the normal state and the RBB internal state, the probability of winning a replay is higher than in the RBB operating state.
[0184] The internal lottery means 42 sets the winning flag corresponding to the winning combination as a result of the internal lottery from a non-winning state (OFF state) to a winning state (ON state). In addition, when multiple winning combinations are won at the same time, the winning flag corresponding to each of the winning combinations is set from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in a winning flag storage area 62 provided in the RAM of the storage means 60.
[0185] Furthermore, there are two types of winning flags: a winning flag (carry-over flag) whose winning state can be carried over to the next game or thereafter until a win is achieved, and a winning flag (non-carry-over flag) whose winning state is not carried over to the next game or thereafter and is reset to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). A big bonus is a winning combination associated with a carry-over flag. A small bonus and a replay are also winning combinations associated with a non-carry-over flag. For example, when a big bonus is won in the internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, the internal lottery means 42 also carries out an internal lottery to determine whether a small bonus and a replay are won or not, even in a game in which the winning state of the big bonus winning flag is carried over. That is, when a small bonus or a replay is won in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 sets winning flags corresponding to two or more types of combinations, namely, the winning flag of the big bonus already won and the winning flag of the small bonus or replay won in the internal lottery, to a winning state.
[0186] Furthermore, the slot machine 10 is configured so that the winning probabilities of winning combinations differ depending on the setting values of the six settings, namely, setting L, setting 1, setting 2, setting 3, setting 5, and setting 6. Specifically, when the setting is changed, the internal lottery table group consisting of multiple internal lottery tables selected according to the game state is changed to an internal lottery table group associated with each setting, and the internal lottery table group changes to one with different winning probabilities for small combinations, replays, and bonuses depending on the setting.
[0187] The setting change means 47 controls changing of the setting values stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when a setting change key is inserted into a setting change key cylinder provided inside the slot machine 10 and the slot machine 10 is powered on with the setting change key (setting change key cylinder) turned 90 degrees clockwise from the initial position, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values, from setting L to setting 6. In this embodiment, the winning probability of the internal lottery is changed so that the expected value of the payout rate increases in order from setting L to setting 6. Setting L has a lower expected value of the payout rate than setting 1. In the setting change mode, the setting change means 47 changes the setting value in the order of Setting L → Setting 1 → Setting 2 →... Setting 6 → Setting L →... each time a setting change button provided inside the slot machine 10 is pressed, and when the start lever 24 is pressed, the setting change means 47 confirms the setting value and stores the confirmed setting value in the setting value storage area 63. In addition, the setting change mode can be switched to the game mode by returning the setting change key inserted in the setting change key cylinder to its initial position. In this embodiment, the setting values are expressed in the order of setting L<setting 1<setting 2<setting 3<setting 5<setting 6. Furthermore, in this embodiment, it is assumed that setting 4 of settings 1 to 6 is not provided and setting L is provided, but this is not limiting, and any one of settings 1 to 6 may not be provided and setting L may be provided. For example, setting 3 may not be provided and six setting values, setting L, setting 1, setting 2, setting 4, setting 5, and setting 6, may be settable.
[0188] Furthermore, when the power is turned on with the setting change key cylinder in the initial position, the slot machine 10 is started in the game mode. In this embodiment, in the game mode, it is possible to play games but it is not possible to change the setting values, and in the setting change mode, it is possible to change the setting values but it is not possible to play games.
[0189] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game zone, and presentation state, described below, to their initial states. That is, when the setting value is changed, the game state becomes a normal state, the game zone becomes a non-advantageous zone, and the presentation state becomes a non-advantageous zone presentation state, and these states become the same as when the power was first turned on after shipping from the factory. In addition, during the initialization process, the initialization means 48 also initializes information related to presentation stored in the RAM of the storage means 60. The sub-control board 32 also has initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes information related to presentation stored in the RAM of the sub-side storage means 72. In addition, even if the setting value is changed, the game state, game section, and presentation state may not return to their initial state.
[0190] The reel control means 43 starts the rotation of each reel 20a to 20c when the activated start lever 24 is operated (i.e., the start of a game) under the control of the main control board 31, and when the activated stop button 26a to 26c is operated, it controls the stopping of the reel corresponding to the operated stop button.
[0191] That is, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stop position of the reel among the first reel 20a to the third reel 20c corresponding to the operated button, and controls the reel to stop at the determined stop position. In the slot machine 10, when the stop button 26a is operated, the rotation of the first reel 20a is stopped, when the stop button 26b is operated, the rotation of the second reel 20b is stopped, and when the stop button 26c is operated, the rotation of the third reel 20c is stopped. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the operation order (play order) of the stop buttons 26a to 26c.
[0192] In the following, regarding the order of stop operations (operation order of stop buttons 26a to 26c), the order of a group of stop operations in which all stop buttons 26a to 26c are operated will be referred to as the "batting order." Furthermore, of the stop operations that make up the batting order, the first stop operation performed will be referred to as the "first stop operation," the second stop operation will be referred to as the "second stop operation," and the third stop operation will be referred to as the "third stop operation."
[0193] In the following description, the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "batting order 1," the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "batting order 3." " Batting order 4 is the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a. Batting order 5 is the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b. Batting order 6 is the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a. Furthermore, "batting order 1" and "batting order 2" are collectively referred to as "left push," "batting order 3" and "batting order 4" are collectively referred to as "center push," and "batting order 5" and "batting order 6" are collectively referred to as "right push." Furthermore, "center push" and "right push" are sometimes collectively referred to as "irregular push."
[0194] In this embodiment, the first reel 20a to the third reel 20c are stopped within 190 ms of the moment the stop button 26a to 26c is pressed. The reels can rotate a maximum of four frames (four symbols) from the moment the stop button 26a to 26c is pressed until the reels 20a to 20c stop. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c whose stop operation is performed to stop so that the symbols corresponding to the winning combination whose win flag is set to a winning state are displayed on the winning line when the symbols on the outer periphery of the reel 20a to 20c whose stop button 26a to 26c whose stop operation is performed are located within a range of 0 to 4 frames (a predetermined pull-in range) from the display position on the winning line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop button 26a to 26c for which the stop operation has been performed so that any one of the symbols from the symbol currently positioned on the pay line at the time the stop operation was performed to the symbol four symbols adjacent thereto is displayed on the pay line.
[0195] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that a winning combination whose win flag is set to a winning state will be awarded. Specifically, when the win flag for one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination will be awarded. Furthermore, when the win flags for multiple winning combinations are set to a winning state, the reels 20a to 20c are stopped according to the priority order set for each winning combination so that a predetermined winning combination will be awarded. In this embodiment, the priority order is set as "replay > small combination > bonus." The reel control means 43 stops the reels 20a to 20c so that the symbols constituting the symbol combination representing the winning mode of a winning combination with a higher priority are displayed on the pay line in priority to the symbols constituting the symbol combination representing the winning mode of a winning combination with a lower priority.
[0196] Furthermore, when multiple types of small winning combinations are won in the internal lottery, the priority of the candidate stop positions can be determined by two methods: a method of determining the priority based on the number of symbol combinations that can be displayed on the payline (number priority control), and a method of determining the priority based on the number of medals paid out (number priority control). When executing number priority control, which determines the priority of the candidate stop positions based on the number of symbol combinations that can be displayed on the payline, the priority of each candidate stop position is determined so that the priority increases as the number of symbol combinations that can be displayed on the payline and indicate winning forms increases. When executing number priority control, which determines the priority of the candidate stop positions based on the number of medals paid out, the priority of each candidate stop position is determined so that the priority increases as the number of medals paid out based on the payout of the small winning combination corresponding to the symbol displayed at the display position on the payline increases (stop positions that can win a small winning combination with a large payout). Note that when determining the priority of the candidate stop positions based on the number of medals paid out, if multiple small winning combinations with the same payout are won, the priority of the candidate stop positions that can win each small winning combination is treated as being the same.
[0197] FIG. 14 shows the relationship between the manner of stop operation and the winning combination when each winning area is won in the RBB internal state. As shown in FIG. 14, each of the four-choice yellow 7s has a correct batting order and an incorrect batting order set. When each winning area of the four-choice yellow 7 is selected in the RBB internal middle state, if the operation is performed in the correct batting order, an 8-coin role (correct role) will be awarded, and if the operation is performed in the incorrect batting order, a 1-coin role (incorrect role) will be awarded. In other words, when any of the four-choice yellow 7s is selected in the RBB internal middle state, if the stop buttons 26a-26c are pressed in the correct batting order, the priority is determined so that the candidate stop positions that can award small roles 4 to 7 have the highest priority, and if the stop buttons 26a-26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop positions that can award small roles 15, 17 to 28, and 31 have the highest priority.
[0198] There is only one correct batting order for each of the four-choice yellow 7s, and the other five are considered incorrect batting orders. In addition, the winning areas "4-choice yellow 7A" through "4-choice yellow 7D" have different correct batting orders set as their respective correct batting orders, and the winning areas "4-choice yellow 7E" through "4-choice yellow 7H" have different correct batting orders set as their respective correct batting orders. In addition, the winning areas "4-choice yellow 7A" through "4-choice yellow 7D" have any of the correct batting orders from batting order 3 to batting order 6 set as their correct batting orders, and batting orders 1 and 2 have been set as their incorrect batting orders. In addition, the winning areas "4-choice yellow 7E" through "4-choice yellow 7H" have any of the correct batting orders from batting order 3 to batting order 6 set as their correct batting orders, and batting orders 1 and 2 have been set as their incorrect batting orders.
[0199] The contents in parentheses in Figure 14 indicate the winning rate of a 1-piece role when a stop operation is performed in that batting order. For example, the notation "1 piece (1 / 2)" indicates that there is a 1 / 2 probability that a 1-piece role will win, and a 1 / 2 probability that the 1-piece role will be missed (the 1-piece role will not win). Also, the notation "1 piece (1 / 4)" indicates that there is a 1 / 4 probability that a 1-piece role will win, and a 3 / 4 probability that the 1-piece role will be missed (the 1-piece role will not win).
[0200] In the winning areas "4-choice Yellow 7A" to "4-choice Yellow 7H", if you operate the buttons in the correct order, you will win an 8-piece winning combination. Also, in the winning areas "4-choice Yellow 7A" to "4-choice Yellow 7H", if you operate the buttons in the incorrect order, you will win a 1-piece winning combination or no winning combination.
[0201] In addition, when each of the four-choice yellow 7 winning areas is won in the general medium state, if the RBB internal medium state is selected, even if the stopping operation is performed in the batting order in which an 8-piece role will win (correct batting order), the 8-piece role will not win, and there is a 1 / 2 probability that a 1-piece role will win, and a 1 / 2 probability that the 1-piece role will be missed (the 1-piece role will not win).
[0202] As shown in FIG. 14, each of the four-choice three-coin roles has a correct batting order and an incorrect batting order. When each winning area of a four-choice three-coin role is won in the RBB internal state, if the player operates in the correct batting order, a three-coin role (correct role) will be awarded, and if the player operates in the incorrect batting order, a one-coin role (incorrect role) will be awarded. In other words, when any of the four-choice three-coin roles is won in the RBB internal state, if the stop buttons 26a-26c are pressed in the correct batting order, the priority is determined so that the candidate stop positions that can award small roles 9 to 10 have the highest priority, and if the stop buttons 26a-26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop positions that can award small roles 15 to 28 and small roles 31 have the highest priority.
[0203] There is one correct batting order for each 4-choice 3-piece role, and the other five batting orders are considered incorrect. Also, the winning areas "4-choice 3-piece A" to "4-choice 3-piece D" have different correct batting orders. Also, the winning areas "4-choice 3-piece A" to "4-choice 3-piece D" have one of the correct batting orders from batting order 3 to batting order 6 set as the correct batting order, and batting order 1 and batting order 2 set as incorrect batting orders.
[0204] In the winning areas "4 Choice 3 Cards A" to "4 Choice 3 Cards D", if you operate the buttons in the correct order, you will win a 3-card role. Also, in the winning areas "4 Choice 3 Cards A" to "4 Choice 3 Cards D", if you operate the buttons in the incorrect order, you will win a 1-card role.
[0205] Furthermore, when the winning areas "4-Choice 3-Card A" to "4-Choice 3-Card D" are won in the normal state, if the operation is performed in the correct batting order, a 3-card role will be awarded, and if the operation is performed in the incorrect batting order, a 1-card role will be awarded. In the normal state, there are two correct batting orders for the winning areas "4-Choice 3-Card A" to "4-Choice 3-Card D," and the other four batting orders are incorrect batting orders. In the normal state, the winning areas "4-Choice 3-Card A" to "4-Choice 3-Card D" are set to any two of batting orders 3 to 6 as correct batting orders, and batting orders 1 and 2 are set to incorrect batting orders. Specifically, in the winning areas "4-Choice 3-Card A" and "4-Choice 3-Card B," in the normal state, batting orders 3 and 4 are set to correct batting orders, and batting orders 1, 2, 5, and 6 are set to incorrect batting orders. In addition, in the winning areas "4 Choices, 3 Cards C" and "4 Choices, 3 Cards D" in the general medium state, batting order 5 and batting order 6 are set as the correct batting order, and batting order 1 to batting order 4 are set as the incorrect batting order. In other words, the winning areas "4 Choices, 3 Cards A" to "4 Choices, 3 Cards D" are set with a higher number of correct batting orders in the general medium state compared to the RBB internal medium state, and the probability of winning a 3-card role (expected value for winning medals) is higher if you win.
[0206] As shown in FIG. 14, each of the eye-pressing batting order roles has a correct batting order and an incorrect batting order set. When each winning area of the eye-pressing batting order role is won in the RBB internal state, if the operation is performed in the correct batting order, a 15-coin role (correct role) can be won, and if the operation is performed in the incorrect batting order, a 1-coin role (incorrect role) can be won. In other words, when any of the eye-pressing batting order roles is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct stop operation mode, the priority is determined so that the candidate stop positions that can win small roles 1 to 3 have the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect stop operation mode, the priority is determined so that the candidate stop positions that can win small roles 15 to 20, small role 22, and small roles 31 to 33 have the highest priority.
[0207] There is one correct batting order for each button-press batting order role, and the other five batting orders are considered incorrect. In addition, different batting orders are set as the correct batting orders for the winning areas "Button-press batting order A" to "Button-press batting order D." In addition, for the winning areas "Button-press batting order A" to "Button-press batting order D," any of batting orders 3 to 6 is set as the correct batting order, and batting orders 1 and 2 are set as incorrect batting orders.
[0208] The winning areas "Striking Batting Order A" to "Striking Batting Order D" are designed to award a 15-coin combination when the reels are operated in the correct batting order and a predetermined stop operation is performed at a predetermined timing (first predetermined timing). The first predetermined timing may refer to, for example, when a first stop operation is performed when a specific symbol (e.g., a red BAR symbol "RED BAR") within a predetermined range on the reels 20a to 20c that are to be stopped first is located at a predetermined display position (e.g., on an active line). In other words, by operating the reels in the correct batting order and performing the first stop operation while aiming for the specific symbol, a 15-coin combination can be awarded. In addition, the winning areas "Striking Order A" to "Striking Order D" are configured to win a 1-piece combination when an operation is performed in an incorrect batting order, and when an operation is performed in the correct batting order and a predetermined stop operation is performed at a predetermined timing (second predetermined timing). The case where a predetermined stop operation is performed at the second predetermined timing may be, for example, when a first stop operation is performed when a pattern within a predetermined range that does not include the specific pattern on the reels 20a to 20c that are stopped first is located at a predetermined display position (for example, on an active line).
[0209] The four-choice yellow 7 is a winning area where an 8-coin combination is awarded if the player operates in the correct batting order when the winning combination is selected, and the eye-pressing batting order combination is a winning area where a 15-coin combination is awarded if the player operates in the correct batting order when the winning combination is selected and a predetermined stop operation is performed at a predetermined timing (first predetermined timing). In this embodiment, the eye-pressing batting order combination is provided as a winning area where the number of medals that can be paid out when the winning combination is selected is greater than that of the four-choice yellow 7.
[0210] In addition, when the winning areas "Skip Batting Order A" to "Skip Batting Order D" are won in the normal state, if the correct batting order is operated and the predetermined stopping operation is performed at the predetermined timing (first predetermined timing), a 15-coin prize will be awarded. In addition, when the winning areas "Skip Batting Order A" to "Skip Batting Order D" are won in the normal state, if the operations are performed in the incorrect batting order, or if the operations are performed in the correct batting order and the predetermined stopping operation is performed at the predetermined timing (second predetermined timing), a 1-coin prize will be awarded. In the normal state, there are two correct batting orders for the winning areas "Skip Batting Order A" to "Skip Batting Order D," and the other four batting orders are incorrect batting orders. In the normal state, there are two correct batting orders for the winning areas "Skip Batting Order A" to "Skip Batting Order D," and the other four batting orders are incorrect batting orders. In the normal state, there are two correct batting orders for the winning areas "Skip Batting Order A" to "Skip Batting Order D," from batting order 3 to batting order 6, and batting order 1 and batting order 2 are incorrect batting orders. Specifically, in the winning areas "Batto Press Batting Order A" and "Batto Press Batting Order B," batting orders 3 and 4 are set as the correct batting orders, and batting orders 1, 2, 5 and 6 are set as the incorrect batting orders. In the winning areas "Batto Press Batting Order C" and "Batto Press Batting Order D," batting orders 5 and 6 are set as the correct batting orders, and batting orders 1 to 4 are set as the incorrect batting orders. In other words, the winning areas "Batto Press Batting Order A" to "Batto Press Batting Order D" are set with a higher number of correct batting orders in the normal medium state than in the RBB internal medium state, and the probability of winning a 15-coin role (expected value for winning medals) is higher if you win.
[0211] The winning determination means 44 is activated when the rotation of the reels 20a to 20c is stopped, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a to 20c. Specifically, the symbol combination displayed (stopped display) on the pay line when the reels 20a to 20c are stopped is compared with a winning determination table stored in the ROM of the storage means 60. The winning form (the symbol combination that will win when stopped and displayed) of each winning combination is stored in the winning determination table, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. The correspondence relationship between the symbol combination displayed on the pay line and the winning combination in this embodiment is shown in Figures 15 and 16. As shown in Figures 15 and 16, for example, if a black BAR symbol "BLACK BAR" stops on the bottom row of the first reel 20a, a red 7 symbol "RED 7" or a white 7 symbol "WHITE 7" stops on the middle row of the second reel 20b, and a yellow 7 symbol "YELLOW 7" stops on the top row of the third reel 20c, small win 1 will be won.
[0212] When a winning combination is achieved, the main control board 31 executes a winning process corresponding to the winning combination. Specifically, the winning process involves a payout process when a small combination is achieved, a replay process (replay process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).
[0213] Here, the payout process is a process of paying out a number of medals determined based on the payout determined for each role when a small winning combination is achieved, and is performed by the payout control means 45. When a small winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout determined for each role, and causes the hopper device to pay out the determined number of medals to be paid out. Note that when credits are permitted, instead of actually paying out medals using the hopper device, a credit addition process is performed in which the number of medals to be paid out is added to the number of credits (number of credited medals) stored in a credit storage area provided in the RAM of the storage means 60, and medals are virtually paid out.
[0214] In this embodiment, 15 medals are paid out when small prizes 1 to 3 are won, 8 medals are paid out when small prizes 4 to 8 are won, 3 medals are paid out when small prizes 9 to 14 are won, and 1 medal is paid out when small prizes 15 to 33 are won.
[0215] Furthermore, the replay process is a process that, when a replay wins, sets the next game to the same game start standby state as the previous game without requiring the player to insert any medals owned by the player, and is performed by the replay control means 46. When a replay wins, an automatic insertion process is performed in which the same number of medals as the number set to the insertion state in the previous game (the game in which the replay won) are automatically inserted without using any medals held by the player (including credited medals), and the system waits for the next game start operation of the start lever 24 with an active line set corresponding to the number of medals inserted by the automatic insertion process. Furthermore, when the automatic insertion process is performed, it is not possible to insert additional medals.
[0216] As shown in Fig. 17, the gaming state control means 49 performs a gaming state transition control process that transitions the gaming state between the normal state, the RBB internal state (bonus established state), and the RBB operating state (bonus state). A single condition or multiple conditions may be defined as the gaming state transition condition. When multiple conditions are defined, the gaming state may be transitioned based on the establishment of one of the multiple predetermined conditions, or based on the establishment of multiple or all of the multiple predetermined conditions.
[0217] As described above, the internal lottery means 42 selects an internal lottery table according to the gaming state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is set as a lottery target. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets. In the RBB operation state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets.
[0218] The initial gaming state is the normal state. In the normal state, an internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "Small Win All," "8 Coins All," "3 Coins All," and "1 Coin All" are set as the lottery targets. In addition, it is possible to transition from the normal state to the RBB internal state. When a big bonus is won in the normal state, the gaming state control means 49 transitions the gaming state to the RBB internal state.
[0219] The RBB internal state (first gaming state) is a gaming state to which the game state transitions when a big bonus (special combination) is won in an internal lottery. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "Small Win All," "8 Coins All," "3 Coins All," "1 Coin All," and "RBB" are set as the lottery targets. Also, in the RBB internal state, the lottery flag corresponding to the big bonus is maintained in a winning state until the big bonus is won, and when a symbol combination indicating the winning form of the big bonus is displayed on the pay line, the gaming state control means 49 transitions the gaming state from the RBB internal state to the RBB operating state.
[0220] The RBB operating state (second gaming state) is a gaming state to which the game enters when a symbol combination indicating a big bonus winning mode is displayed on an active pay line. In the RBB operating state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "No Win," "Small Win," "All 8 Coins," "All 3 Coins," and "All 1 Coin" are set as the lottery targets. Furthermore, in the RBB operating state, the game state control means 49 determines whether the termination condition is met based on the total number of medals paid out during the RBB operating state. If the number of medals paid out exceeds a predetermined number, the game state control means 49 terminates the RBB operating state and transitions the gaming state to the normal state. In this embodiment, the termination condition of the RBB operating state is determined by the total number of medals paid out, but the termination condition may be determined by the number of games played in the RBB operating state, the number of small wins, etc. Also, the termination condition of the RBB operating state may be determined so that it ends after one game.
[0221] As shown in FIG. 12 , the instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the activation of an instruction function that supports the winning of a specific winning combination in a favorable zone. Specifically, when a specific winning combination is achieved, the instruction function control means 51 determines whether to perform an instruction presentation that supports the winning of this winning combination. More specifically, when a four-choice yellow 7 is achieved, for example, the instruction function control means 51 determines whether to perform an instruction presentation (batting order navigation presentation) that notifies the player of the correct batting order and supports the winning of an eight-piece winning combination. When the instruction function control means 51 determines to perform the batting order navigation presentation, the presentation control means 100 causes presentation devices such as the LCD display 13 and the speaker 14 to execute the batting order navigation presentation. When the batting order navigation presentation is performed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit 17.
[0222] As shown in FIG. 18 , the gaming zone control means 80 performs a gaming zone transition control process that transitions the gaming zone between a non-advantageous zone and an advantageous zone depending on the progress of the game. The non-advantageous zone is a gaming zone that corresponds to the initial state among multiple types of gaming zones. In the non-advantageous zone, the bonus granting means 82 conducts a lottery for transition to an advantageous zone, and if the lottery for transition to an advantageous zone is won, the gaming zone control means 80 transitions the gaming zone to an advantageous zone. The advantageous zone is a gaming zone in which an upper limit (1,500 times in this example) is set for the number of times that a game can be played. Furthermore, when the gaming zone is set as a non-advantageous zone, instruction effects cannot be performed, and instruction effects can only be performed when the gaming zone is set as an advantageous zone. When the number of times that a game has been played in the advantageous zone reaches the upper limit of 1,500, the gaming zone control means 80 terminates the advantageous zone and transitions the gaming zone to a non-advantageous zone.
[0223] In the non-advantageous zone, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone at a predetermined trigger. Specifically, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone based on the result of the internal lottery (winning a predetermined role (winning area)). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.
[0224] Furthermore, the gaming zone control means 80 performs an increment process, triggered by the operation of the start lever 24 to start a game, to add "1" to the stored value of the advantageous zone play count counter 65 stored in the RAM of the storage means 60 as a value corresponding to one play, as an increment process. The gaming zone control means 80 does not add to the advantageous zone play count counter 65 in the non-advantageous zone. At the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the advantageous zone play count counter 65 is "0." When the stored value of the advantageous zone play count counter 65 reaches a threshold value (upper limit) of "1500," the gaming zone control means 80 determines that the advantageous zone termination condition is met and transitions the gaming zone from the advantageous zone to the non-advantageous zone. In other words, the upper limit for the number of plays in the advantageous zone is set to 1500, preventing more than 1500 consecutive plays from being played in the advantageous zone.
[0225] Furthermore, in the advantageous zone, the gaming zone control means 80 performs an update process in which it updates the stored value of the first difference number counter 64 provided in the RAM of the storage means 60 by the difference number of medals, subtracts a value corresponding to the number of medals inserted in the game (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "8" if eight medals are paid out, and "0" if no winning combination is achieved and no payout is made) to obtain a calculation result of the difference number of medals in the game, and adds this calculation result to the stored value of the first difference number counter 64. Note that the gaming zone control means 80 does not add to the first difference number counter 64 in the non-advantageous zone. Furthermore, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the first difference number counter 64 is "0". Then, when the stored value of the first difference number counter 64 exceeds a threshold value (e.g., "2400"), the game zone control means 80 determines that the condition for ending the advantageous zone is met and transitions the game zone from the advantageous zone to a non-advantageous zone. The stored value of the first difference number counter 64 is controlled so as not to fall below the initial value "0." For example, if the stored value of the first difference number counter 64 at the start of a game is "2" and, as a result of playing a game, no winning combination is achieved and no medals are paid out, the calculation result of the difference number in that game becomes "-3." Adding the calculation result of the difference number to the stored value of the first difference number counter 64 results in a value below the initial value "0." However, the updated stored value of the first difference number counter 64 is configured to stop counting with the initial value "0" as the lower limit. In other words, an upper limit is set for the number of medals that can be won in the advantageous zone. The point at which the number of medals has decreased the most in the advantageous zone is set as a reference value "0." The advantageous zone ends when the number of medals has increased by more than 2400 from that reference value. In addition, if a replay is won in a game, the difference in the number of medals may be calculated by treating the game in which the replay was won as having paid out medals equivalent to the specified number of medals inserted for that game, and for the next game that is provided free of charge as a result of the replay being won, even if no actual medals are inserted, the difference in the number of medals may be calculated by treating the next game that is provided free of charge as having paid out medals equivalent to the specified number of medals inserted for that game, even if no actual medals are inserted.
[0226] In addition, the advantageous zone indicator 18 is turned off in a non-advantageous zone and turned on in an advantageous zone. Note that the advantageous zone indicator 18 does not need to be turned on at the same time as the transition to the advantageous zone, but only needs to be turned on before the first instruction performance is performed. Also, once turned on, it will not be turned off until the advantageous zone ends.
[0227] As shown in Fig. 18, the presentation state control means 81 performs a presentation state transition control process that transitions the presentation state between multiple types of presentation states, including a non-advantageous zone presentation state, a normal presentation state, a special presentation state, a chance presentation state, and an AT presentation state (instruction presentation state). The AT presentation state includes a normal AT presentation state and a special AT presentation state. The presentation state transition condition may be a single condition or multiple conditions. When multiple conditions are defined, the presentation state may be transitioned when one of the multiple predetermined conditions is met, or when multiple or all of the multiple predetermined conditions are met.
[0228] The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among multiple types of presentation states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In the non-advantageous zone presentation state (non-advantageous zone), the benefit granting means 82 performs a lottery for transition to an advantageous zone as described above, and when a transition to an advantageous zone is determined in the lottery for transition to an advantageous zone, the presentation state control means 81 transitions the presentation state to the normal presentation state.
[0229] The normal presentation state is a presentation state that is generally transitioned to when an advantageous zone begins, and at the start of the advantageous zone, the probability of transitioning to the normal presentation state is set higher than the probability of transitioning to other presentation states. Furthermore, in the normal presentation state, the batting order navigation presentation is executed less frequently than in the special presentation state or the AT presentation state, and the batting order navigation presentation is executed almost infrequently or not at all. In this embodiment, the normal presentation state is a period during which the batting order navigation presentation is not executed. In the normal presentation state, the bonus granting means 82 executes a lottery (special lottery) to determine whether or not to transition to the special presentation state depending on the result of an internal lottery (for example, winning a predetermined role (winning area)). In the normal presentation state, if the special lottery is won, the presentation state control means 81 transitions the presentation state to the special presentation state.
[0230] Hereinafter, the normal presentation state may be referred to as the first presentation state. Note that the first presentation state may include the non-advantageous zone presentation state described above.
[0231] In the special effect state (pseudo bonus effect state), a predetermined number of games (e.g., 25 games) are played. In other words, the effect state control means 81 ends the special effect state when a predetermined number of games have been played in the special effect state. The special effect state is a period during which a batting order navigation effect can be executed. In other words, in the special effect state, when the batting order bell (predetermined role (winning area): four-choice yellow 7) is won, the instruction function control means 51 determines the execution of a batting order navigation effect that notifies the player of the correct batting order. When the execution of the batting order navigation effect is determined, the effect control means 100 causes the LCD display 13, the speaker 14, and other effect devices to execute a batting order navigation effect that notifies the player of the correct batting order and assists in winning an eight-coin role. When the batting order bell is won and the stop buttons 26a to 26c are pressed according to the correct batting order notified in the batting order navigation effect, an eight-coin role is won and the player can win eight medals. The special effect state in which the batting order navigation effect is executed is a state that is more advantageous to the player than the first effect state. The effect state control means 81 transitions the effect state to a chance effect state based on the end of the special effect state. In this embodiment, the game transitions to a special presentation state based on winning a special lottery in the normal presentation state, and then transitions to a chance presentation state via the special presentation state, but it is also possible to transition directly from the normal presentation state to the chance presentation state.
[0232] In the chance presentation state, a predetermined number of games (for example, 10 games) are played. In other words, the presentation state control means 81 ends the chance presentation state when a predetermined number of games have been played in the chance presentation state. In the chance presentation state, the batting order navigation presentation is executed less frequently than in the special presentation state or the AT presentation state, and the batting order navigation presentation is executed almost infrequently or not at all. In this embodiment, the chance presentation state is a period in which the batting order navigation presentation is not executed.
[0233] In the chance presentation state, the benefit granting means 82 conducts a lottery (AT lottery) to determine whether or not to transition to the AT presentation state. Specifically, in the chance presentation state, the benefit granting means 82 conducts an AT lottery according to the result of the internal lottery (for example, winning a predetermined role (winning area)). If the AT lottery is won, the player is granted the right to transition to the AT presentation state as a benefit that is advantageous to the player. Note that in the chance presentation state, multiple rights to transition to the AT presentation state may be granted.
[0234] The chance presentation state is a period during which an AT lottery can be executed, and the expectation level for determining whether to transition to the AT presentation state (expectation level for the granting of a predetermined benefit related to the instruction presentation) is set higher than that of the first presentation state. In other words, if the chance presentation state is the second presentation state, the second presentation state is more advantageous to the player than the first presentation state. In addition, in the first presentation state, an AT lottery may be executed based on the results of an internal lottery, but even in that case, the chance presentation state (second presentation state) has a higher expectation of deciding to transition to the AT presentation state than the first presentation state, making it an advantageous state for the player.
[0235] The presentation state control means 81 determines whether or not the right to transition to the AT presentation state is granted at the end of the chance presentation state, and if the right is granted, transitions the presentation state to the AT presentation state (special AT presentation state). On the other hand, if the right is not granted, transitions the presentation state to a non-advantageous zone presentation state. At this time, the game zone control means 80 transitions the game zone from the advantageous zone to the non-advantageous zone. Note that if the end condition of the advantageous zone is not met at the end of the chance presentation state, the presentation state may transition to the normal presentation state, and the advantageous zone may continue (without transitioning to the non-advantageous zone).
[0236] In the AT presentation state, when the batting order bell (predetermined role (winning area): 4-choice yellow 7) is won, the instruction function control means 51 decides to execute a batting order navigation presentation (instruction presentation) that notifies the player of the correct batting order. When it is decided to execute the batting order navigation presentation, the presentation control means 100 executes a batting order navigation presentation that notifies the player of the correct batting order. The AT presentation state in which the batting order navigation presentation is executed is more advantageous to the player than the first presentation state. In this embodiment, the batting order navigation effect is executed when the batting order bell is won in both the normal AT effect state and the special AT effect state in the AT effect state, but the frequency of the batting order navigation effect in the special AT effect state may be lower or higher than in the normal AT effect state. Note that here, low frequency includes cases where the batting order navigation effect is not executed at all.
[0237] In this embodiment, the continuation of the AT presentation state is managed by the difference in the number of medals acquired in the AT presentation state. Specifically, the continuation of the AT presentation state is managed based on the stored value of the AT end determination counter 67 provided in the RAM of the storage means 60. The bonus granting means 82 determines the value to be set in the AT end determination counter 67 in the special AT presentation state to which the transition is made at the start of the AT presentation state. In other words, the bonus granting means 82 performs an addition to increase the stored value of the AT end determination counter 67 in the special AT presentation state to which the transition is made at the start of the AT presentation state. In this embodiment, the bonus granting means 82 determines a value (initial value) equivalent to a predetermined difference in medals to be set in the stored value of the AT end determination counter 67 in the special AT presentation state to which the transition is made at the start of the AT presentation state. In other words, the bonus granting means 82 increases the stored value of the AT end determination counter 67 in the special AT presentation state. Note that the start of the AT presentation state may not involve the special AT presentation state, in which case a value equivalent to the predetermined difference in medals may be set in the stored value of the AT end determination counter 67 at the start of the AT presentation state. The value may also be determined by lottery or the like.
[0238] The special AT presentation state is a presentation state that determines the initial value of the value related to the continuation of the AT presentation state (the value stored in the AT end determination counter 67). The presentation state control means 81 transitions the presentation state to the normal AT presentation state based on the end of the special AT presentation state. In the special AT presentation state, a predetermined number of games (for example, three games) are played, and the value to be added to the value stored in the AT end determination counter 67 for each game is determined by lottery (additional lottery). Note that the additional lottery may determine that the value to be added to the value stored in the AT end determination counter 67 is "0". In this embodiment, in the special AT presentation state, the value stored in the AT end determination counter 67 increases by a predetermined value (for example, 30) or more. It should be noted that the transition to the special AT presentation state is not limited to the start of the AT presentation state. For example, in the AT presentation state, a lottery is held based on the winning of a predetermined role (winning area), and if the lottery is won, the right to transition to the special AT presentation state as a special benefit is granted, and based on that, a transition to the special AT presentation state may occur. Also, in a presentation state other than the special AT presentation state, an additional bonus (additional lottery) may be executed to increase the stored value of the AT end determination counter 67 as a special benefit based on the winning of a predetermined role (winning area).
[0239] The presentation state control means 81 transitions the presentation state to the normal AT presentation state based on the end of the special AT presentation state. In other words, when a predetermined number of games (for example, three games) are played in the special AT presentation state, the normal AT presentation state starts.
[0240] The presentation state control means 81 performs a process of subtracting a value corresponding to the difference in the number of medals used in a game from the value stored in the AT end determination counter 67 each time a game is played in the normal AT presentation state. The difference in the number of medals used in a game (one game) is calculated by subtracting a value corresponding to the number of medals inserted (e.g., "3" if three medals are inserted) from a value corresponding to the number of medals paid out (e.g., "8" if eight medals are paid out, or "0" if no winning combination is achieved and no medals are paid out). When the value stored in the AT end determination counter 67 reaches the threshold value "0" in the normal AT presentation state, the presentation state control means 81 determines that the termination condition (one of the termination conditions) of the AT presentation state has been met, terminates the AT presentation state (normal AT presentation state), and transitions the presentation state to a non-advantageous zone presentation state. At this time, the play zone control means 80 transitions the play zone from the advantageous zone to the non-advantageous zone. If the conditions for ending the advantageous zone are not met at the end of the AT presentation state, the presentation state may be shifted to the normal presentation state, and the advantageous zone may continue (without shifting to the non-advantageous zone). In this embodiment, the AT presentation state is set to end when the difference in the number of medals acquired in the AT presentation state (normal AT presentation state) reaches a predetermined difference (the difference set in the special AT presentation state).
[0241] In addition, when the stored value of the AT end determination counter 67 reaches the threshold value "0" in the normal AT presentation state, if there is a right to transition to the AT presentation state (or the right to transition to the special AT presentation state), the presentation state control means 81 may start the AT presentation state (or the special AT presentation state).
[0242] In this embodiment, the continuation of the AT presentation state is managed based on the difference in the number of medals acquired in the AT presentation state, but it may also be managed based on the number of medals acquired in the AT presentation state, or the continuation of the AT presentation state may be managed based on the number of games played in the AT presentation state, the number of batting order navigation effects executed in the AT presentation state, etc. The value stored in the AT end determination counter 67 may, for example, represent the number of games that can be played in the AT presentation state, or the number of batting order navigation effects that can be executed in the AT presentation state (the number of batting order navigations). In other words, a value equivalent to the number of games that can be played or the number of batting order navigations that can be executed in the special AT presentation state is set in the AT end determination counter 67, and the value stored in the AT end determination counter 67 is updated each time a game is played or a batting order navigation effect is executed in the normal AT presentation state, and the AT presentation state may be terminated when the value stored in the AT end determination counter 67 reaches a threshold value.
[0243] Furthermore, in this embodiment, a direct transition from a non-advantageous zone presentation state to an AT presentation state may occur. For example, in the advantageous zone transition lottery, rather than simply determining whether or not to transition to an advantageous zone (normal presentation state), a lottery may be held to determine whether the presentation state will transition to an AT presentation state, a normal presentation state, or whether or not to remain in the non-advantageous zone presentation state. In other words, the AT lottery may be held in the non-advantageous zone presentation state. In addition, a direct transition from the normal presentation state to the AT presentation state may occur. For example, in the special lottery, rather than simply determining whether or not to transition to the special presentation state, a lottery may be held to determine whether the presentation state will transition to the AT presentation state, the special presentation state, or whether to remain in the normal presentation state. In other words, the AT lottery may be held in the normal presentation state.
[0244] Furthermore, the AT presentation state may be set according to the gaming state to which the transition is made based on the winning of a bonus or winning a prize. For example, when the gaming state is in the RBB internal state, transition to the AT presentation state may be possible, and transition to the AT presentation state may be impossible in the general state or the RBB operating state. In other words, in the general state or the RBB operating state, for example, transition to the AT presentation state may not be made even if the AT lottery is won, and the AT lottery may not be held.
[0245] Also, if a bonus is won when the presentation state is the AT presentation state and the game state is in the RBB internal state, the AT presentation state may be suspended after the RBB operating state, which is entered upon winning this bonus, ends and the game state transitions back to the RBB internal state via the general internal state. In other words, the batting order navigation presentation may be stopped when a bonus is won, and resumed when the game transitions back to the RBB internal state.
[0246] When the advantageous zone ends and the game zone transitions to a non-advantageous zone, the instruction function control means 51 performs an instruction function information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the instruction function. Specifically, the instruction function control means 51 initializes the stored value of the advantageous zone play count counter 65, the stored value of the first difference number counter 64, the flag (lottery result) related to the lottery related to the instruction function, and the stored value of the AT end determination counter 67. In other words, information related to the instruction function is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process when the setting value is changed, the information related to the instruction function (instruction performance) shown here is also initialized.
[0247] In this embodiment, when the gaming state is in the RBB internal state, the instruction function control means 51 (presentation control means 100) performs lotteries related to instruction functions (for example, lotteries related to transition to the AT presentation state), granting of benefits related to the batting order navigation presentation (for example, benefits that increase the probability of transition to the AT presentation state), and processing related to instruction functions such as the batting order navigation presentation, but when the gaming state is in the general state or the RBB operating state, it does not perform lotteries related to instruction functions, granting of benefits related to the batting order navigation presentation, or processing related to instruction functions such as the batting order navigation presentation.In this embodiment, the player is basically designed to play in the RBB internal state, so the following explanation will be made assuming that the gaming state is basically in the RBB internal state.
[0248] Gaming machines must be designed so that the payout rate (the ratio of the number of medals paid out to the number of medals inserted), which is an index of medal acquisition performance, falls within a predetermined range. The gaming machine of this embodiment ensures an appropriate payout rate (ball-out performance) by setting the expected value of the payout rate when playing by pressing the left button lower than that when playing by using irregular buttons (pressing the center or right button). Specifically, in this embodiment, for the RBB internal state, a batting order bell indicating the correct batting order is prepared by pressing the center button, and a batting order bell indicating the correct batting order is prepared by pressing the right button, but a batting order bell indicating the correct batting order is not prepared by pressing the left button. In other words, in this embodiment, the probability of winning the batting order bell and receiving the payout of eight medals is lower when playing always by pressing the left button compared to when playing always by pressing the center button or always by pressing the right button. In other words, when continuing to play using the first operation mode (irregular push), the probability of winning an 8-coin role (specific role) is higher than when continuing to play using the second operation mode (left push). The 8-coin role can be said to be a role that, when won, allows for the acquisition of more game value than the medals (game value) bet for one game. Also, it can be said to be a role that, when won, pays out more medals than the number of medals (game value) inserted required to start a game. With the gaming machine of this embodiment, it is basically recommended to play using the left push (second operation mode).
[0249] Note that, by using other methods, the expected value of the payout rate when playing with a predetermined operation sequence (pushing left) may be set to be lower than that when playing with other operation sequences (pushing center or pushing right). For example, a batting order bell for the correct batting order may also be prepared when pressing left, and the probability of hitting the batting order bell for the correct batting order with a left press in the internal lottery may be set lower than the probability of hitting the batting order bell for the correct batting order with a center press, and lower than the probability of hitting the batting order bell for the correct batting order with a right press.
[0250] As shown in FIG. 14, in the batting order bell (winning area "4-choice yellow 7A" to "4-choice yellow 7H"), any of batting orders 3 to 6 are set as the correct batting order, and batting orders 1 and 2 are set as the incorrect batting order. In other words, when looking at the batting order bell (winning area "4-choice yellow 7A" to "4-choice yellow 7H") as a whole, there is a bias in the correct batting order settings. In the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", if you press left (second operation mode), a 1-coin role (incorrect role) will always be won, and if you press center or right (first operation mode), an 8-coin role (correct role) will be won if the batting order is correct, and if the batting order is incorrect, either a 1-coin role or no role will be won. In this way, the winning areas "4-choice yellow 7A" to "4-choice yellow 7H" are winning areas in which the number of medals paid out varies depending on the batting order (the manner of operation (operation order) of the stop buttons 26a to 26c). In addition, when referring to a winning area where the number of medals paid out varies depending on the batting order, it is not limited to the 4-choice yellow 7 (batting order bell), but may also refer to a 4-choice 3-coin role or a batting order role with a push of the eye. In other words, when referring to the batting order bell, it is not limited to the 4-choice yellow 7, but may also refer to a 4-choice 3-coin role or a batting order role with a push of the eye.
[0251] In this embodiment, the non-advantageous zone presentation state, normal presentation state, and chance presentation state are periods (sections) in which the batting order navigation presentation is not determined to be executed even if the batting order bell is won, and playing by pressing left is recommended. Hereinafter, this period will be referred to as the left-press recommended period. As described above, in the gaming machine of this embodiment, if play is continued by pressing the irregular buttons (first operation mode), the probability of winning an 8-coin role is higher than if play is continued by pressing the left button (second operation mode). For this reason, if play is continued by pressing the irregular buttons, the ball-out performance of the gaming machine may become excessive.
[0252] In this embodiment, if a game is played using irregular button presses during a left-press recommendation period (a period during which the batting order navigation effect is not executed), a display (left-press recommendation display) encouraging the player to play using left button presses may be displayed on the liquid crystal display 90. Furthermore, if a game is played using irregular button presses during a left-press recommendation period, a predetermined disadvantage (penalty) may be given (imposed) on the player. The disadvantage may be that the value "1," which corresponds to the number of plays of the game, is not added (subtracted) from the stored value of a predetermined counter. The predetermined counter is a counter whose value is advantageous to the player when added (subtracted) to the stored value. For example, an example of the predetermined counter is a counter that adds "1" to the stored value each time a game is played in a normal effect state, and when the stored value reaches a predetermined value, transition to an advantageous state (special effect state, chance effect state, or AT effect state) is determined. Furthermore, when a predetermined lottery (e.g., an AT lottery) is executed during the recommended left push period to determine whether or not a player will receive a special benefit based on the results of an internal lottery, the disadvantage may be that the predetermined lottery will not be executed in that game (play using irregular pushes). Furthermore, the disadvantage (penalty) may not be incurred if the game is played using the second operation mode (left push). In other words, when an operation is performed using the second operation mode (left push) that is different from the first operation mode (irregular pushes), the probability of receiving a predetermined benefit related to the instruction performance may be higher than when the operation is performed using the first operation mode. The predetermined benefit may include adding a value to a stored value in a predetermined counter, or executing a predetermined lottery.
[0253] As shown in FIG. 12, the sub-control board 32 includes a performance sub-control means 70 and a sub-memory 72. The effect sub-control means 70 controls the effects performed using the liquid crystal display 13, the speaker 14, and the lighting device 38, based on the effect data stored in the sub-memory 72. For example, by lighting or blinking the lighting device 38 in response to the insertion of medals, the operation of the bet button 23, the start lever 24, and the stop buttons 26a to 26c, or the occurrence of game events such as changes in the game state, the means controls the execution of effects to liven up the game or to assist the game, depending on the progress of the game.
[0254] The content of the effects executed during a game is determined using an effect lottery table stored in the sub-memory 72 in response to commands sent from the main control board 31 corresponding to the game status, the effect status, the result of an internal lottery, etc. In this embodiment, image data stored in the ROM of the sub-memory 72 is read into an image buffer provided in the sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. In addition, sound data stored in the ROM of the sub-memory 72 is read into a sound buffer provided in the sub-memory 72, and sound based on the sound data read into the sound buffer is output from the speaker 14.
[0255] In the following, the front door 12 of the gaming machine will be described as having a lower panel 91, an upper panel 92, and an outer perimeter lamp 38, as shown in FIG. 19 . Like the lower panel 91, the upper panel 92 has a light source (LED) provided on the back side, and light is emitted from the light source to illuminate from behind. In this embodiment, the outer perimeter lamp 38 provided on the front door 12 constitutes a first lighting means. Furthermore, the lower panel 91 and the upper panel 92 provided on the front door 12 constitute a second lighting means (specific lighting means). Note that the second lighting means does not necessarily have to be composed of both the lower panel 91 and the upper panel 92, but may be composed of at least one of them (for example, the lower panel 91).
[0256] The gaming machine of this embodiment can be set to setting L, which has a lower expected ball payout rate than setting 1. Therefore, if a game is played on a gaming machine set to setting L at an amusement parlor (hall), the player may be dissatisfied. In this embodiment, the appearance (appearance) of the gaming machine after powering on is different between when "L" is set as the setting value and when a setting other than "L" is set, so that the two can be distinguished.
[0257] In this embodiment, the performance control means 100 can determine the lighting mode (whether to light or not) of the second lighting means (lower panel 91 and upper panel 92) based on a setting value (a setting value stored in the storage means 60). When the setting value is other than "L", the performance control means 100 sets the standard lighting mode of the second lighting means to the first lighting mode. The first lighting mode refers to lighting, and in this embodiment, when the setting value is other than "L", the second lighting means is basically turned on. In addition, the standard lighting mode of the second lighting means being the first lighting mode (on) includes cases where the second lighting means is turned off or flashes during a specific game (such as when a specific result is obtained in a specific game). On the other hand, when the setting value is "L", the performance control means 100 sets the standard lighting mode of the second lighting means to a second lighting mode different from the first lighting mode. The second lighting mode refers to any of turning off, flashing, or lighting in a dimmed state compared to the first lighting mode. Note that when referring to the second lighting mode, it is sufficient that at least one of these can be set. In this embodiment, when the setting value is "L", the second lighting means is basically turned off. Although details will be described later, even when the set value is "L", the second illumination means is set to be lit when a predetermined notification (effect) is to be performed.
[0258] When the set value is other than "L", the second lighting means (for example, the lower panel 91) is basically turned on, and when the set value is "L", the second lighting means (for example, the lower panel 91) is basically turned off. For this reason, it can be said that a gaming machine in which the second lighting means is turned off indicates that the set value is "L". Players (users) and gaming facility staff can determine whether the set value is "L" by looking at the lighting state of the second lighting means. The first lighting means (periphery lamp 38) is basically lit regardless of the setting value. The lit state includes the case where the lamp flashes when a specific result is obtained in a specific game.
[0259] The gaming machine of this embodiment can execute a demo effect when a predetermined condition is met (when a state in which a player is not playing continues for a predetermined time). The demo effect can be defined as an effect executed during standby, an effect that notifies the player that a game is being played, or the like. For example, when the effect control means 100 determines that no operation has been performed on the operation means of the gaming machine for a certain period of time (e.g., 60 seconds) (a certain period of time has passed without any operation being performed on the operation means of the gaming machine), the effect control means 100 determines that a demo transition condition has been met and executes a demo effect (causes the effect device to execute a demo effect). Note that the effect control means 100 may decide not to execute a demo effect in a predetermined state (a predetermined presentation state or a predetermined game state) even if the demo transition condition has been met.
[0260] The sub-control board 32 is equipped with a timing means (timer). The timing means is capable of measuring the time during which no game is being played on the gaming machine (the time during which no predetermined operation is input to the gaming machine). The performance control means 100 keeps the timing means operating at all times while the gaming machine is powered on, and upon receiving a predetermined signal (such as a signal from the main control means 70), initializes (resets) the measurement value of the operating timing means to an initial value of "0" and resumes (restarts) timekeeping. When the timing means has timed a predetermined time (for example, 60 seconds), the performance control means 100 determines that the demo transition condition has been met and executes a demo performance.
[0261] The performance control means 100 displays a predetermined display (a display related to the demo performance: a demo display) on the liquid crystal display 13 as a demo performance, lights up the outer lamp 38 in a predetermined lighting mode (a lighting mode related to the demo performance: a demo performance pattern) as a demo performance, and outputs a predetermined performance sound (demo performance sound) from the speaker 14 as a demo performance, etc.
[0262] (Eco mode) The gaming machine of this embodiment is configured to set an eco mode to reduce the power consumption of the gaming machine based on the establishment of a predetermined condition (eco mode setting condition). If the second illumination means is configured to dim (or turn off) when the eco mode is set, i.e., if the second illumination means is configured to dim (or turn off) in eco mode even when the setting value is other than "L," it can be difficult to determine whether the setting value is "L" based on the illumination state of the second illumination means. In this case, for example, a player may mistakenly believe that the setting L is set when it is not, and avoid playing the gaming machine, resulting in a decrease in the operating rate of the gaming machine. Therefore, the gaming machine of this embodiment is configured as follows.
[0263] When the performance control means 100 determines that a predetermined time (e.g., 60 seconds) has elapsed after the start of the demo performance (i.e., when the eco mode setting condition is met), it sets the eco mode (low power mode) and dims or turns off the first lighting means (periphery lamp 38) that is lit in the demo performance pattern. Note that dimming or turning off the first lighting means only requires that at least one of dimming and turning off be settable. Furthermore, "dimming" may also include turning off the light. "Dimming" may also refer to reducing (darkening) the brightness (luminance). In this embodiment, the first lighting means is dimmed during the eco mode. Note that the performance control means 100 may set the eco mode and reduce or mute the volume of the sound output from the speaker 14. Note that "reducing the volume" may include "mute."
[0264] In this embodiment, when the eco mode is set, the first lighting means is subject to dimming, but the second lighting means is not. In other words, the second lighting means is excluded from the dimming targets in the eco mode. When the eco mode is set, the performance control means 100 does not change the lighting state of the second lighting means, but changes the lighting state of the first lighting means.
[0265] When the eco mode is set in a gaming machine in which setting L is set, the second lighting means remains off (the second lighting mode is maintained) and the first lighting means is dimmed. Note that the second lighting means is dimmed even more than the first lighting means. When the eco mode is set in a gaming machine that has a setting other than setting L, the second lighting means remains lit (the second lighting mode is maintained) and the first lighting means is dimmed. This prevents the problem of it becoming difficult to determine whether setting L is set during the eco mode.
[0266] In this embodiment, the eco mode is set when a predetermined time (for example, 60 seconds) has elapsed after the start of the demo performance, but the eco mode may be set when the demo performance starts (at the same time as the start of the demo performance). In other words, the eco mode setting condition may be met when the demo transition condition is met.
[0267] When the presentation control means 100 determines that a predetermined signal has been input, it cancels the eco mode. The predetermined signal may include a signal transmitted from the main control board 31 as well as a signal received by the sub-control board 32. An example of a signal received by the sub-control board 32 is a signal based on the operation of the presentation button 25. The presentation control means 100 cancels the eco mode, reads out information about the presentation that was being executed when the demo presentation started (when the demo transition condition was met) (i.e., the presentation corresponding to the original presentation state or the presentation corresponding to the original game state), and executes that presentation.
[0268] Although not shown in FIG. 19, the reels 20a to 20c each include a reel backlight. The reel backlight is configured to irradiate stopped symbols (symbols visible through the display window 16) with light from the backside (rear side). The reel backlight is configured, for example, by LEDs arranged on a substrate as light sources. Furthermore, although not shown, the gaming machine of this embodiment includes reel illumination units arranged on the outsides of the reels 20a to 20c (e.g., above and below the reels) and capable of irradiating light toward the reels 20a to 20c. The reel illumination units irradiate light toward the reels 20a to 20c from above and below, for example. The reel illumination units are configured, for example, by LEDs arranged on a substrate as light sources. In this embodiment, the reel backlight and the reel illumination units constitute a third illumination unit. Note that the third illumination unit does not necessarily have to be configured with both the reel backlight and the reel illumination units; it may be configured with at least one of them.
[0269] In this embodiment, the lighting state of the third lighting means when a demo performance is executed (when eco mode is set) differs between when setting L is set and when a setting other than L is set. When the demo transition condition is met, if the setting value is other than "L", the performance control means 100 keeps the third lighting means on. On the other hand, when the demo transition condition is met, if the setting value is "L", the performance control means 100 turns off the third lighting means.
[0270] When the eco mode is set on a gaming machine in which setting L is set, the second lighting means is turned off, the third lighting means is turned off, and the first lighting means is dimmed. On the other hand, when the eco mode is set on a gaming machine in which a setting other than L is set, the second lighting means remains on, the third lighting means remains on, and the first lighting means is dimmed. Therefore, the difference in appearance when the eco mode is set between setting L and a setting other than L is greater, making it easier to determine whether setting L is set or not. In this embodiment, when the number of devices that are dimmed (turned off) in the eco mode is compared between a gaming machine in which setting L is set and a gaming machine in which a setting other than L is set, the number of devices is greater on the gaming machine in which setting L is set. This may give the player the impression that the gaming machine looks darker.
[0271] In this embodiment, the second lighting means may be configured to include a predetermined lighting means other than the lower panel 91 and the upper panel 92. Furthermore, the third lighting means may be configured to include a predetermined lighting means other than the reel backlight and the reel illumination.
[0272] Even if the set value is "L", the performance control means 100 turns on the second lighting means (makes the second lighting means brighter) if a predetermined error occurs. Note that turning on the second lighting means includes blinking, etc. If a predetermined error occurs, the performance control means 100 causes the second lighting means to emit light in a predetermined lighting mode regardless of the set value (no matter what set value is set). The predetermined errors include errors detected by the sub-control board 32 (sub-errors) and errors detected by the main control board 31 (main errors).
[0273] First, we will explain what happens when a predetermined sub-error is detected. When the sub-control board 32 determines that the reels have been spinning for a predetermined period of time (e.g., 60 seconds), that is, when it determines that no stop operation (operation of the stop button corresponding to the spinning reel) of a stop button (enabled stop button) has been performed for the predetermined period of time while the reels are spinning, it detects a "reel spinning warning," which is one of the errors. Note that the reel spinning warning may not be a sub-error detected by the sub-control board 32, but may be a main error detected by the main control board 31.
[0274] The effect control means 100 executes a reel spinning warning effect as an error notification based on the detection of a reel spinning warning. The reel spinning warning effect can be said to be an effect that urges (notifies) the player to stop the spinning reels. As the reel spinning warning effect, the effect control means 100 displays, for example, a display (reel spinning warning display) including predetermined text ("Please stop the reels") on the liquid crystal display 13. Furthermore, as the reel spinning warning effect, the effect control means 100 causes the outer periphery lamp 38 (first lighting means) to flash, for example. Furthermore, when the reel spinning warning effect is executed (as the reel spinning warning effect), the effect control means 100 turns on the second lighting means (upper panel 92 and lower panel 91) regardless of the setting value. Therefore, even if setting L is set, the upper panel 92 and lower panel 91, which are currently off, will light up when the reel spinning warning effect is executed. The warning during reel rotation is an error in which no error information is displayed on the 7-segment display of the game information display unit 17.
[0275] Next, we will explain what happens when a predetermined main error is detected. The main control board 31 manages whether or not to execute a process related to game stop (activate the complete function) based on the difference in the number of medals won after a setting change (after power is turned on). The main control board 31 is equipped with game stop control means (not shown), and when the game stop control means executes a process related to game stop, the gaming machine transitions to a state in which game play cannot be performed (error state, game stopped state). The game stop control means manages whether or not to execute a process related to game stop based on the stored value of a second difference number counter 68 (Fig. 12) provided in the RAM of the storage means 60.
[0276] After the setting is changed (after the power is turned on), the game stop control means updates the stored value of the second difference number counter 68 by the difference number of medals each time a game is played. Specifically, the game stop control means subtracts a value corresponding to the number of medals inserted in a game (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "8" if eight medals are paid out, and "0" if no winning combination is achieved and no payout is made) to determine the difference number of medals in the game. Then, an update process is performed in which the value corresponding to this difference number is added to the stored value of the second difference number counter 68. Note that after the setting is changed (after the power is turned on), the stored value of the second difference number counter 68 is "0." The update (process) of the stored value of the second difference number counter 68 may be controlled in the same way as the first difference number counter 64.
[0277] When the stored value of the second difference number counter 68 exceeds a threshold value (e.g., 19,000), the game stop control means determines that the execution condition for the game stop process has been met, and transitions the gaming machine to a state in which play is not possible (game stop state, error state). In other words, the game stop control means detects "complete function in operation," which is one type of error. Note that, in the game stop state, if a setting change is made as an operation to cancel the game stop (activation of the complete function), the gaming machine transitions to a state in which play is possible. At this time, the stored value of the second difference number counter 68 is reset to "0" based on that operation.
[0278] When the performance control means 100 detects that the complete function is in operation, it executes a performance (complete function in operation performance) that notifies the player that game play has stopped (the complete function is in operation). The performance control means 100 displays, for example, a message including the words "complete function in operation" on the liquid crystal display 13 as the complete function in operation performance. Furthermore, the performance control means 100 outputs, for example, a sound message such as "The maximum payout limit for one day has been reached. Play for today has ended." via the speaker 14 as the complete function in operation performance. Furthermore, the performance control means 100 flashes, for example, the outer perimeter lamp 38 (first lighting means) as the complete function in operation performance. Furthermore, when the performance control means 100 executes the complete function in operation performance (as the complete function in operation performance), it lights up the second lighting means (upper panel 92 and lower panel 91) regardless of the setting value. Therefore, even if setting L is set, when the complete function operation performance is executed, the upper panel 92 and the lower panel 91, which are in the unlit state, will light up.
[0279] The second lighting means may be turned on based on the detection of not only the above-mentioned sub-errors and main errors, but also other sub-errors or main errors. The second lighting means may also be turned on based on a predetermined trigger other than the detection of an error. Here, a case where the second lighting means is turned on based on the execution of a predetermined effect (complete function advance notification effect) will be described.
[0280] As described above, the game stop control means updates the value stored in the second difference number counter 68 each time a game is played after the setting is changed (after the power is turned on). When the value stored in the second difference number counter 68 exceeds a predetermined value (e.g., 17,900), the presentation control means 100 executes a presentation (complete function advance notification presentation) that notifies the player of the number of medals remaining until the game is stopped (the complete function is activated). The complete function advance notification presentation can be said to be a presentation that notifies the player of how many medals must be acquired before the game is stopped. As the complete function advance notification presentation, the presentation control means 100 displays, on the liquid crystal display 13, a display (remaining number display) that includes the words "1,100 medals until the complete function is activated." In addition, as the complete function advance notification presentation, the presentation control means 100 outputs, via the speaker 14, a sound such as "1,100 medals remaining until the complete function is activated."
[0281] At this time, when the effect control means 100 executes the complete function advance notification effect (as the complete function advance notification effect), it may light up the second lighting means (upper panel 92 and lower panel 91) regardless of the set value. The complete function advance notification effect may be executed only in a game in which the value stored in the second difference number counter 68 exceeds a predetermined value (17,900), or may be executed continuously from that game until the value stored in the second difference number counter 68 reaches a threshold value (19,000). For example, when the effect is executed continuously, the remaining number display is updated each time the game is played and the value stored in the second difference number counter 68 is updated. Furthermore, if the second lighting means is lit when the complete function advance notification effect is executed and continues to be lit until the complete function is activated, the lighting will be maintained based on the execution (start) of the complete function activation effect.
[0282] The gaming machine of this embodiment is The front door (for example, 12) A lighting means provided on the front door; A performance control means (for example, the performance control means 100) for controlling the execution of the performance; a setting change means (for example, a setting change means 47) capable of executing a setting change process for changing a setting value among a plurality of setting values; The lighting means includes a first lighting means (e.g., a peripheral lamp 38) and a second lighting means (e.g., a lower panel 91) different from the first lighting means, Among the setting values, the setting value with the lowest expected value of the ball payout rate is set as a specific setting value (for example, setting L), and a predetermined setting value other than the specific setting value is set as the first setting value. When the first setting value is set, the performance control means sets the reference lighting mode of the second lighting means to a first lighting mode (for example, on), and when the specific setting value is set, sets the reference lighting mode of the second lighting means to a second lighting mode (for example, off) different from the first lighting mode; When a predetermined condition is met while no game is being played, the performance control means dims or turns off the first lighting means without changing the lighting mode of the second lighting means.
[0283] When a specific setting value is set and the predetermined condition is met, the second lighting means maintains the second lighting mode (off), and the first lighting means dims or turns off. On the other hand, when a first setting value, which is a predetermined setting value other than the specific setting value, is set and the predetermined condition is met, the second lighting means maintains the first lighting mode (on), and the first lighting means dims or turns off. Therefore, even when the predetermined condition is met when no game is being played, the lighting mode of the second lighting means differs between when the specific setting value is set and when a setting value other than the specific setting value is set, allowing the player to determine whether the specific setting value is set. This prevents a decrease in the operating rate of gaming machines in gaming parlors, which would otherwise be caused by players avoiding playing games because they mistakenly believe that the specific setting value is set.
[0284] In addition, in the gaming machine of this embodiment, Regardless of which setting value is set, the performance control means causes the second lighting means to emit light in a predetermined lighting mode when a predetermined error occurs.
[0285] When a predetermined error occurs, regardless of which set value is set (even if a specific set value is set), by making the second illumination means emit light in a predetermined lighting mode, it becomes easier for the staff of the gaming facility to notice the occurrence of the error compared to when the second lighting mode (lights off) is maintained. In other words, a gaming machine in which a specific set value is set can prevent the problem of it being difficult to notice the occurrence of an error from occurring.
[0286] In the gaming machine of this embodiment, the presentation control means 100 can, at a predetermined trigger, execute a presentation (setting suggestion presentation) that suggests a setting value stored in the storage means 60. The presentation control means 100 can execute a setting suggestion presentation, for example, at the trigger of the end of a predetermined state (a predetermined presentation state or a predetermined game state) (the establishment of an end condition for the predetermined state). The presentation control means 100 can execute a setting suggestion presentation, for example, at the trigger of the end of an AT presentation state (a predetermined advantageous state).
[0287] The performance control means 100 displays a display suggesting a setting value (setting suggestion display) on the liquid crystal display 13 as a setting suggestion performance. This setting suggestion display may be referred to as a "setting suggestion screen." Furthermore, the performance control means 100 may output a sound suggesting a setting value (setting suggestion sound, voice, lines) via the speaker 14 as a setting suggestion performance.
[0288] In this embodiment, multiple types of setting suggestion effects with different presentation modes are prepared, and when the presentation control means 100 executes a setting suggestion effect, it determines the type of setting suggestion effect to execute by lottery (setting suggestion effect determination lottery). In this embodiment, the winning probability of each setting suggestion effect differs depending on the setting value. In other words, multiple tables with different winning probabilities for each setting suggestion effect are prepared, and the presentation control means 100 selects a table according to the setting value and executes the setting suggestion effect determination lottery.
[0289] Setting L (a specific setting value) is the setting value with the lowest expected ball payout rate among the six setting values. Hereinafter, a predetermined setting value other than setting L (any of setting 1, setting 2, setting 3, setting 5, or setting 6) will be referred to as the first setting value. The setting suggestion effect includes a first setting suggestion effect that suggests that the first setting value has been set. In this embodiment, when the first setting value is set, the effect control means 100 can execute the first setting suggestion effect at the predetermined trigger. In other words, when the first setting value is set, the first setting suggestion effect can be executed. The first setting suggestion effect may be executed when all setting values other than setting L are set (for each setting value other than setting L).
[0290] The first setting suggestion effect that suggests that the first setting value has been set is not limited to an effect that suggests that one (specific) setting value other than setting L has been set, but may also be an effect that suggests that one (any) of multiple setting values other than setting L has been set. In this embodiment, multiple types of first setting suggestion effects are provided, and when the first setting suggestion effect is executed, which first setting suggestion effect to execute is determined by lottery. The first setting suggestion effect does not include an effect that definitively indicates that the first setting value has been set (that one of multiple setting values other than setting L has been set). For example, it does not include an effect that definitively indicates that setting value 6 has been set. In other words, the first setting suggestion effect does not include an effect that completely denies the possibility that a specific setting value other than setting L has been set (for example, an effect that completely denies the possibility that setting 1 has been set, i.e., an effect that confirms that setting 2 or higher has been set).
[0291] As the first setting suggestion effect, for example, a setting suggestion effect (setting 6 suggestion) that suggests that the setting is 6 may be provided. Note that the setting 6 suggestion may be set to have a higher probability of being executed, for example, the higher the setting value.
[0292] Furthermore, as the first setting suggestion effect, for example, a setting suggestion effect (odd number suggestion) that suggests that the setting value is either setting 1, setting 3, or setting 5 may be provided. Furthermore, as the first setting suggestion effect, for example, a setting suggestion effect (even number suggestion) that suggests that the setting value is either setting 2 or setting 6 may be provided. Note that when setting 1, setting 3, or setting 5 is set, the probability of an odd suggestion being executed may be set higher than when setting 2 or setting 6 is set. Also, for example, when setting 2 or setting 6 is set, the probability of an even suggestion being executed may be set higher than when setting 1, setting 3, or setting 5 is set.
[0293] Furthermore, as the first setting suggestion effect, for example, a setting suggestion effect (setting 2 or higher suggestion) that suggests that the setting is 2 or higher (i.e., any of setting 2, setting 3, setting 5, or setting 6) may be provided. Note that when the setting is 2 or higher, the probability that the setting 2 or higher suggestion will be executed may be set higher than when the setting is 1. Furthermore, as the first setting suggestion effect, for example, a setting suggestion effect (setting 3 or higher suggestion) that suggests that the setting is 3 or higher (i.e., either setting 3, setting 5, or setting 6) may be provided. Note that when the setting is 3 or higher, the probability that the setting 3 or higher suggestion will be executed may be set higher than when the setting is 1 or setting 2. Also, as the first setting suggestion effect, for example, a setting suggestion effect (setting 5 or higher suggestion) that suggests that the setting is 5 or higher (i.e., setting 5 or setting 6) may be provided. Note that when the setting is 5 or higher, the probability that the setting 5 or higher suggestion will be executed may be set higher than when the setting is 1, 2, or 3. Also, as the first setting suggestion effect, for example, a setting suggestion effect (setting L negation suggestion) that suggests that the setting is not L (suggests the negation of setting L) may be provided. The setting L negation suggestion may be set to be executed with the same probability for each setting value of setting 1 or higher, for example.
[0294] The setting suggestion display corresponding to the first setting suggestion effect may, for example, display different objects (e.g., characters), display different numbers of objects (e.g., characters), or display different colors of objects (e.g., characters) depending on the type of the first setting suggestion effect. Furthermore, among the first setting suggestion effects, the effect suggesting a higher setting may, for example, display a larger number of characters, which may more easily create a sense of anticipation in the player. Furthermore, the setting suggestion display corresponding to a given first setting suggestion effect may be a stamp (or may include a stamp). For example, a stamp containing the word "good" may be displayed to suggest a setting of 3 or higher, a stamp containing the word "excellent" may be displayed to suggest a setting of 5 or higher, and a stamp containing the word "extreme" may be displayed to suggest a setting of 6. Furthermore, when a setting suggestion sound corresponding to the first setting suggestion effect can be output, the content and length of the dialogue output may vary depending on the type of the first setting suggestion effect.
[0295] (When setting L) In this embodiment, when setting L is set, the presentation control means 100 does not execute the first setting suggestion presentation at the predetermined trigger. When setting L is set, the presentation control means 100 can execute the second setting suggestion presentation at the predetermined trigger. In other words, when setting L is set, the first setting suggestion presentation is not executed, and the second setting suggestion presentation can be executed. The second setting suggestion presentation is a presentation different from the first setting suggestion presentation, and can be said to be a basic presentation (basic pattern). The second setting suggestion presentation is a presentation that can be executed regardless of whether any setting value, including setting L, is set. Note that the probability of the second setting suggestion presentation being executed may be 0% when a setting value other than setting L is set.
[0296] The second setting suggestion effect may be less likely to create a sense of expectation in the player than the first setting suggestion effect. For example, the setting suggestion display related to the second setting suggestion effect may not include characters or the like, but may instead be a display showing scenery or the like (a relatively simple display), making it less likely to create a sense of expectation in the player. The second setting suggestion effect may also be referred to as an effect that does not suggest that the first setting value has been set.
[0297] In this embodiment, the higher the setting value, the lower the probability that the second setting suggestion effect will be executed. In other words, the lower the setting value, the higher the probability that the second setting suggestion effect will be executed. Therefore, if the frequency at which the second setting suggestion effect is executed is relatively high (high), it can be said that there is a high possibility that the setting is low.
[0298] In this embodiment, when setting L is set and the setting suggestion effect is executed at the predetermined trigger, the probability that the second setting suggestion effect will be executed is 100%. Specifically, in the table selected in the setting suggestion effect determination lottery when setting L is set, the probability of winning the second setting suggestion effect is 100%. For this reason, for example, predetermined setting suggestion effects that suggest that the setting value is "2" or higher (setting 2 suggestion, setting 2 or higher suggestion, setting 3 suggestion, setting 3 or higher suggestion, setting 5 suggestion, setting 5 or higher suggestion, setting 6 suggestion) will not be executed. In addition, when the setting L is set, even the second setting suggestion effect may not be executed at the predetermined trigger. In other words, when the setting L is set, it may be configured so that none of the setting suggestion effects are executed at the predetermined trigger.
[0299] In this embodiment, when a first setting value is set, the performance control means 100 sets the standard lighting mode of a specific lighting means (e.g., lower panel 91) to a first lighting mode (on), and when setting L is set, the performance control means 100 sets the standard lighting mode of a specific lighting means (e.g., lower panel 91) to a second lighting mode (off) different from the first lighting mode.
[0300] If the first setting suggestion effect is executed at the predetermined trigger when setting L is set, an effect that may create a sense of expectation in the player is executed even though a specific lighting means (second lighting means: for example, lower panel 91) is in the second lighting mode (off), which may cause the player to feel uncomfortable. According to this embodiment, when setting L is set, the first setting suggestion effect is not executed at the predetermined trigger, thereby reducing the risk of the player feeling uncomfortable.
[0301] Furthermore, in this embodiment, when setting L is set, only the second setting suggestion effect (basic pattern) can be executed at the predetermined trigger. When setting L is set, the second setting suggestion effect is executed every time, thereby suggesting to the player that the setting is low (setting L). This makes it difficult for the player to have high hopes, and it is possible to prevent the player from feeling a sense of loss due to disappointment.
[0302] Here, among the setting values other than setting L, the setting value with the lowest expected value of ball payout rate is defined as the second setting value. In this embodiment, the second setting value is "setting 1." The second setting value (setting 1) can be said to be a setting value with a higher expected value of ball payout rate than setting L and a lower expected value of ball payout rate than the first setting value (for example, setting 6). The second setting suggestion effect (basic pattern) is the effect with the highest probability of being executed when the second setting value (setting 1) is set. In other words, when the second setting value (setting 1) is set, the second setting suggestion effect (basic pattern) has the highest probability of being executed among multiple setting suggestion effects. Furthermore, when compared with setting values other than setting L, the second setting suggestion effect (basic pattern) is the effect with the highest probability of being executed when the second setting value (setting 1) is set.
[0303] In addition, the number of types of second setting suggestion effects (basic patterns) is not limited to one, and multiple types may be provided. In this case, when the second setting suggestion effect is executed, which setting suggestion effect is executed may be determined by lottery.
[0304] Furthermore, in this embodiment, if setting L is set, when the setting suggestion effect is executed at the predetermined trigger, there is a 100% probability that the second setting suggestion effect will be executed. However, if setting L is set, a third setting suggestion effect (setting L suggestion) that suggests that setting L has been set may be executed. In this case, the third setting suggestion effect may be executed even when a setting value other than setting L is set. Furthermore, the setting suggestion display related to the third setting suggestion effect may be less likely to arouse expectations among the player than the setting suggestion display related to the first setting suggestion effect and the setting suggestion display related to the second setting suggestion effect.
[0305] Furthermore, in this embodiment, a table corresponding to setting L (a table dedicated to setting L) is prepared, and in this table, the probability of winning the second setting suggestion effect is 100%. However, it is not necessary to provide a table dedicated to setting L. For example, a configuration may be adopted in which a table corresponding to setting 1 (second setting value) is selected (reused) in a lottery to determine setting suggestion effects when setting L is set. In that case, in the table corresponding to setting 1, only the second setting suggestion effect is a win, and the first setting suggestion effect is not a win. By not providing a table dedicated to setting L but instead configuring the table for setting 1 to be reused, processing is simplified and pressure on the capacity of the storage means can be reduced.
[0306] Furthermore, in this embodiment, the predetermined trigger is the end of a predetermined state (a predetermined effect state or a predetermined game state), but the predetermined trigger is not limited to the end of the predetermined state, and may be a predetermined timing within the predetermined state. For example, the "predetermined trigger" may be when the bonus awarding means 82 conducts a bonus award lottery in a predetermined game during the predetermined state, and the bonus award lottery is won and a specific bonus is determined. Also, for example, the "predetermined trigger" may be when the effect button 25 is operated in a predetermined game during the predetermined state.
[0307] In this embodiment, when the first setting value is set and a transition to an advantageous state (advantageous presentation state or advantageous game state) occurs, the presentation control means 100 maintains the specific lighting means (for example, the lower panel 91) in the first lighting mode. Note that the presentation control means 100 may also light up the specific lighting means in a lighting mode corresponding to the advantageous state. On the other hand, when the setting L is set and a transition to an advantageous state (advantageous presentation state or advantageous game state) occurs, the presentation control means 100 maintains the specific lighting means (for example, the lower panel 91) in the second lighting mode (off). Furthermore, when the first setting value is set and the game has transitioned to the advantageous state, the performance control means 100 may execute the first setting suggestion performance at the predetermined opportunity. On the other hand, when the setting L is set and the game has transitioned to the advantageous state, the performance control means 100 does not execute the first setting suggestion performance at the predetermined opportunity.
[0308] The gaming machine of this embodiment is A front door (for example, front door 12) and A specific lighting means (e.g., lower panel 91) provided on the front door; A performance control means (for example, the performance control means 100) for controlling the execution of the performance; a setting change means (for example, a setting change means 47) capable of executing a setting change process for changing a setting value among a plurality of setting values; Among the setting values, the setting value with the lowest expected value of the ball payout rate is set as a specific setting value (for example, setting L), and a predetermined setting value other than the specific setting value is set as the first setting value. When the first setting value is set, the performance control means sets the reference lighting mode of the specific lighting means to a first lighting mode (for example, on), and when the specific setting value is set, sets the reference lighting mode of the specific lighting means to a second lighting mode (for example, off) different from the first lighting mode; When the first setting value is set, the effect control means is capable of executing a first setting suggestion effect that suggests that the first setting value is set at a predetermined opportunity and is not an effect that definitely notifies that the first setting value is set; When the specific setting value is set, the performance control means does not execute the first setting suggestion performance at the predetermined opportunity.
[0309] When a first setting value is set, the standard lighting mode of the specific lighting means is the first lighting mode (on), and the first setting suggestion effect can be executed at a predetermined trigger. On the other hand, when a specific setting value is set, the standard lighting mode of the specific lighting means is the second lighting mode (off), and the first setting suggestion effect is not executed at the predetermined trigger. If a specific setting value with the lowest expected ball payout rate is set and the specific lighting means is in the second lighting mode (off), and the first setting suggestion effect that may arouse expectations in the player is executed, the player may feel uncomfortable. However, according to this embodiment, the risk of the player feeling uncomfortable can be reduced.
[0310] In addition, in the gaming machine of this embodiment, When the specific setting value is set, the effect control means is capable of executing a second setting suggestion effect different from the first setting suggestion effect at the predetermined trigger, If the expected value of the payout rate is higher than the specific set value and the set value lower than the first set value is set as the second set value, The second setting suggestion effect is an effect that is most likely to be executed when the second setting value is set. When a specific setting value is set, the second setting suggestion effect, which is most likely to be executed when a second setting value with a relatively low expected value of the payout rate is set, can be executed. Therefore, even when the second setting suggestion effect is executed, it is difficult to make the player feel hopeful, and it is possible to prevent the player from feeling a sense of loss due to disappointment of the player's expectations.
[0311] (Third embodiment) Next, a third embodiment of the present invention will be described. The gaming machine according to this embodiment basically has the same configuration as the gaming machine according to the second embodiment, so the description of the same configuration as the gaming machine according to the second embodiment will be omitted or simplified.
[0312] In the gaming machine of this embodiment, an active line is formed by the middle row of the reel 20a, the middle row of the reel 20b, and the middle row of the reel 20c.
[0313] The reel control means 43 starts the rotation of the reels 20a-20c by the stepping motors based on a start signal from the start switch operated by the player's game start operation on the start lever 24, and controls the reels 20a-20c to start rotating by pressing the stop buttons 26a-26c (stop operation means) corresponding to the reels rotating steadily at a predetermined speed (approximately 80 rpm: a rotation speed of approximately 80 rotations per minute), and also controls the reels 20a-20c, which are driven to rotate by the stepping motors, to stop in a manner (stop manner) according to the setting state of the win flag (result of internal lottery).When the stop operation for the stop buttons 26a-26c is enabled and the stop switch is activated by the player pressing the stop button 26a-26c, the reel control means 43 stops the supply of drive pulses (motor drive signals) to the stepping motors based on the reel stop signal from the stop switch, thereby controlling the reels 20a-20c to stop (stop control).
[0314] Each time one of the stop buttons 26a to 26c is pressed, the reel control means 43 determines the stop position of the reel 20a to 20c corresponding to the pressed button, and controls the reel to stop at the determined stop position. In the gaming machine of this embodiment, pressing the stop button 26a corresponds to an operation (stop operation) for stopping the reel 20a, pressing the stop button 26b corresponds to an operation (stop operation) for stopping the reel 20b, and pressing the stop button 26c corresponds to an operation (stop operation) for stopping the reel 20c. If the order in which the stop buttons 26a to 26c are pressed changes, the stop order of the reels 20a to 20c changes.
[0315] In principle, in the gaming machine of this embodiment, for the reels 20a to 20c, the rotating reel corresponding to the pressed stop button 26a to 26c is stopped within 190 ms from the time the stop button is pressed. When the rotating reels are stopped within 190 ms from the time the stop button is pressed, the stop position of each rotating reel is determined based on the number of frames required from the time the stop button is pressed to the time the reel stops, within a range of 0 to 4 frames (a predetermined pull-in range). The reel control means 43 controls the rotating reel corresponding to the pressed stop button 26a to 26c to stop so that the symbol corresponding to the winning combination in the internal lottery is displayed at the display position on the winning line when the symbol corresponding to the winning combination for which the win flag is set to a winning state is located at the display position on the winning line on the outer periphery of the rotating reel corresponding to the pressed stop button.
[0316] In this embodiment, as shown in Figure 20, multiple types of patterns are arranged on the outer peripheral surfaces of reels 20a to 20c, and when a pattern located within four frames from the press detection position is drawn onto an active line, the patterns arranged at intervals of four frames or less on the outer peripheral surface of each reel can be displayed at any display position regardless of the press detection position.
[0317] The reel control means 43 performs a process (logic calculation process) of determining the stop position of the rotating reel by logic calculation, and a process (table reference process) of determining the stop position of the rotating reel by referring to the stop control table stored in the stop control table storage means of the storage means 60.
[0318] In the logic calculation process, priorities are determined for five candidate stop positions within a range of 0 to 4 frames from the push detection position, which is the position of the reel at the time the stop switch is activated (the time the push of the stop button is detected), according to priority data determined for each winning combination.Then, the candidate stop position with the highest priority among the priorities of each candidate stop position is determined as the actual stop position.However, in the logic calculation process, the same priority may be determined for multiple candidate stop positions depending on the results of the internal lottery, the push detection position, etc., and when there are multiple candidates with the highest priority, the actual stop position is determined by table reference processing (described later).
[0319] The reel control means 43 stops the reels 20a to 20c so that a winning combination whose win flag is set to a winning state will win. Specifically, when the win flag for one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination will win. Furthermore, when the win flags for multiple winning combinations are set to a winning state, the reels 20a to 20c are stopped so that a predetermined winning combination will win according to the priority order set for each combination. In the gaming machine of this embodiment, the priority order is set in the order of "replay > small combination > bonus." The reel control means 43 stops the reels 20a to 20c so that symbols constituting a winning combination with a higher priority are displayed on the pay line in preference to symbols constituting a winning combination with a lower priority. Specifically, in the logic calculation process, when the winning flags for two or more types of roles are set to an internal winning state, the priority is determined according to the priority associated with each role so that candidate stop positions including symbols that constitute the winning form of a role with a higher priority are given a higher priority than candidate stop positions including symbols that constitute the winning form of a role with a lower priority.
[0320] In the gaming machine of this embodiment, when multiple types of small winning combinations are won in the internal lottery, the priority of the candidate stop positions is determined either according to the number of symbol combinations that can be displayed on the payline (number priority control) or according to the number of medals paid out based on a predetermined payout for the small winning combination (number priority control).When the priority of the candidate stop positions is determined according to the number of symbol combinations that can be displayed on the payline, the priority of each candidate stop position is determined so that the stop position with a greater number of symbol combinations that show winning forms that can be displayed on the payline has a higher priority.When the priority of the candidate stop positions is determined according to the number of medals paid out, the priority of each candidate stop position is determined so that the stop position with a greater number of medals paid out based on the payout for the small winning combination corresponding to the symbol displayed at the display position on the payline (a stop position that can win a small winning combination with a higher payout) has a higher priority.However, when the priority of the candidate stop positions is determined according to the number of medals paid out, if multiple small winning combinations with the same payout are won, the priority of the candidate stop positions that can win each small winning combination is treated as being the same.
[0321] In addition, the logic calculation process performs so-called pull-in processing and kick-out processing as processing for determining candidate reel stop positions. The pull-in processing is processing for determining candidate reel stop positions so that a combination for which the win flag is set to a winning state can win as much as possible. On the other hand, the kick-out processing is processing for determining candidate reel stop positions so that a combination for which the win flag is set to a non-winning state cannot win. In this way, the reel control means 43 performs logic calculation processing for determining candidate reel stop positions so that symbols for a combination for which the win flag is set to a winning state can stop in a winning form, while symbols for a combination for which the lottery flag is set to a non-winning state cannot stop in a winning form.
[0322] The gaming machine of this embodiment is equipped with a reel index made up of a photosensor, and the reel control means 43 is able to monitor the current rotation state of the reel by determining the rotation angle (the number of rotation steps of the rotary shaft of the stepping motor) from the reference position of the reel (the frame detected by the reel index) based on the reference position signal detected by the reel index each time the reel rotates once. In other words, the reel control means 43 can obtain the position of the reel at the time the stop switch is activated by determining the rotation angle from the reference position of the reel.
[0323] In the table reference process, when multiple candidates for the highest priority stop position are obtained as a result of the logic calculation process, the stop control table stored in the stop control table storage area of the storage means 60 is referenced to determine which position to use as the stop position.
[0324] In the stop control table, a correspondence relationship between the push detection position, which is the position of the reel at the time when the stop switch is activated (the time when the push of the stop button is detected), and the stop position is set according to the setting state of the win flag. Note that in the stop control table, a correspondence relationship between the push detection position and the number of sliding symbols, which indicates the amount of rotation from the push detection position to the stop position, may also be set according to the setting state of the win flag.
[0325] The winning determination means 44 determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a to 20c. Specifically, the symbol combination displayed (stopped display) on the pay line by the stopping of the reels 20a to 20c is compared with a winning determination table stored in the ROM of the storage means 60. The winning form (the symbol combination that will win when stopped and displayed) of each winning combination is stored in the winning determination table, and the comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved.
[0326] 20 is a diagram showing the arrangement of symbols on the reels. The outer periphery of each of the reels 20a to 20c is arranged with the following symbols: replay symbol A "RPA," replay symbol B "RPB," red bar symbol "RED BAR," watermelon symbol "WM," bell symbol "BE," white 7 symbol "WHITE 7," cherry symbol "CH," blank symbol "BL," green bar symbol "GREEN BAR," and blue bar symbol "BLUE BAR." Symbol numbers 0 to 19 are assigned to the symbols on each of the reels 20a to 20c.
[0327] 21 and 22 are diagrams for explaining the correspondence between small winning combinations and symbol combinations displayed on the pay line. In the gaming machine of this embodiment, small winning combinations 1 to 36 are provided as small winning combinations. Small winning combinations 31 to 36 are 9-coin combinations in which 9 medals are paid out when winning, and small winning combinations 1 to 30 are 1-coin combinations in which 1 medal is paid out when winning. If a 9-coin combination is a combination with a predetermined payout, a 1-coin combination can be said to have a payout lower than the predetermined payout. A 9-coin combination can be said to have a payout higher than a 1-coin combination. A 9-coin combination (specific small winning combination) can be said to have a combination in which, if winning, more medals can be acquired than the medals bet for one game (a combination in which the number of medals paid out when winning is greater than the number of medals inserted to start a game). A 1-coin combination can be said to have a combination in which, if winning, the number of medals acquired is equal to or less than the number of medals bet for one game.
[0328] Figure 23 is a diagram for explaining the relationship between the state of the stop operation when the batting order bell is won and the winning combination. Note that Figure 23 shows the relationship between the state of the stop operation and the winning combination when each winning area is won in the RBB internal state. In this embodiment, the explanation is basically based on the premise that the game state is in the RBB internal state.
[0329] In this embodiment, "Batting Order Bell 1" to "Batting Order Bell 12" are prepared as winning areas containing small winning combinations. The winning areas "Batting Order Bell 1" to "Batting Order Bell 12" are winning areas in which any one of the nine winning combinations and multiple types of one-coin winning combinations overlap. The winning areas "Batting Order Bell 1" to "Batting Order Bell 12" are won when the game state is in the normal state or the RBB internal state, and are not won when the RBB is in operation. Hereinafter, the winning areas "Batting Order Bell 1" to "Batting Order Bell 12" may be simply referred to as the batting order bell.
[0330] In this embodiment, a winning area "1 piece ALL" is provided where all 1 piece roles overlap and are won. The winning area "1 piece ALL" is won when the game state is in the RBB operating state, and is not won in the normal state or the RBB internal state.
[0331] Each batting order bell is set to a correct batting order and an incorrect batting order. Each winning area of the batting order bell is designed so that when the operation is performed in the correct batting order, a 9-coin role will be awarded, and when the operation is performed in the incorrect batting order, a 1-coin role will be awarded or no role will be awarded. When any of the batting order bells is won, if the stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the candidate stop position that can award a 9-coin role will have the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop position that can award a 1-coin role will have the highest priority.
[0332] There is only one correct batting order for each batting order bell, and the other five are considered incorrect batting orders. Also, different batting orders are set as the correct batting orders in the winning areas "Batting Order Bell 1" to "Batting Order Bell 6," and different batting orders are set as the correct batting orders in the winning areas "Batting Order Bell 7" to "Batting Order Bell 12." The parenthesized content in FIG. 23 indicates the winning rate of a 1-piece winning combination when a stop operation is performed in that batting order. For example, the notation "1 piece (1 / 2)" indicates that, assuming that the timing of the stop operation is random, there is a 1 / 2 probability that a 1-piece winning combination will be achieved, and a 1 / 2 probability that the 1-piece winning combination will be missed (the 1-piece winning combination will not be achieved). The correct batting order can be said to be an operation mode (first operation mode, correct stop operation mode) that can result in a 9-piece winning combination. In addition, an incorrect batting order (failed batting order) can be said to be an operation mode that makes it impossible to win a 9-piece role, or an operation mode that can win a 1-piece role (second operation mode, incorrect answer stop operation mode).
[0333] As shown in FIG. 20, in this embodiment, on the reel 20a, replay symbol A "RPA" is set to symbol number 0, replay symbol B "RPB" is set to symbol number 5, replay symbol B "RPB" is set to symbol number 10, and replay symbol A "RPA" is set to symbol number 15. In other words, either replay symbol A "RPA" or replay symbol B "RPB" is set every four frames (with four frames in between). Therefore, when the stop button 26a is pressed while the reel 20a is spinning, the reel control means 43 can pull in either replay symbol A "RPA" or replay symbol B "RPB" and stop them on the activated line (middle row).
[0334] In this embodiment, on the reel 20b, the watermelon symbol "WM" is set to symbol number 2, the watermelon symbol "WM" is set to symbol number 7, the blank symbol "BL" is set to symbol number 12, and the blank symbol "BL" is set to symbol number 17. In other words, either the watermelon symbol "WM" or the blank symbol "BL" is set every four frames (with four frames in between). Therefore, when the stop button 26b is pressed while the reel 20b is spinning, the reel control means 43 can pull in either the watermelon symbol "WM" or the blank symbol "BL" and stop them on the activated line (middle row).
[0335] Furthermore, in this embodiment, on the reel 20c, replay symbol A "RPA" is set to symbol number 3, replay symbol A "RPA" is set to symbol number 8, replay symbol B "RPB" is set to symbol number 13, and replay symbol B "RPB" is set to symbol number 18. In other words, either replay symbol A "RPA" or replay symbol B "RPB" is set every four frames (with four frames in between). Therefore, when the stop button 26c is pressed while the reel 20c is spinning, the reel control means 43 can pull in either replay symbol A "RPA" or replay symbol B "RPB" and stop them on the activated line (middle row).
[0336] On reel 20c, the white 7 symbol "WHITE 7" with symbol number 6 and the red BAR symbol "RED BAR" with symbol number 7 are set between the replay A symbol "RPA" with symbol number 3 and the replay A symbol "RPA" with symbol number 8. When the stop button 26c is pressed at a timing when the white 7 symbol "WHITE 7" with symbol number 6 (or the red BAR symbol "RED BAR" with symbol number 7) can be stopped on an active line while reel 20c is spinning, the replay A symbol "RPA" with symbol number 3 and the replay A symbol "RPA" with symbol number 8 are set within a range where they can be stopped (displayed) on an active line.
[0337] On reel 20c, the blue BAR symbol "Blue BAR" with symbol number 16 and the green BAR symbol "Green BAR" with symbol number 17 are set between the replay B symbol "RPB" with symbol number 13 and the replay B symbol "RPB" with symbol number 18. When reel 20c is spinning and stop button 26c is pressed at a timing when the blue BAR symbol "Blue BAR" with symbol number 16 (or the green BAR symbol "Green BAR" with symbol number 17) can be stopped on an active line, the replay B symbol "RPB" with symbol number 13 and the replay B symbol "RPB" with symbol number 18 are set within a range where they can be stopped (displayed) on an active line.
[0338] Here, we will explain the stop control when the winning area "Batting Order Bell 6" (Figure 23) where the correct batting order is batting order 6 is won and the stop operation is performed with the incorrect batting order (batting order 1). As shown in Figure 23, the small roles included in the winning area "Batting Order Bell 6" are small role 1, small role 2, small role 7, small role 8, small role 9, small role 10, small role 15, small role 16, small role 25 and small role 35. When the winning area "Batting Order Bell 6" is won, small role 1, small role 2, small role 7, small role 8, small role 9, small role 10, small role 15, small role 16, small role 25 and small role 35 are won in duplicate and set to a winning state.
[0339] In a game in which the winning area "Batting Order Bell 6" is won, when reels 20a to 20c are spinning and stop button 26a is pressed on reel 20a, for example, when the white 7 symbol "White 7" with symbol number 6 is located in the middle row (on the valid line), the candidate symbols to stop on the valid line (symbols within the pull-in range of 5 frames) are five in number, as shown in Figure 20: the white 7 symbol "White 7" with symbol number 6, the replay symbol B "RPB" with symbol number 5, the bell symbol "BE" with symbol number 4, the watermelon symbol "WM" with symbol number 3, and the watermelon symbol "WM" with symbol number 2.
[0340] Using FIG. 24(a), the number of symbol combinations that can be displayed on an active line when each of these symbol candidates is stopped on the active line on the reel 20a will be described. On the reel 20a, when the white 7 symbol "White 7" with symbol number 6 is stopped on an active line, the number of symbol combinations that can be displayed on the active line indicating a winning form of a minor role will be 0. On the reel 20a, when the replay B symbol "RPB" with symbol number 5 is stopped on an active line, the number of symbol combinations that can be displayed on the active line indicating a winning form of a minor role will be 14. On the reel 20a, when the bell symbol "BE" with symbol number 4 is stopped on an active line, the number of symbol combinations that can be displayed on the active line indicating a winning form of a minor role will be 4. On the reel 20a, when the watermelon symbol "WM" with symbol number 3 is stopped on an active line, the number of symbol combinations that can be displayed on the active line indicating a winning form of a minor role will be 0. On the reel 20a, when the watermelon symbol "WM" of symbol number 2 is stopped on an active line, the number of symbol combinations that indicate winning forms of minor winning combinations that can be displayed on the active line will be zero.
[0341] In this embodiment, when the stop button 26a is pressed in the first stop operation upon winning the winning area "Batting Order Bell 6," the reel control means 43 determines the stop position so as to maximize the number of symbol combinations that indicate winning forms that can be displayed on the pay line (number-priority control). In FIG. 24(a), when the replay symbol B "RPB" with symbol number 5 is stopped on the pay line for the reel 20a, the number of symbol combinations that indicate winning forms that can be displayed on the pay line becomes 14, which is the largest number. The reel control means 43 determines the position where the replay symbol B "RPB" with symbol number 5 stops on the pay line as the stop position for the reel 20a.
[0342] As shown in Figure 24(b), when reel 20a is stopped so that replay pattern B "RPB" with pattern number 5 is positioned on the active line, the winning combinations (combinations that can win) are small combination 1, small combination 2, small combination 9, small combination 10 or small combination 35.
[0343] When reel 20a has stopped so that replay symbol B "RPB" with symbol number 5 is positioned on the active line and reels 20b and 20c are rotating, if stop button 26b is pressed on reel 20b, for example, when white 7 symbol "white 7" with symbol number 6 is positioned in the middle row (on the active line), the candidates for symbols to stop on the active line (symbols within the pull-in range of 5 frames) are five in number, as shown in Figure 20: white 7 symbol "white 7" with symbol number 6, replay symbol B "RPB" with symbol number 5, cherry symbol "CH" with symbol number 4, bell symbol "BE" with symbol number 3, and watermelon symbol "WM" with symbol number 2.
[0344] Using FIG. 24(b), the number of symbol combinations that can be displayed on an active line when each of these symbol candidates is stopped on the active line on the reel 20b will be described. On reel 20b, when symbol number 6, the white 7 symbol "white 7", stops on an active line, the number of symbol combinations that can be displayed on an active line, indicating winning forms of minor roles, is 3. On reel 20b, when symbol number 5, the replay B symbol "RPB", stops on an active line, the number of symbol combinations that can be displayed on an active line, indicating winning forms of minor roles, is 0. On reel 20b, when symbol number 4, the cherry symbol "CH", stops on an active line, the number of symbol combinations that can be displayed on an active line, indicating winning forms of minor roles, is 0. On reel 20b, when symbol number 3, the bell symbol "BE", stops on an active line, the number of symbol combinations that can be displayed on an active line, indicating winning forms of minor roles, is 2. On the reel 20b, when the watermelon symbol "WM" of symbol number 2 is stopped on an active line, the number of symbol combinations that can be displayed on the active line and that represent winning forms of minor winning combinations is three.
[0345] In this embodiment, when the stop button 26b is pressed in the second stop operation upon winning the winning area "Batting Order Bell 6," the reel control means 43 determines the stop position so as to maximize the number of symbol combinations that can be displayed on the pay line, indicating a winning mode (number-priority control). In FIG. 24(b), the reel 20b has the same number of symbol combinations (three) that can be displayed on the pay line when the white 7 symbol "White 7" (symbol number 6) is stopped on the pay line as when the watermelon symbol "WM" (symbol number 2) is stopped on the pay line. In this case, the reel control means 43 may be configured to determine the stop position of the reel 20b based on the position where either symbol (or both symbols) stops on the pay line. Here, it is assumed that the reel control means 43 is configured to determine the stop position of the reel 20b based on the position where the watermelon symbol "WM" (symbol number 2) stops on the pay line.
[0346] When the reel 20a stops so that the replay symbol B "RPB" of symbol number 5 is positioned on the active line, and the reel 20b stops so that the watermelon symbol "WM" of symbol number 2 is positioned on the active line, the winning combination (winning combination) will be small combination 1 or small combination 2, as shown in Figure 24(c). Because the incorrect hitting order, that is, the stopping operation is related to a stopping operation mode that is not the correct stopping operation mode (correct hitting order), the stopping position is determined so that the symbol combination showing the winning form of a 9-piece combination does not line up on the active line (so that small combination 35 does not win).
[0347] In a situation where reel 20a has stopped so that replay pattern B "RPB" with pattern number 5 is located on the effective line, and reel 20b has stopped so that watermelon pattern "WM" with pattern number 2 is located on the effective line, and reel 20c is rotating, if stop button 26c is pressed on reel 20c when, for example, white 7 pattern "WHITE 7" with pattern number 6 (or red BAR pattern "RED BAR" with pattern number 7) is located in the middle row (on the effective line), reel control means 43 will not stop white 7 pattern "WHITE 7" with pattern number 6 (or red BAR pattern "RED BAR" with pattern number 7) in the middle row (on the effective line), but will pull in replay pattern A "RPA" with pattern number 3 and stop it in the middle row (on the effective line). In other words, the reel control means 43 determines the position where the replay symbol A "RPA" of symbol number 3 stops on the pay line as the stop position of the reel 20c. Furthermore, when the reel 20c is rotating and the stop button 26c is pressed at a timing when it is possible to stop the white 7 symbol with symbol number 6 "WHITE 7" (or the red BAR symbol with symbol number 7 "RED BAR") on the middle row (on the active line) of the reel 20c (for example, when the watermelon symbol with symbol number 10 "WM" is located on the middle row (on the active line)), the reel control means 43 will not stop the white 7 symbol with symbol number 6 "WHITE 7" (or the red BAR symbol with symbol number 7 "RED BAR") on the middle row (on the active line) but will stop the replay symbol A with symbol number 8 "RPA" on the middle row (on the active line). In other words, the reel control means 43 determines the position where the replay symbol A with symbol number 8 "RPA" stops on the active line as the stop position of the reel 20c.
[0348] When reel 20c stops so that replay pattern A "RPA" with pattern number 3 (or replay pattern A "RPA" with pattern number 8) stops on the valid line, as shown in Figure 24(d), a pattern combination indicating the winning form of minor win 1 is displayed on the valid line, and minor win 1 is won (one medal is paid out).
[0349] In this embodiment, even if the stop button 26c is pressed at a timing when the symbol combination indicating the winning form of minor win 2 can be displayed on the valid line, the symbol combination indicating the winning form of minor win 2 is not displayed on the valid line, and the symbol combination indicating the winning form of minor win 1 is displayed on the valid line.
[0350] If minor win 2 is not provided, in the above description of FIG. 24(b), when the white 7 symbol "white 7" (symbol number 6) is stopped on a payline, the number of symbol combinations that indicate a winning mode of a minor win that can be displayed on the payline will be one; when the watermelon symbol "WM" (symbol number 2) is stopped on a payline, the number of symbol combinations that indicate a winning mode of a minor win that can be displayed on the payline will be one; and when the bell symbol "BE" (symbol number 3) is stopped on a payline, the number of symbol combinations (two) that indicate a winning mode of a minor win that can be displayed on the payline will be the largest. If the position where the bell symbol "BE" (symbol number 3) stops on a payline is determined as the stopping position of reel 20b, a symbol combination that indicates a winning mode of minor win 35 can be displayed on the payline. In other words, minor win 35 (9-piece combination) can be won even if the stop operation is performed in an incorrect hitting order.
[0351] In this embodiment, by providing not only small win 1 but also small win 2 and increasing the "number of pattern combinations that indicate the winning form of small wins that can be displayed on the valid line" used in the number priority control, as described above, when the winning area "Batting Order Bell 6" is won and the stopping operation is performed in the incorrect batting order (Batting Order 1), the pattern combination that indicates the winning form of the 1-piece role (small win 1) can be displayed on the valid line.
[0352] In this embodiment, in the RBB internal state, if the winning area "batting order bell 6" is won and the stop operation is performed in the incorrect batting order (batting order 1), the symbol combination showing the winning form of small win 2 will not be displayed on the valid line (small win 2 will not be won). On the other hand, in the RBB operating state, if the winning area "1 piece ALL" is won, the symbol combination showing the winning form of small win 2 may be displayed on the valid line (small win 2 may be won).
[0353] To simplify the explanation, if the winning area "Batting Order Bell 12" (Figure 23), where the correct batting order is batting order 6, is won and the stopping operation is performed with the incorrect batting order (batting order 1), and reel 20a stops so that replay pattern B "RPB" with pattern number 5 is positioned on the valid line, and reel 20b stops so that watermelon pattern "WM" with pattern number 2 is positioned on the valid line, the winning combination (the combination that can win a prize) will be small combination 3 or small combination 4.
[0354] Then, when the stop button 26c is pressed at a timing when the blue BAR symbol "BLUE BAR" with symbol number 16 (or the green BAR symbol "GREEN BAR" with symbol number 17) is located in the middle row (on the active line) of the reel 20c while the reel 20c is spinning, the reel control means 43 does not stop the blue BAR symbol "BLUE BAR" with symbol number 16 (or the green BAR symbol "GREEN BAR" with symbol number 17) in the middle row (on the active line) but instead pulls in the replay symbol B "RPB" with symbol number 13 and stops it in the middle row (on the active line). In other words, the reel control means 43 determines the position where the replay symbol B "RPB" with symbol number 13 stops on the active line as the stop position of the reel 20c. Furthermore, when the reel 20c is rotating and the stop button 26c is pressed at a timing when it is possible to stop the blue BAR symbol "BLUE BAR" with symbol number 16 (or the green BAR symbol "GREEN BAR" with symbol number 17) on the middle row (on the active line) of the reel 20c (for example, when the blank symbol "BL" with symbol number 1 is located on the middle row (on the active line)), the reel control means 43 does not stop the blue BAR symbol "BLUE BAR" with symbol number 16 (or the green BAR symbol "GREEN BAR" with symbol number 17) on the middle row (on the active line) but stops the replay symbol B "RPB" with symbol number 18 on the middle row (on the active line). In other words, the reel control means 43 determines the position where the replay symbol B "RPB" with symbol number 18 stops on the active line as the stop position of the reel 20c.
[0355] When reel 20c stops so that replay pattern B "RPB" with pattern number 13 (or replay pattern B "RPB" with pattern number 18) stops on the valid line, a pattern combination indicating the winning form of minor win 3 is displayed on the valid line, and minor win 3 is won (one medal is paid out).
[0356] In this embodiment, even if the stop button 26c is pressed at a timing when the symbol combination indicating the winning form of minor win 4 can be displayed on the valid line, the symbol combination indicating the winning form of minor win 4 is not displayed on the valid line, and the symbol combination indicating the winning form of minor win 3 is displayed on the valid line.
[0357] In this embodiment, by providing not only small win 3 but also small win 4, and increasing the "number of pattern combinations that indicate the winning form of small wins that can be displayed on the valid line" used in the number priority control, when the winning area "Batting Order Bell 12" is won and the stopping operation is performed in an incorrect batting order (batting order 1), the pattern combination that indicates the winning form of a 1-piece win (small win 3) can be displayed on the valid line.
[0358] In this embodiment, in the RBB internal state, if the winning area "batting order bell 12" is won and the stop operation is performed in the incorrect batting order (batting order 1), the symbol combination showing the winning form of small win 4 will not be displayed on the valid line (small win 4 will not be won). On the other hand, in the RBB operating state, if the winning area "1 piece ALL" is won, the symbol combination showing the winning form of small win 4 may be displayed on the valid line (small win 4 may be won).
[0359] Next, we will explain the stop control when the winning area "Batting Order Bell 6" (Figure 23), where the correct batting order is batting order 6, is won and a stop operation is performed with an incorrect batting order (batting order 3). As shown in Figure 23, the small roles included in the winning area "Batt...
Claims
1. The front door and A lighting means provided on the front door; a performance control means for controlling the execution of the performance; a setting change means capable of executing a setting change process for changing a setting value among a plurality of setting values; The lighting means includes a first lighting means and a second lighting means different from the first lighting means, Among the set values, the set value with the lowest expected value of the ball payout rate is set as a specific set value, and a predetermined set value other than the specific set value is set as a first set value. The performance control means When the first set value is set, the reference lighting mode of the second lighting means is set to the first lighting mode; When the specific setting value is set, the reference lighting mode of the second lighting means is set to a second lighting mode different from the first lighting mode, The performance control means When the first setting value is set and a predetermined condition is met while no game is being played, the second lighting means is kept in the first lighting mode, and the first lighting means is dimmed or turned off; When the specific setting value is set and the predetermined condition is met while no game is being played, the second lighting means is kept in the second lighting mode, and the first lighting means is dimmed or turned off; The performance control means Even when the specific installation value is set, when a predetermined warning is executed, the lighting mode of the second lighting means is set to a lighting mode different from the second lighting mode.
2. The front door and A lighting means provided on the front door; a performance control means for controlling the execution of the performance; a setting change means capable of executing a setting change process for changing a setting value among a plurality of setting values; a setting change button that is operated when changing a setting value, The lighting means includes a first lighting means and a second lighting means different from the first lighting means, Among the set values, the set value with the lowest expected value of the ball payout rate is set as a specific set value, and a predetermined set value other than the specific set value is set as a first set value. The performance control means When the first set value is set, the reference lighting mode of the second lighting means is set to the first lighting mode; When the specific setting value is set, the reference lighting mode of the second lighting means is set to a second lighting mode different from the first lighting mode, The performance control means When the first setting value is set and a predetermined condition is met while no game is being played, the second lighting means is kept in the first lighting mode, and the first lighting means is dimmed or turned off; When the specific setting value is set and the predetermined condition is met while no game is being played, the second lighting means is kept in the second lighting mode, and the first lighting means is dimmed or turned off; When a predetermined setting value other than the specific setting value and different from the first setting value is set as a second setting value, the second setting value has a higher expected value of the ball payout rate than the first setting value, The setting change means is capable of changing the setting value from the specific setting value to the first setting value when the setting change button is pressed while the specific setting value is set.
Citation Information
Patent Citations
Game machine
JP2006325938A
Game machine
JP2019092632A
JPP7109119B