gaming machines

The gaming machine addresses the disengagement of skilled players by incorporating an internal lottery and practice mode, enabling both advanced and novice players to enjoy eye-pressing opportunities, thereby enhancing player engagement.

JP7804204B2Active Publication Date: 2026-01-22ENTERRISE CO LTD
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Patent Information

Application Number
JP2023143581
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-05
Publication Date
2026-01-22
Estimated Expiration
2043-09-05

AI Technical Summary

Technical Problem

Modern gaming machines that do not require eye-pressing skill or have minimal impact from missing the timing make advanced players avoid machines that demand eye-pressing skill, leading to a lack of engagement for both skilled and novice players.

Method used

A gaming machine with an internal lottery unit determining winning flags based on player switch operations, a performance control unit for notifying performance, and a practice mode allowing players to practice correct switch timing, enabling both skilled and novice players to enjoy eye-pressing opportunities.

Benefits of technology

The solution allows both advanced and beginner players to engage with eye-pressing mechanics, enhancing player experience and enjoyment across different skill levels.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that allows both advanced players with ability of target stopping and beginners with no ability of target stopping to enjoy the opportunity of target stopping.SOLUTION: A game machine includes an internal lottery unit capable of determining one winning flag from among multiple winning combination flags on the basis of a player's operation of a start switch, and a performance control unit capable of causing a performance device to notify a performance according to the progress of a game. Winning combination flags include an operation timing winning combination flag in which correct operation timing of at least one stop switch is defined. The performance control unit can control the performance device in a practice mode in which the player can practice operating the stop switch at the correct operation timing while the game is played across multiple games and when the operation timing winning combination flag is satisfied.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Gaming machines equipped with special game modes such as AT (Assist Time) or ART (Assist Replay Time) have been known for some time. In these AT and ART machines, when a push order combination (e.g., a push order bell) is achieved during the AT, the correct push order is announced. By pressing the stop switch according to the announced correct push order, the player can achieve the push order combination and acquire gaming value relatively easily.

[0003] On the other hand, there is known a gaming machine that requires so-called "eye-pressing" during play (see Patent Document 1). Eye-pressing refers to when a player operates the stop switch at the correct timing to make a winning combination, which has a defined timing for operating the stop switch (for example, pressing the stop switch corresponding to the left rotating reel when the "bar" on the left rotating reel is in the upper row of the reel window).

[0004] In gaming machines with such a me-oshi role, the player needs the skill to make the me-oshi role win by pressing the stop switch at the correct timing (perfect timing). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Publication No. 2020-081243 Summary of the Invention [Problem to be solved by the invention]

[0006] However, these days, the mainstream AT machines are those that do not require the skill of pressing the ball by eye, or, even if there are occasions when the skill of pressing the ball by eye is required, those in which missing the pressing role has almost no effect on the ball output. Players who are accustomed to such AT machines tend to avoid gaming machines that require the skill of pressing the ball by eye.

[0007] To provide a game machine that allows both an advanced player with skill in pressing by eye and a beginner without skill in pressing by eye to enjoy an opportunity to press by eye. [Means for solving the problem]

[0008] An internal lottery unit that can determine one winning flag from among multiple winning combination flags based on the operation of a start switch by a player; a performance control unit capable of causing a performance device to notify a performance according to the progress of a game; Equipped with The flag of the winning combination includes an operation timing winning combination flag in which the correct operation timing of at least one stop switch is defined, The presentation control unit is capable of controlling the presentation device in a practice mode in which the player can practice operating the stop switch at the correct operation timing while the game spanning multiple games is being played and when the operation timing role flag is established. It is an amusement machine. [Effects of the Invention]

[0009] According to the present invention, a gaming machine can be provided that allows both advanced players with skill in pressing the buttons by sight and beginners without skill in pressing the buttons by sight to enjoy the opportunity to press the buttons by sight. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2]FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] A diagram explaining the state transition of the game area. [Figure 5] FIG. 2 is a diagram illustrating state transitions in the first gaming state. [Figure 6] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 7] FIG. 10 is a diagram illustrating the state transition of the battle bonus. [Figure 8] This is a diagram explaining the range (MY) and the difference in the favorable zone. [Figure 9] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 10] (a) A diagram illustrating the screen that prompts the player to make the right move in technical mode; (b) A diagram illustrating the screen that appears when the player who makes the right move wins in special mode in technical mode; (c) A diagram illustrating the screen that prompts the player to make the right move when practice mode is activated; (d) A diagram illustrating the screen that appears when the player who makes the right move wins in assist mode. [Figure 11] FIG. 10 is a flowchart showing the flow of the operation process of the slot machine. [Figure 12] FIG. 10 is a flow chart showing the flow of a battle bonus process. [Figure 13] FIG. 10 is a flow chart showing the flow of a battle bonus process. [Figure 14] FIG. 10 is a flow chart showing the flow of a battle bonus process. [Figure 15] FIG. 10 is a flowchart showing the flow of a practice mode execution process. DETAILED DESCRIPTION OF THE INVENTION

[0011] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figures 1 to 15. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the spirit of the present invention. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.

[0012] As shown in Figure 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data"), rather than using physically existing medals.

[0013] Unlike conventional slot machines, this slot machine 1 does not require the insertion of actual medals, nor does it pay out actual medals. Furthermore, in the slot machine 1, electronically converted pseudo gaming media are used as gaming value data to progress the game. This type of slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), or a sealed-in reel gaming machine.

[0014] First, the card unit 7 connected to this slot machine 1 will be described below.

[0015] <Configuration of card unit 7> As shown in FIG. 2, the card unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.

[0016] The card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals that are real objects.

[0017] In addition, the card unit 7 can mainly perform the game value lending process associated with the transfer of game value data to the slot machine 1 described below, and conversely, the ejection process of the card 70 associated with the transfer of game value data from the slot machine 1.

[0018] Furthermore, the card unit 7 can manage the gaming value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management unit 620 (described later) of the slot machine 1.

[0019] The card unit 7 also includes a lending button 71. When an operator inserts a banknote into the card unit 7 and then operates the lending button 71, a lending signal is generated and transmitted to the medium management unit 620.

[0020] In this specification, "operator" refers to all users, including players who are playing games, users who have finished playing games (including users walking around the store), and store staff, but may be individually referred to as "store staff" or "player" as necessary.

[0021] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided, as shown in FIG.

[0022] The cash management mechanism 73 introduces bills inserted through an opening (not shown) for inserting cash into the card unit 7, and detects and accumulates the bills.

[0023] The card management mechanism 74 introduces and stores the card 70 inserted through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the eject button 72 is operated.

[0024] The card unit side control unit 75 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 75 controls the operation of the cash management mechanism 73 and the card management mechanism 74, lends gaming value, authenticates the card 70, reads data from and writes data to the card 70, etc.

[0025] The operation processing of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 73, and a process of adding the gaming value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.

[0026] The operation processing of the card management mechanism 74 includes processing for operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, processing for operating the card management mechanism 74 so that the card 70 is ejected in response to operation of the eject button 72, and the like.

[0027] The game value lending process includes a process of transmitting game value data for the amount to be lent to the slot machine 1 (a media management unit 620 mounted on a game value control unit 62 described later) in response to the operation of the lending button 71. At this time, a process of subtracting the game value data for the amount to be lent from the game value data of the remaining loan balance temporarily stored in RAM in the card unit 7 is also performed.

[0028] In the authentication process for card 70, when a personal identification number is entered via the display panel when card 70 is inserted into the opening, it is determined whether the entered personal identification number matches the personal identification number written on the card. If the card unit side control unit 75 determines that the two match, it allows the authenticated card 70 to continue to be used, but if it determines that the two do not match, it may not allow the authenticated card 70 to continue to be used (it may restrict its use).

[0029] In the data reading process from the card 70, if gaming value data is written in the card 70, this is read and temporarily stored in the RAM as the loan balance.

[0030] In the writing process to the card 70, when the counting button 44 of the slot machine 1 is operated and the game value data is transferred to the card unit 7, the game value data is temporarily stored in RAM, and then when the ejection button 72 is operated, the game value data is written to the card 70.

[0031] When the eject button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.

[0032] As a result, when the ejection button 72 on the card unit 7 is operated, the card 70 on which at least one of the game value data and loan balance data owned by the player is written is ejected from the opening.

[0033] The card unit 7 is also connected to be able to communicate with devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown). The card unit 7 sends to the hall computer and the unit management computer various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc., which will be described later), changes in the quantity of game value, the number of games played, and the ratio of special roles.

[0034] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using gaming value data as electronic data, instead of medals, which are real objects. In the following, the term "gaming value" may also be used in place of "gaming value data," as a term corresponding to the conventional "medals."

[0035] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front of the cabinet 10. This front door 100 is locked while a game is in progress.

[0036] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the operator can see the multiple symbols displayed on the surface of each of the multiple rotating reels 20, which will be described later.

[0037] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the back of the paper in FIG. 1). A key is inserted into the keyhole to lock or unlock the front door 100 and the cabinet 10. Since the front door 100 and the cabinet 10 remain locked during play, a player cannot access the inside of the cabinet 10.

[0038] Furthermore, since the slot machine 1 is a medal-less machine, there is no selector or hopper device inside the cabinet 10, and the store staff does not need to replenish actual medals during play. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not, in principle, lock or unlock the front door 100 and the cabinet 10.

[0039] When store staff perform setting changes, setting value confirmation, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10. This allows the store staff to access the inside of the housing 10.

[0040] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for performing various effects during a game.

[0041] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.

[0042] The speaker 101 outputs predetermined background music (BGM), sound effects (SE), and audio.

[0043] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0044] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom 104 is designed to allow the operator to place personal belongings, etc.

[0045] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and a performance button 46.

[0046] Near each switch of the operation unit 4, a sensor is provided that detects the operation by the player and outputs an operation signal to the control unit 6.

[0047] Each stop switch 40a, 40b, 40c is provided corresponding to each reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept operations to stop the rotation of the corresponding reel 20a, 20b, 20c while the reel is spinning. That is, when the left stop switch 40a is operated, the left reel 20a stops spinning, when the middle stop switch 40b is operated, the middle reel 20b stops spinning, and when the right stop switch 40c is operated, the right reel 40c stops spinning.

[0048] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate by a color (e.g., red) that the stop switches 40a, 40b, and 40c are in an inoperative state, for example, from when the lever 42 is operated until the reels 20a, 20b, and 20c reach a steady rotation state. Furthermore, the lamps can indicate by a different color (e.g., blue) that the stop switches 40a, 40b, and 40c are in an operable state, for example, from when the reels 20a, 20b, and 20c reach a steady rotation state until the stop switches 40a, 40b, and 40c are operated.

[0049] Information about which stop switches 40a, 40b, and 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, game result determination unit 612, game status control unit 615, and media management unit 620, which will be described later.

[0050] The bet switch 41 is used when the operator bets a gaming value. The credited gaming value and the amount of betted gaming value are managed by the slot machine 1 (media management unit 620). Hereinafter, the term "credited gaming value" refers to the gaming value (gaming value data) managed by the media management unit 620.

[0051] The lever 42 functions as a start switch that receives an operation to rotate the reels 20a, 20b, and 20c.

[0052] The digital counter 43 digitally displays the number of gaming value credits, the number of gaming value paid out (amount won), etc. By checking the digital counter 43, the operator can also check the amount of gaming value he or she has while playing. This also allows the player to play without having to hold actual medals.

[0053] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal lottery." In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data." Furthermore, for example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals."

[0054] The counting button 44 can accept an operation by the operator to transfer the gaming value data from the media management unit 620 to the card unit 7. When the counting button 44 accepts an operation by the operator, a transfer signal is generated in the counting button 44.

[0055] After the counting button 44 is operated, for example, by raising or lowering the lever 42, any quantity of game value data designated by the operator may be transferred to the card unit 7. In this case, the button used by the operator to transfer any quantity of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, any quantity of game value data designated by the operator may be transferred to the slot machine 1 by the operator operating a button on the card unit 7 side.

[0056] Furthermore, the amount of subtraction from the managed game value data when the count button 44 is operated once may be predetermined, such as "1" or "50." Furthermore, the credited game value may continue to be subtracted while the count button 44 is continuously operated (while it is continuously operated).

[0057] In this embodiment, the counting button 44 is arranged in a position visible to the operator of the slot machine 1. The visible position is a position that the operator can reach without unlocking and opening the front door 100, and in this embodiment, it is the front of the cabinet 10.

[0058] 1, the counting button 44 is located on the side of the operation unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 44 is a button related to the card unit 7, and also makes the flow of operations from when the counting button 44 is operated until the card 70 is ejected from the card unit 7 smoother.

[0059] The counting button 44 may also be provided with a lamp inside or around it that emits light in a different color before and after it is operated.

[0060] The cancel button 45 can accept an operation by the operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 accepts an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data that has been bet as a non-betting state.

[0061] For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 updates the betted game value to "0" and adds the game value data bet until it reaches "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the betted game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet cancellation process that changes the betting state to a non-betting state and returns the betted game value to the number of credits.

[0062] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet is placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is invalidated from the time the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is located near the bet switch 41.

[0063] The effect button 46 is a button used by the player when playing a game to set the volume, check game data, and set various other menu settings related to the game. The effect button 46 may also be operated by the operator during a game depending on the effect. When the effect button 46 is operated during a game, a change occurs in the effect.

[0064] The effect button 46 also includes a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state, and is turned off when the effect button 46 is in an inoperable state. When operation of the effect button 46 triggers the output of a winning notification effect for a special role or advantageous game state such as AT, the lamp can also flash rapidly in a color different from when it is normally lit, such as red or rainbow colors.

[0065] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.

[0066] The reset button 51 is operated to clear various errors and initialize the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game value managed by the media management unit 620 is cleared to "0," and the second game state of the slot machine 1 is set to the "general game state," and the game zone is set to the "normal zone."

[0067] The setting change button 52 is a button that is operated by a store staff member when one of multiple setting values ​​is set in the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.

[0068] During a game or while the game is in progress, the cabinet 10 and the front door 100 are locked, and therefore, only those authorized to unlock them (for example, a store staff member who has a key) can touch the reset button 51 and the setting change button 52. In principle, the cabinet 10 and the front door 100 are unlocked only when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.

[0069] The set value is a value that represents the payout rate, which indicates the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted into the slot machine 1. The set set value affects the internal lottery. The probability of winning at least some of the possible winning combinations differs depending on the set value. The set value is set by store staff before the store opens.

[0070] 2, the slot machine 1 includes a spinning reel unit 2 and a control unit 6. The spinning reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0071] 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, and 20c and three stepping motors 21a, 21b, and 21c. The rotating reel unit 2 is disposed inside the casing 10 in a position corresponding to the position of the reel window 200.

[0072] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether the combination of patterns displayed on the pay line L (described later) is a predetermined combination of patterns, and the game progresses.

[0073] Hereinafter, the symbols arranged on the reels 20a, 20b, and 20c are written as "bell-red 7-red 7" from the rear side in the rotation direction of the reels 20a, 20b, and 20c. In FIG. 1, when the slot machine 1 is viewed from the left side of the page in FIG. 1, the reels 20a, 20b, and 20c rotate clockwise (when the slot machine 1 is viewed from the front, the reels 20a, 20b, and 20c visible to the player rotate from top to bottom). Therefore, "bell-red 7-red 7" on the reel 20b means that the symbols are arranged in the order of bell, red 7, and red 7 from the rear side in the rotation direction (top side in FIG. 3), as shown in FIG.

[0074] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0075] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.

[0076] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.

[0077] <The flow of the game by the operator> The operator operates the bet switch 41 to use the credited gaming value to bet gaming value on the slot machine 1. When a predetermined number (for example, 3) of gaming value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.

[0078] In this embodiment, an example is described in which, by pressing the bet switch 41 once, a predetermined number (for example, 3) of game values ​​that can be used to play one game is automatically bet.

[0079] In the following, the game characteristics of the "main game" are described. In other words, the slot machine 1 of this embodiment does not include a so-called "pseudo game."

[0080] The pseudo game is a type of so-called freeze effect. Specifically, the pseudo game is a reel effect in which the reels 20a, 20b, and 20c spin when the lever 42 is operated, and the player can stop the reels 20a, 20b, and 20c in a simulated manner by operating the stop switches 40a, 40b, and 40c.

[0081] When the reels 20a, 20b, and 20c come to a pseudo-stop, the reels 20a, 20b, and 20c sway (vibrate) up and down at the stop position to indicate that a pseudo game is being played.

[0082] In addition, in the pseudo game, the rotating reels 20a, 20b, and 20c are merely stopped in a pseudo manner, and a prize determination for determining whether or not a game value is to be paid out is not executed.

[0083] When the lever 42 is operated again in the state where the rotating reels 20a, 20b, 20c are virtually stopped, the freeze state is released and the main game is started thereafter.

[0084] The main game is a game in which the player operates the stop switches 40a, 40b, 40c after operating the lever 42, thereby stopping the rotating reels 20a, 20b, 20c, and based on this, a winning determination is made and a payout of game value is executed. Specifically, when a specific symbol is displayed in the reel window 200 during the main game, a payout of game value corresponding to that symbol is executed.

[0085] FIG. 1 shows an example in which the activated line L is configured in the lower section of the reel window 200 for the left reel 20a, in the upper section of the reel window 200 for the middle reel 20b, and in the middle section of the reel window 200 for the right reel 20c (i.e., the example in FIG. 1 is an irregular line). The activated line L is a virtual line for determining winning combinations. In this embodiment, when a MAX BET (3 bets) is made, the above-mentioned activated line L is activated.

[0086] In the following, "winning" is not only when a symbol that pays out game value, such as a bell or watermelon, lines up on the valid line L, but also when a symbol that corresponds to a specific symbol, such as a replay, chance symbol, or special symbol (bonus), that does not pay out game value, lines up on the valid line L.

[0087] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and processing to increase or decrease play value data.

[0088] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of the reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotation reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the rotation reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is executed according to the combination (winning symbol combination) of symbols aligned (winning) on ​​the pay line L. This completes one game.

[0089] At least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a predetermined role, the rotation of the reel, etc.) is managed by the main control unit 61.

[0090] <About game status> During play, the type of play area is set as shown in Figure 4, and one play state is set from among multiple play states as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are conducted.

[0091] The gaming state includes a first gaming state (see FIG. 5) and a second gaming state (see FIG. 6). Note that the first gaming state and the second gaming state are not gaming states that are established exclusively, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.

[0092] The first game state includes a special role non-carryover state, a special role carryover state, and a special role implementation state, as shown in Figure 5. The special role non-carryover state, the special role carryover state, and the special role implementation state are in an exclusively established relationship.

[0093] The special role non-carryover state refers to a state in which a special role (for example, a Type 1 BB, which is a role continuous operation device for a Type 1 special role. Hereinafter, it may be simply referred to as "Type 1 BB") has not been won by the internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a predetermined condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.

[0094] The special role carryover state refers to a state in which a special role has been won by internal lottery, but the winning of that special role has been carried over. In other words, the special role carryover state refers to a state in which the special role flag has been won by internal lottery, but the symbols that should be aligned when the special role wins have not been aligned on the valid line L, and the special role has not yet won.

[0095] The special role implementation state refers to a state in which a special role that has been won by an internal lottery has been won, and no gaming value has been paid out in excess of a predetermined amount.

[0096] During a game of the slot machine 1, the operator continues the game without winning the special role in the carried-over state, with the first game state remaining in the special role carried-over state.

[0097] The slot machine 1 in this embodiment is an AT (assist time) machine. In the AT of this embodiment, in the game after transitioning to the battle bonus described below, transition occurs to the opponent determination period (a period in which the game progresses in an RT state in which it is easy to win a Type 1 BB), and if a Type 1 BB is won during the opponent determination period, transition occurs to the battle period (during which a Type 1 BB is being executed). During this battle period, a battle with an enemy character is executed, and whether or not the AT continues (whether or not to transition to a post-victory movie, or whether or not to win a victory in the final judgment) is determined depending on the result of the battle.

[0098] The second gaming state is one of the normal gaming state, AT (an example of a special gaming state), and CZ (a chance zone, an example of a special gaming state), as shown in Figure 6. In the second gaming state, the normal gaming state, AT, and CZ are mutually exclusive.

[0099] The general game state is a state other than AT and CZ, that is, a state in which the assist function (for example, operation sequence navigation) does not occur (or is unlikely to occur). For example, after RAM is cleared or after the AT (or CZ) ends, etc., until the AT lottery (or CZ lottery) is won, the second game state is set to the general game state.

[0100] AT is a state in which an assist function is activated that notifies the player of the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c for roles other than the special roles that have been won by internal lottery via the LCD screen 3, speaker 101, and illumination unit 102, etc.

[0101] When the gaming zone is a favorable zone, the AT lottery is conducted according to the winning combination (winning a rare combination, the number of winning combinations of a predetermined combination, etc.) by the internal lottery. If the AT is won in the AT lottery (the AT transition signal is generated) while the gaming zone is a favorable zone, the second gaming state transitions from the general gaming state or CZ to the AT.

[0102] The second gaming state transitions from the AT to the normal gaming state when a predetermined number of games have passed since the start of play in the AT, when the number of stocks in the AT becomes 0 (zero), when the total number of game values ​​paid out since the start of play in the AT reaches a predetermined number, when an assist is executed a predetermined number of times, or when an assist related to a specific role (for example, a push order bell) is executed a predetermined number of times, etc. This ends the AT.

[0103] Although Figure 6 also shows an example of a direct transition from the general gaming state to the AT, it is also possible to configure the system so that there is no direct transition from the general gaming state to the AT, but rather the transition from the general gaming state to the AT always goes via the CZ.

[0104] Unlike the modes described below, the CZ is an example of a special gaming state, a zone in which players can temporarily stay when they are not in either the general gaming state or the AT, and it suggests the likelihood of winning the AT.

[0105] The CZ is entered when certain conditions are met, such as when the CZ lottery, which is based on the winning combination in the internal lottery, when the number of games played in the advantageous zone reaches a predetermined number, when the points accumulated as the game progresses reach a predetermined value, etc. During this CZ, the probability of winning the AT is higher than in the normal game state, making it easier for the second game state to transition to the AT.

[0106] In this embodiment, multiple types of ATs and multiple types of CZs are prepared.

[0107] The expected total value of the gaming value that the player can acquire varies depending on the type of AT. Examples of the types of AT available include Battle Bonus, Bonus A, Bonus B, etc.

[0108] In addition, multiple types of CZs (for example, normal CZ, special CZ, heaven CZ) differ in which of the multiple types of ATs they are likely to transition to (for example, from a normal CZ, they will transition to a battle bonus but will not transition to bonus A; from a special CZ, they will likely transition to bonus B but will not transition to battle bonus or bonus A, etc.).

[0109] In the following, multiple types of ATs may be collectively referred to simply as "AT", and multiple types of CZs may be collectively referred to simply as "CZ".

[0110] In the following, we will explain the battle bonus to which the present invention is applied, out of the multiple types of AT, and omit detailed explanations of Bonus A and Bonus B.

[0111] <Detailed explanation of battle bonuses> We will explain the basic gameplay of Battle Bonus.

[0112] FIG. 7 is a diagram showing the state transition between the normal game state and the AT (battle bonus) in the second game state. As shown in FIG. 7, when the game shifts from the normal game state to the battle bonus, an "opponent determination period" begins first. An opponent (enemy character) is determined by a lottery held during the opponent determination period. Multiple enemy characters are prepared as candidates for the opponent, and each enemy character has a set stamina, which determines whether or not the battle bonus can be continued (resumed).

[0113] The opponent determination period continues until a JAC is won (JAC in / 1st type BB is won) in the game during the opponent determination period. A JAC is won when the 1st type BB symbols are lined up in the reel window 200.

[0114] Next, if you make a JAC in during the opponent selection period (if you win a Type 1 BB), a "battle period" (during the execution of Type 1 BB) will begin in which you will battle against an enemy character selected by lottery. During this battle period, a one-on-one battle will take place between your ally character and the enemy character, and the ally character will attack depending on the winning combination, thereby reducing the stamina set for the enemy character.

[0115] The subsequent state transition (whether the battle bonus continues or the game transitions to normal play state) depends on whether or not the enemy character's stamina can be reduced to 0 (zero) before the total number of payouts during one battle period reaches a specified number (see Figure 5; for example, 100).

[0116] If the enemy character's stamina cannot be reduced to 0 (zero) before the total payouts during one battle period reach the specified number (the battle period ends), a "final judgment" will be initiated. In this final judgment, a winning lottery will be held based on the enemy character's remaining stamina.

[0117] In this final judgment, if the winner is selected (wins) in the winning lottery, it is confirmed that the battle bonus will continue (AT will continue), and the period will then move on to the opponent determination period.

[0118] On the other hand, if the player does not win (is defeated) in the winning lottery, the game state shifts to the normal game state after it is determined that the final judgment has been completed.

[0119] On the other hand, if the enemy character's stamina is reduced to 0 (zero) before the total number of payouts during one battle period reaches the specified number, the battle period transitions to a "post-victory movie." During this post-victory movie, a lottery for points that can be used in the stock lottery described below (hereinafter referred to as the "points lottery") is held. After the post-victory movie ends (i.e., when more game value than the specified number has been paid out in a Type 1 BB), the period transitions again to the opponent determination period.

[0120] During the battle bonus, in addition to the aforementioned post-victory movie, a lottery is held to earn points depending on the winning combination.

[0121] Points are acquired / accumulated in this point acquisition lottery, and when the accumulated points reach a predetermined value, a stock lottery is executed to determine whether or not the battle bonus will continue.

[0122] If a player wins the stock lottery and has one or more stocks, the stocks are released and the Battle Bonus resumes, even if the player does not win the victory lottery in the final judgment. Even if a player has stocks, if the player wins during the battle period, the stocks are not released and the Battle Bonus continues. For example, examples of the presentation that resumes the Battle Bonus include: if the player loses the victory lottery, the stocks are released and a victory screen is displayed; or, after a screen indicating a defeat is displayed, a revival screen (a screen indicating that the player did not lose) is displayed by operating the lever 42.

[0123] Next, the role flags that indicate the possibility of winning during the battle bonus will be explained.

[0124] In the battle bonus, the possible role flags that may be established include, for example, a miss flag, a replay flag, a push order bell flag, a rare role flag, and a pressing role flag (a flag that includes a pressing role that requires pressing by eye).

[0125] When the hit-and-miss combination flag is established during the battle bonus and a predetermined condition is met, the correct operation timing for making the hit-and-miss combination win is notified (an example of a challenge effect) on the liquid crystal screen 3, as shown in Fig. 10(a). Specifically, the correct operation timing is notified by notifying that the operation should be performed starting from the stop switch 40b in the middle, and that the stop switch 40b should be operated when "bell-red 7-red 7" stops in the reel window 200.

[0126] On the other hand, if the eye-pressing flag is established during the battle bonus and the specified conditions are not met, the specified group of symbols to be stopped will not be displayed, as shown in Figures 10(b) and (d), and the player will not be prompted to press the button.

[0127] In this way, when the eye-pressing role flag is established during the battle bonus, the cases in which the player is prompted to press the button and the cases in which the player is not prompted to press the button are realized as follows.

[0128] <Pattern 1> In pattern 1, when the game period begins, a lottery is drawn to determine whether the player will be in "technical mode" (a mode in which the player is generally encouraged to make button presses when the button press flag is set; an example of the first mode) or "assist mode" (a mode in which the player is not encouraged to make button presses even when the button press flag is set; an example of the second mode).

[0129] That is, in pattern 1, - When Technical Mode and Assist Mode are alternately selected for each match period, If Technical Mode is selected in the first match period, and Assist Mode is selected in the second and third match periods, If Assist Mode is selected during both the first and second match periods There can be a variety of patterns, such as:

[0130] In this embodiment, a battle period is executed for each consecutive battle bonus, and the mode can be switched when the battle period starts for each battle bonus. However, the selected mode cannot be switched during the battle period.

[0131] If the button-pressing player flag is established during a match in which the technical mode is selected, the screen shown in FIG. 10(a) is displayed, urging the player to press the button with precision.

[0132] On the other hand, if the eye-pressing role flag is established during a match in which the assist mode is selected, the screen shown in Figure 10(d) is displayed and the player is not prompted to press the button. Note that "ANY" in Figure 10 means that any symbol may stop (the player may operate the stop switch 40b at any timing).

[0133] <Pattern 2> In pattern 2, if the push order bell flag is established during the battle period, a lottery is held to determine whether or not to activate a special mode that allows an additional attack to be performed in addition to the normal attack on the enemy character.

[0134] Then, in the next (immediately after) game after the game in which the special mode was activated, if a pressing role flag or a rare role flag (for example, watermelon, cherry, or chance symbol) is established, an additional attack can be performed to significantly reduce the stamina of the enemy character.

[0135] Furthermore, if the special mode is activated during a match period in which the technical mode is selected, and the button-pressing role flag is established in the next game, the screen in Figure 10(b) is displayed and the player is not prompted to press the button. Note that if the special mode is activated during a match period in which the technical mode is selected, the screen in Figure 10(b) may be displayed so that the player is not prompted to press the button, and the screen in Figure 10(b) itself may not be displayed.

[0136] The special mode may also be activated in the assist mode. If the eye-pressing role flag is established in the game following the game in which the special mode was activated, the screen shown in Figure 10(d) is displayed, and the player is not prompted to perform eye-pressing. Also, as in the case when the special mode is activated during a match period in which the technical mode is selected, the screen shown in Figure 10(d) itself may not be displayed.

[0137] It should be noted that, except when a special mode is activated, the content of the benefit that a player can receive may differ depending on whether the player is prompted to press the button at the right time or not. That is, the quality of the benefit is the same whether the player is prompted to press the button at the right time or not, in that it reduces the stamina of the enemy character (increasing the expected value of the continuation or resumption of the battle bonus), but the amount of the benefit, i.e., the value of the reduction in the stamina of the enemy character, may differ depending on whether the player is prompted to press the button at the right time or not.

[0138] Specifically, when the player is prompted to press the button with the right timing, the amount of energy that is reduced from the enemy character varies depending on the success of the press. However, even if the player attempts to press the button with the right timing (when the player operates the stop switch 40b inside) and fails, the player can always reduce the energy of the enemy character.

[0139] First, when the screen of Fig. 10(a) is displayed during a battle period in which the technical mode is selected, and the player succeeds in perfect pressing (i.e., when the "bell with symbol number 4 - red 7 with symbol number 3 - red 7 with symbol number 2" on the middle reel 20b stop in the reel window 200 in this order from top to bottom), the amount of damage to be reduced from the enemy character's strength is determined from the "extra large table." On the extra large table, for example, a damage amount of 30 to 50 can be selected.

[0140] On the other hand, when the screen of FIG. 10(a) is displayed during a battle period in which the technical mode is selected, and the player operates the stop switch 40b a little too early (when the stop operation is performed one frame (one symbol) early. In other words, when the "3rd red 7-2nd red 7-1st cherry" symbols on the middle reel 20b stop in the reel window 200 in this order from top to bottom), the damage amount by which the enemy character's vitality is reduced is determined from the "large table." On the large table, for example, a damage amount of 10 to 30 can be selected.

[0141] Furthermore, if the screen shown in FIG. 10(a) is displayed during a match in which the technical mode is selected, and the player operates the stop switch 40b a little late (if the stop operation is one frame late, i.e., if the "replay with symbol number 5 - bell with symbol number 4 - red 7 with symbol number 3" on the middle reel 20b stop in this order from top to bottom on the reel 200), the damage amount by which the enemy character's vitality is reduced is determined from the "small table." On the small table, for example, a damage amount of 1 to 5 can be selected.

[0142] 10(a) is displayed during a battle in which the technical mode is selected, if the player operates the left stop switch 40a first (by pressing in order) and is able to stop the correct symbol on the center reel 20b, the damage amount to reduce the enemy character's strength is determined by the "middle table." On the middle table, for example, a damage amount of 5 to 15 can be selected.

[0143] On the other hand, if the screen of Figure 10(a) is displayed during a match period in which the technical mode is selected, but the player presses the buttons in order and is unable to stop the correct pattern on the middle rotating reel 20b, or if the player presses the buttons in reverse, the amount of damage is determined from the small table.

[0144] Furthermore, if the eye-pressing flag is established in the game immediately following the game in which the special mode is activated, the screen of Figure 10(b) will be displayed, and regardless of the degree of success of the player's eye-pressing, by stopping the stop switch 40b at an appropriate timing without eye-pressing, the amount of damage will be determined from an extra-large table, similar to when the screen of Figure 10(a) is displayed in technical mode and the player has successfully pressed the center reel 20b.

[0145] Furthermore, if the eye-pressing flag is established during a match period in which the assist mode is selected, the screen shown in Figure 10(d) is displayed, and regardless of the timing at which the stop switch 40b is pressed, the amount of damage is determined from the extra-large table in the same way as when the screen shown in Figure 10(a) is displayed in the technical mode and the player successfully presses the middle rotating reel 20b.

[0146] Also, when the eye-pressing role flag is established in a game immediately after a game in which a special mode is activated during a battle period in which the assist mode is selected, the screen of FIG. 10(d) is displayed, and the amount of damage is determined from the extra-large table without the player having to perform an eye-pressing role.

[0147] In this way, when a hitting-by-eye flag is established during the battle bonus, the player may be prompted to hit the button by eye, and if the stopped symbols on the middle rotating reel 20b in the reel window 200 are "bell-red 7-red 7" (an example of a predetermined symbol group), the perfect hitting for the hitting-by-eye role is considered to have been successful. In this embodiment, whether or not the perfect hitting for the hitting-by-eye role has been successful is determined based on the stopped symbols in the reel window 200 for the middle rotating reel 20b (specifically, it is determined based on which symbol number has stopped at a position on the pay line L of the middle rotating reel 20b).

[0148] Among the rotating reels 20b in the middle, the symbol on the front side of the rotation direction of the red 7 of symbol numbers 2 and 3 that is the target to be stopped by pressing the button (specifically, the symbol of symbol number 1 adjacent to symbol numbers 2 and 3 on the front side of the rotation direction) is a cherry of the same color family (red) as the red 7. In this embodiment, "red 7-red 7-cherry" is an example of a group of symbols of the same color.

[0149] In this way, the group of same-color symbols "Red 7-Red 7-Cherry" is structured so that the red symbols form a cluster, making it easier for players to recognize the timing for pressing the buttons and to aim for a perfect press.

[0150] However, the actual Vitaoshi point, that is, the group of symbols that should stop in the reel window 200 of the middle rotating reel 20b when the Vitaoshi is successful, is not this same-color group of symbols "red 7-red 7-cherry," but "bell-red 7-red 7." In other words, of the same-color group of symbols "red 7-red 7-cherry" that is easy for a player to recognize, the Vitaoshi is successful when the cherry with symbol number 1, which is located at the front in the rotation direction of the middle rotating reel 20b, stops outside the frame of the reel window 200, the red 7 with symbol number 2 adjacent to the cherry, stops in the lower part of the frame of the reel window 200, and the red 7 with symbol number 3, which is located at the rearmost part, stops in the middle part of the frame of the reel window 200.

[0151] When the red 7 of symbol number 2 stops in the lower section of the frame of the reel window 200 and the red 7 of symbol number 3 stops in the middle section of the frame of the reel window 200, the bell of symbol number 4 will naturally stop in the upper section of the frame of the reel window 200. In other words, the point where the predetermined symbol group "bell-red 7-red 7" stops in the reel window 200 is the perfect push point. The "bell" that makes up the predetermined symbol group is a yellow symbol, and is not a symbol of the same color family as the red 7.

[0152] In other words, the actual vitaoshi points do not completely match the symbol points that are easy for players to recognize when vitaoshiing, and although some symbols overlap, there are also parts that do not overlap. Also, while the points that are easy for players to recognize are made up of symbols of the same color only, the actual vitaoshi points are not made up of symbols of the same color only.

[0153] By configuring the symbols in this way, the player will psychologically operate the stop switch 40b in the middle at a timing when the same color symbol group "Red 7-Red 7-Cherry" stops within the reel window 200. Therefore, the player will tend to press the stop switch 40b one frame earlier than when performing a perfect push.

[0154] Therefore, although the player may think that it is a relatively easy point to press the button, when the player actually tries it, it can turn out to be a surprisingly deep point to press the button.

[0155] In addition, to summarize the above, the expected value of the continuation / resumption of the battle bonus is: (1) When the pressing-eye role flag is established during a match period in which the technical mode is selected, and the player succeeds in performing a perfect press on the rotating reel 20b in the middle, and when the pressing-eye role flag is established during a match period in which the assist mode is selected, (2) When the technical mode is selected and the eye-pressing role flag is established, but the player operates the stop switch 40b one frame early, (3) When the technical mode is selected and the eye-pressing role flag is established during the match period, the player operates the left stop switch 40a (presses in order) and succeeds in stopping the correct symbol. (4) During a match in which the technical mode is selected, if the eye-pressing flag is established, but the player operates the stop switch 40b when the player is one frame or more late, if the player operates the stop switch 40b when the player is two frames or more early (eye-pressing error), if the player presses the buttons in order but fails to stop the correct symbol, or if the player presses the buttons in reverse, When distinguishing between these, (1) is the highest and (4) is the lowest, with the numbers decreasing from (1) to (4).

[0156] In this way, in the slot machine 1 of this embodiment, if a player actively presses the button when the button presser flag is won during a battle period in which the technical mode is selected, it is assumed that if too much force is applied to the button press, the player will psychologically press the stop switch 40b one frame too early, and therefore the expected value for the continuation / resumption of the battle bonus is set higher if the button press is one frame too early than if the button press is more than one frame too late or if the button press is missed.

[0157] On the other hand, in the slot machine 1 of this embodiment, if the eye-pressing role flag is established during a battle period in which the technical mode is selected, the player is prompted to try eye-pressing, but the player is always given a benefit regardless of the success of the eye-pressing. Therefore, when prompted to try eye-pressing, the player can be motivated to try eye-pressing.

[0158] In this way, if the eye-pressing flag is established during a match period in which the technical mode is selected, a benefit is given to the player because it is considered a reward for the player's attempt at eye-pressing.

[0159] On the other hand, if the player wins the game immediately after the special mode is activated while the technical mode is selected, or if the player wins the game while the assist mode is selected, the player is not prompted to play the game with the right timing.

[0160] This is because it is rare for a player to win a special mode and then win the next game with a button presser, so from a user-friendly perspective, it is preferable not to prompt the player to press the button with their eyes in such cases, even if the game is technical mode, which basically requires button presses. Also, regardless of whether it is technical mode or assist mode, it would be harsh on the user if the player was always required to press the button with their eyes when they won during the match period.

[0161] In addition, the game is equipped with a technical mode in which basic button pressing is required if the button pressing flag is set, and an assist mode in which button pressing is not required even if the button pressing flag is set. Furthermore, the special mode mentioned above may be activated in the technical mode, so by allowing players to select one of these modes each time the battle period begins in a series of battle bonuses, the game development can be diversified, providing a game that is not easily boring.

[0162] In this way, in this embodiment, even if the player who hits the target wins, the player may or may not be prompted to hit the target, making it possible to create a mechanism that improves the user's ability to hit the target while maintaining balance in the game.

[0163] <About Practice Mode> In addition, the slot machine 1 of this embodiment is equipped with a practice mode that allows the player to practice operating the stop switch 40b at the exact pressing point when the main game spanning multiple games is being played and the eye-pressing role flag is established.

[0164] Specifically, when a predetermined time has passed without a game being played (hereinafter referred to as "during standby mode"), the player can select whether to activate practice mode or normal mode (not practice mode) when a keystroke flag is established during a battle bonus (opponent determination period or post-victory movie) other than the battle period, based on the player's selection operation. Here, a state in which no game is being played refers to a state in which no game involving a bet of medium value has been played. In a state in which no game is being played, all of the rotating reels 20a, 20b, and 20c are stopped. The player can select whether to activate practice mode or normal mode (not practice mode) from the game menu screen, which can be displayed by pressing the effect button 46 during standby mode.

[0165] In addition, the player can check whether the currently set mode is the practice mode or the normal mode by pressing the effect button 46 or the like during the standby state.

[0166] When the normal mode is set (an example of a non-execution state), even if the button-pressing role flag is set during the opponent determination period or in the post-victory movie, the screen (practice screen) like that shown in Fig. 10(c) will not be displayed. In other words, in this case, even if the button-pressing role is selected, the player will not be prompted to press the button, and the game will proceed as usual.

[0167] On the other hand, when the practice mode is set (an example of an execution state), if the timing flag is set during the opponent determination period or in the post-victory movie, the screen shown in Figure 10(c) (practice screen) is displayed, allowing the player to practice timing. Whether or not this timing is successful does not affect the progress of the AT game.

[0168] In other words, when the practice mode is set and the eye-pressing player flag is set during the opponent determination period or in the post-victory movie, the player will try the game as eye-pressing practice.

[0169] Also, even if the practice mode is set, if the eye-pressing role flag is established during the match period, the screen in Fig. 10(a) is displayed, and the screen in Fig. 10(c) (practice screen) is not displayed. In this case, whether or not the eye-pressing role is successful affects the progress of the AT game.

[0170] In this way, regardless of whether the practice mode is set or not, if the eye-pressing role flag is established during the match period in the technical mode, the player will be challenged to play the game as a real eye-pressing role.

[0171] In addition, when the practice mode is activated, if the player operates the effect button 46 after the third stop, the degree of success of the timing (perfect timing, one frame early, one frame late, or missed timing) is displayed. This allows the player to learn the timing of timing the timing of the timing.

[0172] In addition, not only when the practice mode is set, but also when a player hits the target during the match period, the player may operate the effect button 46 after the third stop has ended to display the degree of success of the target hitting in the game.

[0173] <About the gaming area> The aforementioned game zone is a state (zone) for determining whether or not processing related to the instruction function is performed. As shown in Figure 4, the game zone is composed of a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.

[0174] Processing related to the instruction function includes, for example, processing to exercise the instruction function (provide assistance), drawing of game modes (game modes in which the probability of winning an AT is determined, or game modes in which the probability of winning an AT addition is determined), game mode transition processing, CZ drawing processing, CZ processing, AT drawing processing (including processing related to the continuation of the AT), AT processing, etc.

[0175] A game mode is a zone in which a player can stay in any of the normal gaming state, CZ, and AT. For example, in FIG. 6, a game mode (e.g., low probability mode, high probability mode, heaven mode) may be prepared for each of the normal gaming state, CZ, and AT. Furthermore, the player may stay in the same game mode during the advantageous zone, not limited to the normal gaming state, CZ, and AT.

[0176] In this embodiment, a game mode for Type 1 BB is provided. For example, there may be a state in which Type 1 BB is implemented in a low probability mode (a mode in which AT is difficult to win), or a state in which Type 1 BB is implemented in a heaven mode (a mode in which AT is easy to win).

[0177] In the normal zone, processing related to the instruction function cannot be executed, but when the conditions for transition to the advantageous zone are met, the transition processing to the advantageous zone is executed. Note that while the gaming zone is the normal zone, the second gaming state is the general gaming state.

[0178] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a general gaming state (including high probability mode and heaven mode) and an advantageous zone in which the second gaming state progresses in a CZ or AT. The advantageous zone is maintained in this state from the time the gaming zone transitions to the advantageous zone until the specified termination condition is met.

[0179] The possible combination patterns of the game zones and the second game states in the slot machine 1 are summarized as follows: A pattern in which the game zone is the normal zone and the second game state is the normal game state A pattern in which the game zone is a favorable zone and the second game state is a general game state (including high probability mode and heaven mode). - A pattern where the game zone is a favorable zone and the second game state is a CZ - A pattern in which the game zone is a favorable zone and the second game state is an AT state

[0180] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a gaming value control unit 62, and a sub-control unit 63.

[0181] Each of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).

[0182] The connection relationships and communication processes of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 will be described below with reference to Fig. 9. In this embodiment, the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0183] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, allowing two-way serial communication to be performed.

[0184] The information and commands sent from the main control board P1 to the game value control board P2 include outer edge information, whether or not settings are being changed, commands related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting bet cancellation processing when the cancel button 45 is operated, and a request for transfer of game value when the counting button 44 is operated.

[0185] The information and commands sent from the game value control board P2 to the main control board P1 include information that the complete function (described below) has been activated, information that the number of credits has reached an upper limit (a value that prompts the operator to transfer credits because the number of credits is too large), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[0186] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is carried out from the main control board P1 to the sub-control board P3. The information and commands sent from the main control board P1 to the sub-control board P3 include information related to game value (for example, game value bet / payout information, total game value won during AT), information about the start / end of game, information about the start / end of device operation, information about various errors, etc.

[0187] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication is carried out from the game value control board P2 to the sub-control board P3.

[0188] The information and commands sent from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, that transfer has started, that transfer is in progress, that transfer has completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0189] As the game progresses, when functions of the operation unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, one-way serial communication is performed from the main control unit 61 to the operation unit 4, etc.

[0190] <Description of main control unit 61> The ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reels 20a, 20b, 20c, ball output control, transfer request).

[0191] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of the game) required for the progress of the game.

[0192] The main control unit 61 functions as an internal lottery unit 610, a spinning reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615 (an example of a control unit), an RT state control unit 616, and an error determination unit 617 through operation by the CPU of the main control unit 61 using memory units (ROM, RAM, RWM; the same applies hereinafter). These functions correspond to the functions of the game control unit.

[0193] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, an internal lottery process, control of the rotation reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as monitoring of communication connections between the slot machine 1 and the card unit 7, and error processing.

[0194] The game data includes the current number of games as well as data indicating the game status (which state or section each game state and game section is in). The game data in this embodiment includes, for example, data indicating that the first game state is any of a special role non-carryover state, a special role carryover state, and a special role implementation state.

[0195] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, the internal lottery unit 610 performs an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first gaming state and the RT state when the lever 42 is operated.

[0196] The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information relating to the progress of a game) can be used by the reel control unit 611, the game result determination unit 612, the game status control unit 615, and the performance control unit 630.

[0197] The internal lottery table shows information on possible winning combinations in the internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table in accordance with the game state, such as the RT state, when the lever 42 is operated.

[0198] The information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols associated with the winning combinations. The winning combinations include losing combinations that do not result in the payout of game value, as well as operation mode combinations (for example, eye-pressing combinations, cherry, watermelon, push order replay, and push order bell) that result in the payout of game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.

[0199] When an operation mode role is won and the stop switches 40a, 40b, 40c are operated in accordance with the correct operation mode, the operation mode role is won and multiple game values ​​(for example, 8) according to the role can be acquired. If the stop switch 40 is not operated in accordance with the correct operation mode even though the operation mode role is won, the operation mode role will not be won, or another role (such as a so-called 1-piece role) will be won.

[0200] Note that operation mode roles are also won and established during the general gaming state (for example, other than AT and CZ). However, when an operation mode role is won during the general gaming state, the correct operation mode is not generally notified, so the operation mode role is missed or the number of payout game values ​​is 1. On the other hand, during AT, the correct operation mode is notified, so there is a high possibility that multiple (for example, 8) game values ​​will be paid out.

[0201] <Rotary reel control unit 611> The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0202] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c. As described above, when the stop switch 40 (e.g., 40c) corresponding to the reel 20 (e.g., 20c) that is rotating is operated, the reel control unit 611 stops the rotation of the reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).

[0203] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c so that the combination of symbols corresponding to the winning combination indicated by the winning flag, which is the internal lottery result, is positioned on the valid line L of the reel 20, thereby winning the winning combination.

[0204] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operator's operation of the lever 43. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game.

[0205] Furthermore, when the operator controls the rotation stop during a game, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination obtained by the internal lottery and the positions of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is control that stops the rotation of the reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. Kick-out control is control that stops the rotation of the reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0206] In addition, when a special role is won, the reel control unit 611 can rotate and stop the reel 20 but prevent the special role from being won, based on the operation of the lever 42 just before the special role is won and the operation of the stop switch 40 just after the special role is won.

[0207] <Explanation of the Game Result Determination Unit 612> The game result determination unit 612 (an example of a winning determination unit) determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each rotation reel 20 stops. The result of the game is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0208] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, etc.

[0209] The game result determination unit 612 can determine whether or not the hit-and-miss combination has won a prize based on the symbols stopped on the rotating reel 20b inside the reel window 200. Information that the hit-and-miss combination has won a prize is used by the game status control unit 615, and is also sent to the performance control unit 630, etc.

[0210] <Explanation of the setting value control unit 613> The setting value control unit 613 progresses the game using one of a plurality of setting values ​​(for example, 1 to 6) with different degrees of advantage in controlling the progress of the game, based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. Information (setting value signal) of the setting value set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0211] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine payout ratio, the probability of winning a specific small role such as a push-order-independent bell (also called a common bell), the probability of winning a special role, the probability of winning a CZ, the probability of winning an AT, etc., will differ. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine payout ratio).

[0212] The slot machine 1 may further include a setting key. The setting key is a switching key for switching to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0213] <Section Control Unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.

[0214] When the gaming zone is a normal zone, if the transition condition to the advantageous zone is met, the zone control unit 614 sets (transitions) the gaming zone to the advantageous zone. Examples of the transition condition include the game immediately following the game that transitioned to the normal zone being executed, the winning of a transition role (other than a replay) to the advantageous zone in the normal zone, or the winning of a zone transition lottery. When a zone transition lottery is executed, if a predetermined lottery target role (for example, a rare role such as a cherry or a chance eye) is won, a lottery is held to determine whether or not to hold a zone transition lottery, and if the result is a win, the zone transition lottery is held.

[0215] Furthermore, when the gaming zone is a favorable zone, the zone control unit 614 determines whether to maintain the favorable zone state or transition to a normal zone (whether to end the favorable zone).

[0216] Specifically, the zone control unit 614 forcibly shifts the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of shifting to the advantageous zone (the advantageous zone difference described below) reaches +2400. The forced termination condition may be, for example, when the zone control unit 614 does not win the winning lottery in the final judgment, when the second gaming state shifts from the AT to the general gaming state when the gaming zone is the advantageous zone, or when the game enters the CZ, which is a withdrawal zone, after the AT ends but the AT cannot be withdrawn in the CZ and the game shifts to the general gaming state.

[0217] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (especially the player) can earn a maximum gaming value of 1000 + 2400 = 3400.

[0218] Furthermore, when the slot machine 1 is powered on or the RAM is cleared, the interval control unit 614 sets the game interval to the normal interval regardless of the immediately preceding game interval.

[0219] The section control unit 614 can transmit information about the game section (whether it is a normal section or an advantageous section) to the performance control unit 630 or the like as information about the progress of the game.

[0220] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.

[0221] Specifically, the game state control unit 615 sets the first game state to any one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to any one of a general game state, AT, and CZ.

[0222] The gaming state control unit 615 sets the first gaming state to a special winning non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0223] Then, when a special role is won by the internal lottery but the special role is not won, the gaming state control unit 615 sets the first gaming state to a special role carryover state.

[0224] In the special role carryover state, when a predetermined condition is met (for example, when the RAM is cleared or the setting value is changed), the game state control unit 615 transitions the first game state from the special role carryover state to the special role non-carryover state.

[0225] In the special role non-carryover state, when a special role is won (the special role carryover state continues from this point until a special role is won) and a special role is won, the game state control unit 615 transitions the first game state from the special role non-carryover state to the special role implementation state via the special role carryover state.

[0226] In addition, when a special role is won in the special role carryover state, the gaming state control unit 615 shifts the first gaming state from the special role carryover state to the special role execution state.

[0227] In addition, in the special role implementation state, if a predetermined condition is met or if the game value is paid out in excess of a predetermined number, the game state control unit 615 transitions the first game state from the special role implementation state to the special role non-carryover state.

[0228] 6, the gaming state control unit 615 determines whether to set the second gaming state to the AT based on the result of the AT lottery. Specifically, if the AT lottery, which is performed when the gaming zone is an advantageous zone, is won, the gaming state control unit 615 sets the second gaming state to the AT.

[0229] Returning to FIG. 6, if the AT lottery is not won in the normal gaming state or CZ, the gaming state control unit 615 sets the second gaming state to the normal gaming state.

[0230] In addition, when the AT ends, the gaming state control unit 615 transitions the second gaming state from the AT to the normal gaming state or the CZ.

[0231] In this way, the gaming state control unit 615 can transition the second gaming state between the normal gaming state and CZ, between CZ and AT, and between AT and the normal gaming state.

[0232] In addition, when the game state control unit 615 transitions the second game state to AT, it can first start AT preparation, and then start AT execution when the AT start role is won during AT preparation.

[0233] In addition, the game state control unit 615 determines which of the multiple types of ATs (battle bonus, bonus A, bonus B) to transition to based on the winning flag in the general game state or the winning flag in the CZ, which CZ the player is currently in, and the results of the AT drawing.

[0234] Furthermore, when a transition to the battle period is made during the battle bonus (or when a transition to the battle period is decided), the gaming state control unit 615 selects the technical mode or the assist mode by lottery.

[0235] Furthermore, as mentioned above, during the game, the game state control unit 615 executes the opponent determination period, the match period, and the post-victory movie (which may not be executed depending on the results of the match period) or the final judgment as one set of AT (an example of a grouped game state).

[0236] Furthermore, once the gaming state control unit 615 selects the technical mode or the assist mode, it maintains the selected technical mode or the assist mode until the end of the battle period in that set of AT (battle bonus).

[0237] Then, when one set of AT (battle bonus) ends and the game state control unit 615 shifts to a battle period in another set of AT, it executes a new lottery and selects the technical mode or the assist mode.

[0238] In this embodiment, the ATs are grouped based on the difference in game value (for example, the specified number that can be paid out during the match period), but a set may also be determined based on the number of games (50 games per set), the number of assists (10 per set), etc.

[0239] The game status control unit 615 can grant a player who wins the eye-pressing flag in assist mode the same benefit as that granted to a player who wins the eye-pressing flag in technical mode and attempts eye-pressing.

[0240] The expected value of the continuation / resumption of the Battle Bonus varies depending on the selected mode and the success rate of the button press. (1) When the eye-pressing role flag is established during a match period in which the technical mode is selected, and the player operates the middle stop switch 40b to successfully press the middle rotating reel 20b, and when the eye-pressing role flag is established during a match period in which the assist mode is selected, (2) When the technical mode is selected during a match, the eye-pressing flag is established, and the player operates the stop switch 40b from the middle, but the player operates the stop switch 40b one frame earlier. (3) During a match in which the technical mode is selected, the eye-pressing role flag is established, and the player presses the reel in order, but the player succeeds in stopping the correct symbol on the middle rotating reel 20b. (4) When the technical mode is selected during a match period, if the eye-pressing flag is established, but the player operates the stop switch 40b one or more frames too late, or if the player operates the stop switch 40b two or more frames too early (missed eye-pressing), when the technical mode is selected during a match period, if the eye-pressing flag is established and the player presses the buttons in order but fails to stop the correct symbol, or if the player presses the buttons in reverse, If we distinguish between these, the numbers (1) to (4) decrease in order, with (1) being the highest and (4) being the lowest.

[0241] In this way, the game status control unit 615 can change the quality / quantity of the benefit given to the player depending on whether the technical mode or the assist mode is selected, and whether the player succeeded in perfect pressing. Note that the benefits given in the present invention are not limited to this, and the game status control unit 615 may vary the content of the benefit depending on the accuracy of the pressing by eye, such as by allowing the player to win the AT stock lottery when the player succeeds in perfect pressing, and by executing a point acquisition lottery when the stop switch 40b is operated one frame early.

[0242] Furthermore, when ending the execution of the AT, the gaming state control unit 615 can transition the second gaming state to the normal gaming state or CZ.

[0243] In addition, during the advantageous period, the game state control unit 615 selects one mode from a plurality of types of modes related to the progress of the game (for example, a normal mode in which it is difficult to win the AT lottery, a high-probability mode in which it is easy to win the AT lottery) for the second game state. Then, the game state control unit 615 executes an AT lottery (or an AT bonus lottery) with an AT winning probability (or a bonus probability) associated with the selected mode.

[0244] In addition, during the battle bonus, the game state control unit 615 executes a point acquisition lottery and accumulates and stores the acquired points in the storage unit.

[0245] In addition, when the accumulated points reach a predetermined value or more, the game state control unit 615 executes an AT stock lottery. The game state control unit 615 stores the number of times of winning the stock lottery (the stock number) in the storage unit, and when the ally character cannot win during the battle period, one stock is released to continue the battle bonus.

[0246] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state (for example, whether it is during an AT, during a CZ, during a general game, and if it is during an AT, whether the technical mode is selected, whether the assist mode is selected, whether it is during the battle bonus, whether it is during the battle period, whether the special mode is activated, whether there is an AT stock, etc.) as information regarding the progress of the game to the effect control unit 630 and the like.

[0247] <RT state control unit 616> The RT state control unit 616 can proceed with the game using one of a plurality of RT states. For each of the plurality of RT states, the probability that the replay flag will be established as a winning flag (replay probability) is predetermined, and the RT state control unit 616 can transition the RT state when a predetermined role (for example, a special role) is won. Furthermore, for each RT state, an internal lottery table is preset to determine which role will be won by internal lottery (for example, in RT0, a special role will not be won, but a replay will be won, and in RT3, a special role or a bell will be won).

[0248] Furthermore, the RT state control unit 616 can vary the RT state depending on at least one of the first gaming state and the second gaming state, for example.

[0249] Furthermore, in this embodiment, the specifications of the internal lottery process executed in response to the game start operation (operation of the lever 42) (for example, an internal lottery table that specifies which winning combination flags will be established / are likely to be established) may differ in each RT state. Therefore, the RT state control unit 616 controls the RT state, and the internal lottery table used in the internal lottery is changed in various ways, resulting in a greater variety in the game.

[0250] In addition, the RT state control unit 616 can transmit information regarding the RT state (whether the RT state is RT0, RT1 in which the probability of winning a replay is higher than RT0, etc.) to the presentation control unit 630, etc. as information regarding the progress of the game.

[0251] <Error determination unit 617> The error determination unit 617 determines whether or not various errors have occurred. Examples of such errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 7, and reaching the upper limit of the number of credits.

[0252] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is sent from the main control unit 61 to each of the game value control unit 62 and the sub control unit 63 as information regarding the error.

[0253] As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the content of the error that has occurred.

[0254] <Explanation of the gaming value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of the game value.

[0255] The RAM and RWM of the gaming value control unit 62 store gaming data (information relating to the progress of the game) required for managing the gaming value.

[0256] The gaming value control unit 62 functions as a medium management unit 620 and a function operation unit 621 through the operation of the CPU of the gaming value control unit 62 using the storage unit.

[0257] <Explanation of the Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.

[0258] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.

[0259] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.

[0260] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is achieved based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of payout of game value based on the type of winning combination.

[0261] Furthermore, the media management unit 620 calculates the difference in gaming value (an example of information relating to the progress of the game), which is the cumulative value of the number of gaming value payouts minus the number of gaming value bets, regardless of whether it is a normal zone or an advantageous zone, and regardless of the state of the first gaming state or the second gaming state, as shown in Fig. 8. The difference in gaming value is used to calculate the difference in advantageous zones, whether the complete function is activated, and the like, as will be described later.

[0262] In addition, as shown in Figure 8, the media management unit 620 calculates the advantageous zone difference number, which is the difference in game value in the advantageous zone (from when the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone).

[0263] In this embodiment, when this advantageous zone difference number becomes +2400, the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, if the transition to AT occurs when the difference number becomes -300 after play in the advantageous zone has started, the media management unit 620 initializes the advantageous zone difference number when 2700 is paid out thereafter (in this case, the advantageous zone difference number becomes +2400). Note that when the advantageous zone difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the zone control unit 614. As a result, the zone control unit 614 transitions the play zone to the normal zone.

[0264] In addition, the media management unit 620 can initialize the advantageous zone difference number to 0 (zero) when the advantageous zone ends due to a specified termination condition being met other than when the advantageous zone difference number becomes +2400.

[0265] The media management unit 620 starts calculating the advantageous zone difference number when the gaming zone transitions to the advantageous zone again.

[0266] 8, the media management unit 620 calculates a range (MY), which is the difference between the maximum and minimum values ​​of the difference number, using the difference number of game values, which is the cumulative value of the number of payouts of game values ​​minus the number of bets of game values ​​since the slot machine 1 was last powered on. Unlike the aforementioned advantageous zone difference number and the difference number of game values, this range (MY) is calculated for all game zones (advantageous zones and normal zones), that is, continuously as long as the slot machine 1 is powered on.

[0267] Information about this range (MY) is sent to the function operation unit 621 and is used for the complete function described later.

[0268] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.

[0269] The number of bets, the number of credits, the difference, etc. of the gaming value calculated by the media management unit 620 are transmitted to the gaming status control unit 615, the performance control unit 630, etc. as information regarding the progress of the game.

[0270] <Function Activation Unit 621> The function operation unit 621 receives information about the range (MY) sent from the medium management unit 620.

[0271] Then, when the range (MY) becomes equal to or greater than the first range, for example, 18500, the function activation unit 621 generates information regarding advance notification indicating that activation of the complete function is imminent.

[0272] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing (the machine will enter a state where play is not possible) unless the power is turned off and on by store staff.

[0273] The gaming operations referred to here mean the operations required to play one game, and include the operation of the bet switch 41 for betting gaming value, in particular, as an operation for starting the spinning reel 20. When the complete function is activated, such gaming operations are not accepted, and therefore, even if the bet switch 41 is operated while the complete function is activated, the betting process for gaming value is not performed.

[0274] It should be noted that, for example, information relating to advance notification is transmitted to the performance control unit 630 for each game while this information is being generated by the function operation unit 621. In this way, the performance control unit 630 issues an advance notification.

[0275] Furthermore, when the range (MY) falls below the first range of 18,500, the function activation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer performed by the performance control unit 630.

[0276] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 630. In this way, by using a flag to represent the information regarding the advance notification, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 630.

[0277] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.

[0278] The function activation unit 621 deactivates the complete function when a store staff member turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being off, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no advance notice is given, and the slot machine 1 becomes playable in a state where the conditions for reactivating the complete function are no longer met.

[0279] <Explanation of the sub-control unit 63> The ROM of the sub-control unit 63 stores programs and various data indirectly related to the progress of the game (for example, control of the effects on the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the audio output from the speaker 101).

[0280] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0281] The sub-control unit 63 functions as a performance control unit 630 through operations by the CPU of the sub-control unit 63 using the memory unit.

[0282] <Production control unit 630> By executing a performance lottery, the performance control unit 630 determines at least one of the following as the performance pattern: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.

[0283] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) sent from the main control unit 61, and executes the performance lottery using the selected performance lottery table.

[0284] In addition, when the AT is being executed, the performance control unit 630 executes the AT performance using a performance lottery table dedicated to the AT.

[0285] Furthermore, when a hit-to-the-eye player flag is established during the opponent determination period or the post-victory movie, the performance control unit 630 can control the liquid crystal screen 3 in a practice mode in which the player can practice operating the stop switch 40b so that the hit-to-the-eye player can win. Note that the performance control unit 630 can control not only the liquid crystal screen 3 but also the speaker 101, the illumination unit 102, etc. in the practice mode.

[0286] During the standby state, the effect control unit 630 can accept the player's operation of the effect button 46. On the screen displayed by operating the effect button 46, the player can check whether the currently set mode is practice mode or normal mode.

[0287] Furthermore, the player can set whether to activate the practice mode or the normal mode on the menu screen that is called up during the standby state.

[0288] When practice mode is set based on the player's operation and the eye-pressing role flag is established during either the opponent determination period or the post-victory movie (an example of a case where the specified conditions are not met), the performance control unit 630 causes the LCD screen 3 to display the screen of Figure 10(c) (practice screen).

[0289] Even if the practice mode is set, the performance control unit 630 will not activate the practice mode and will not display the screen of Figure 10(c) (practice screen) on the LCD screen 3 unless the eye-pressing role flag is established during the opponent determination period or the post-victory movie.

[0290] Furthermore, even if the practice mode is set, when a match period is being executed (an example of a case where a predetermined condition is satisfied), even if the eye-pressing role flag is established, the performance control unit 630 causes the liquid crystal screen 3 to display the screen of Fig. 10(a). That is, in this case, the performance control unit 630 does not cause the liquid crystal screen 3 to display the screen of Fig. 10(c) (practice screen).

[0291] Also, when normal mode is set, even if the eye-pressing role flag is established during the opponent determination period or the post-victory movie, the performance control unit 630 will not display the screen of Figure 10(c) (practice screen) on the LCD screen 3.

[0292] In addition, when the practice mode is activated, the effect control unit 630 displays the degree of success of the eye-pressing operation (perfect hit, one frame early, one frame late, missed) on the liquid crystal screen 3 based on the player's operation of the effect button 46 after eye-pressing.

[0293] Once the player selects the practice mode, the performance control unit 630 maintains the practice mode until the normal mode is selected based on the player's operation.

[0294] When the practice mode is set, the effect control unit 630 maintains the practice mode even if the store staff clears the RAM and changes the settings. This prevents, for example, a player from realizing that the settings have been changed just because the practice mode has been canceled.

[0295] <Basic operation process flow of slot machine 1> The flow of the basic operation process of the slot machine 1 will be described with reference to FIG.

[0296] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is activated) (step S101).

[0297] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0298] On the other hand, if the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 display the amount of credited game value on the digital counter 43, and accept the operation of the bet switch 41, lever 42, etc. by the operator, provided that game value data has been transmitted from the card unit 7. This causes the slot machine 1 to enter a game start state (step S102).

[0299] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game regardless of whether it is in the normal zone or the advantageous zone.

[0300] Next, the interval control unit 614 allows the game to proceed in the normal interval (step S104).

[0301] The gaming state control unit 615 allows the game to proceed in the normal gaming state (step S105).

[0302] Next, the zone control unit 614 determines whether the gaming zone has become an advantageous zone because the conditions for transitioning to an advantageous zone have been met, or whether the gaming zone is an advantageous zone because the advantageous zone state is maintained (step S106).

[0303] If the gaming zone is not an advantageous zone (S106: NO), the process returns to step S104.

[0304] On the other hand, if the gaming zone is an advantageous zone (S106: YES), the media management unit 620 counts the advantageous zone difference number (in a game that has transitioned to an advantageous zone, counting of the advantageous zone difference number begins) (step S107). After this, the zone control unit 614 continues counting the advantageous zone difference number while the gaming zone is an advantageous zone (in both the general gaming state and CZ / AT, and in both non-winning and winning states of the special role (Type 1 BB)).

[0305] Next, the game state control unit 615 determines whether to transition the second game state to the AT (step S108). This AT includes the above-mentioned battle bonus (an AT consisting of an opponent determination period until the first type BB is won, a battle period in which the first type BB is executed, and a post-victory movie or final judgment).

[0306] If the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0307] On the other hand, if the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 causes the game to proceed in the AT (step S109).

[0308] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) is 19000 or greater.

[0309] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0310] On the other hand, if the complete function does not operate (S110: NO), the section control unit 614 determines whether the advantageous section difference number is +2400 or more (step S111).

[0311] If the advantageous zone difference number is +2400 or more (S111: YES), the zone control unit 614 transitions the game zone to the normal zone, the game status control unit 617 ends the AT, and the media management unit 620 initializes the advantageous zone difference number to zero (0), after which the processing returns to step S104.

[0312] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game status control unit 615 determines whether or not to end the AT (step S112).

[0313] If the AT ends (S112: YES), the process returns to step S105.

[0314] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0315] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the player to be unable to play the slot machine 1 (step S113).

[0316] Next, in response to the operation of the count button 44, the medium management section 620 and the card unit 7 transmit and receive necessary information to execute the transfer process (step S114).

[0317] Next, in response to the power-off operation by the store staff, the power of the slot machine 1 is turned off (step S115), and in response, the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). Note that, if the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous zone and advantageous zone difference number are carried over.

[0318] Next, in response to the store staff's operation to restore power, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the basic flow of operation processing of the slot machine 1.

[0319] <Battle Bonus Processing Flow> Next, the flow of the battle bonus process will be described with reference to FIGS.

[0320] First, the flow branches depending on whether the second gaming state is in the battle bonus or not (step S201).

[0321] If the second gaming state is not in the battle bonus mode (S201: NO), the battle bonus process ends.

[0322] If the second gaming state is in the battle bonus mode (S201: YES), the flow branches depending on whether or not the battle period is being executed (step S202).

[0323] If the competition period is not running (S202: NO), the process returns to step S201.

[0324] On the other hand, if the competition period is running (S202: YES), the flow branches depending on whether or not the technical mode is selected (step S203).

[0325] If the technical mode is not selected (S203: NO), the process proceeds to step S301 (see FIG. 13) described later.

[0326] If the technical mode is selected (S203: YES), the flow branches depending on whether or not the push-to-win role flag is established as a result of the internal lottery (step S204).

[0327] If the pressing win flag is not established (S204: NO), the process proceeds to step S401 (see FIG. 14) described later.

[0328] On the other hand, if the eye-pressing role flag is established (S204: YES), the screen shown in Figure 10(a) is displayed, and the flow branches depending on whether the middle stop switch 40b was operated (middle pressed) for the first time in the game (step S205).

[0329] If the middle stop switch 40b is not operated first (for example, the left stop switch 40a is operated / pressed in order first) (S205: NO), the flow branches depending on whether a predetermined pattern (for example, "Cherry-Replay-Bell") has stopped on the middle rotating reel 20b (step S208).

[0330] If the predetermined symbol has stopped on the middle reel 20b (S208: YES), the main control unit 61 inflicts the amount of damage to the enemy character determined by the middle lottery table (step S209). Then, the process returns to step S201.

[0331] On the other hand, if the predetermined symbol does not appear on the middle reel 20b (S208: NO), the main control unit 61 inflicts the amount of damage to the enemy character determined by the lottery table that inflicts small damage on the enemy character (step S210). Then, the process returns to step S201.

[0332] Returning to step S205, if the middle stop switch 40b is operated for the first time (S205: YES), the flow branches depending on whether the player has successfully performed a perfect push and made the eye-pushing role win (step S206).

[0333] If the player has successfully performed a perfect push and won a prize ("Bell-Red 7-Red 7" has stopped in the reel window 200 for the middle reel 20b) (S206: YES), the main control unit 61 will inflict the amount of damage to the enemy character determined by the extra-large lottery table (step S207). After that, the process returns to step S201.

[0334] On the other hand, if the perfect push is not successful (S206: NO), the flow branches (step S211) depending on whether the player's operation timing of the stop switch 40b caused the rotating reel 20b to stop one frame earlier than the perfect push timing (stop result).

[0335] If the player's operation timing is one frame earlier and the reel 20b stops ("Red 7-Red 7-Cherry" is displayed in the reel window 200 for the middle reel 20b) (S211: YES), the main control unit 61 inflicts the amount of damage to the enemy character determined by the lottery table that inflicts a large amount of damage to the enemy character (step S212). Then, the process returns to step S201.

[0336] On the other hand, if the reel 20b stops in a state other than the state in which the player's operation timing is one frame early ("Red 7-Red 7-Cherry" does not stop in the reel window 200 for the middle reel 20b) (S211: NO), the main control unit 61 inflicts the amount of damage to the enemy character determined by the lottery table in which the amount of damage to the enemy character is small (step S213). Then, the process returns to step S201.

[0337] Next, the process when the assist mode (S203: NO) is selected in the battle bonus will be described with reference to FIG.

[0338] First, the flow branches depending on whether or not the pressing chance flag is established (step S301).

[0339] If the pressing win flag is not established (S301: NO), the process proceeds to step S401 (see FIG. 14).

[0340] On the other hand, if the eye-pressing role flag is established (S301: YES), the sub-control unit 63 displays the screen of Fig. 10(d) on the liquid crystal screen 3, and the main control unit 61 inflicts the amount of damage determined by the extra-large table on the enemy character regardless of the timing of the player's operation of the stop switch 40b (step S302). After that, the process returns to step S201.

[0341] Next, the process when a winning flag other than the pressing-eye flag is established during the battle bonus (S204: NO, S301: NO) will be described with reference to FIG.

[0342] First, the flow branches depending on whether the push order bell flag is established or not (step S401).

[0343] If a flag other than the push order bell flag (here, neither the push order role flag nor the push order bell flag) is established (S401: NO), the process returns to step S201.

[0344] On the other hand, if the push order bell flag is established (S401: YES), a special mode lottery is executed, and the flow branches depending on whether or not the special mode lottery is won (step S402).

[0345] If the special mode lottery is not won (S402: NO), the process returns to step S201.

[0346] On the other hand, if the special mode lottery is won (S402: YES), the flow branches depending on whether the eye-pressing role flag or rare role flag is established in the game next after the special mode lottery is won (step S403).

[0347] If the eye-pressing combination flag or rare combination flag is established in the game following the special mode win (S403: YES), an additional attack on the enemy character is carried out (step S404).

[0348] Specifically, when the timing of the hit combination flag is established, the sub-control unit 63 displays the screen of FIG. 10(b) on the liquid crystal screen 3 in the technical mode, and the screen of FIG. 10(d) in the assist mode. Furthermore, regardless of the timing of the player's operation of the stop switch 40b, the main control unit 61 inflicts the amount of damage caused by the hit combination (normal attack) plus the amount of damage caused by the additional attack on the enemy character. Furthermore, when the rare combination flag is established, the main control unit 61 inflicts the amount of damage caused by the rare combination (normal attack) plus the amount of damage caused by the additional attack on the enemy character. After that, the process returns to step S201.

[0349] If the timing combination flag or rare combination flag is not established in the next game after the special mode is won (S403: NO), a normal attack on the enemy character is performed according to the established flag (step S405). Specifically, the amount of damage caused by the winning combination (e.g., replay, bell, or loss) is inflicted on the enemy character. Then, the process returns to step S201. In this way, the battle bonus process of the present invention is executed.

[0350] <Practice mode execution process flow> Next, the flow of the practice mode execution process will be described with reference to FIG.

[0351] First, the flow branches depending on whether or not the practice mode is set based on the player's operation during the standby state (step S501).

[0352] If the practice mode is not set (S501: NO), the practice mode execution process ends.

[0353] On the other hand, if the practice mode is set (S501: YES), the flow branches depending on whether or not the battle bonus is being executed (step S502).

[0354] If the battle bonus is not being executed (S502: NO), the process proceeds to step S506.

[0355] If the battle bonus is being executed (S502: YES), the flow branches depending on whether or not the battle period is being executed (step S503).

[0356] If the battle period is being executed (S503: YES), the process proceeds to step S506. In this case, the actual pressing game may be executed depending on the winning of the pressing player.

[0357] If the battle period is not being executed (S503: NO), the flow branches depending on whether the timing hit flag is established or not (step S504).

[0358] If the pressing win flag is not established (S504: NO), the process proceeds to step S506.

[0359] On the other hand, if the eye-pressing role flag is established (S504: YES), the sub-control unit 63 displays the screen (practice screen) of FIG. 10(c) on the liquid crystal screen 3 (step S505).

[0360] Next, the flow branches depending on whether or not the normal mode is set based on the player's operation during the standby state (step S506).

[0361] If the normal mode is not set (S506: NO), the process returns to step S502.

[0362] On the other hand, if the normal mode is set (S506: YES), the practice mode execution process ends. In this way, the practice mode execution process of the present invention is executed.

[0363] To summarize the above, the slot machine 1 of the present invention has the following features: An internal lottery unit 610 that can determine one winning flag from among multiple winning combination flags based on the player's operation of the lever 42; A performance control unit 630 capable of displaying performances according to game progress on the liquid crystal screen 3; Equipped with The winning flag includes a winning flag that defines the correct operation timing of the middle stop switch 40b that should be pressed first when the winning combination is achieved, The performance control unit 630 can control the LCD screen 3 in a practice mode in which the player can practice operating the stop switch 20b at the correct timing when the game spanning multiple games is being played and the eye-pressing flag is established.

[0364] <Effects of the invention> In the past, there have been known gaming machines that allow players to set a practice mode for hitting the ball based on their operations while the machine is not in play, such as during standby mode. In these gaming machines, the practice mode for hitting the ball is activated during a simulated game, but not during the actual game.

[0365] Here, pseudo-games, as the name suggests, are simulated games, and in pseudo-games, the reels are controlled in a completely different way from the actual game. Specifically, in pseudo-games, the reels are controlled in the actual game, such as the pull-in control and kick-off control based on the rules of the gaming machine. Therefore, the practice mode for pressing the balls in pseudo-games cannot be said to improve a player's pressing skills in the same environment as the actual game. Furthermore, psychologically, players may feel a sense of security in the pseudo-game, which may make it difficult for them to demonstrate the results of their practice even when using pressing the balls in the actual game.

[0366] In contrast to this, in the present invention, a practice mode can be executed in which the player can practice pressing the reels by eye during the process of playing a real game that is not a pseudo game and spans multiple games. In this real game, unlike the pseudo game, the control of the spinning reels that is inherent to the gaming machine (pull-in control, kick-off control, etc.) is executed.

[0367] Therefore, according to the present invention, a player can enjoy a more practical practice mode with a greater sense of urgency. As a result, for example, a beginner who does not have the skill to press the buttons by eye can actively use the practice mode to improve his or her skill in a practical manner. This also applies to an advanced player who has the skill to press the buttons by eye.

[0368] As described above, according to the present invention, it is possible to provide a gaming machine that allows both advanced players with the skill to press the buttons by sight and beginners without the skill to press the buttons by sight to enjoy the opportunity to press the buttons by sight.

[0369] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0370] Furthermore, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0371] Not limited to the above embodiment, the player may be prompted to make a button press not only when the button press flag is established during the match period, but also when the button press flag is established during an advantageous zone (including the general game state).

[0372] In addition, although the above embodiment describes that the game status control unit grants a benefit depending on the timing of the player's operation of the stop switch, the effect control unit may also grant a benefit to the player. In this case, the effect control unit can, for example, increase or decrease the number of effect patterns (for example, the type of effect video, light emission pattern, character voice) depending on the timing of the player's operation of the stop switch (the degree of success of the button press).

[0373] Furthermore, without being limited to the above embodiment, the game state control unit may award points that can be used in the AT stock lottery according to the timing of the player's operation of the stop switch when the eye-pressing role flag is established. Specifically, the game state control unit urges the player to press the button when the eye-pressing role flag is established, and in response, for example, the game state control unit can award 10 points if the player succeeds in pressing the button perfectly, 5 points if the player is one frame early, 3 points if the player is one frame late, and 1 point in any other cases.

[0374] In the above embodiment, an example is described in which the technical mode or the assist mode is selected by lottery when the battle period begins, but the present invention is not limited to this. Specifically, the technical mode or the assist mode may be selected when the battle bonus starts, during the opponent determination period, etc. In this case, the selected mode may be displayed at the time the mode is selected, or the selected mode may be displayed when the battle period begins.

[0375] Also, in the above embodiment, an example is described in which either the technical mode or the assist mode is determined by lottery, but the present invention is not limited to this. A plurality of predetermined patterns (for example, the order of technical mode, technical mode, and assist mode, or the order in which technical mode and assist mode are alternately selected) may be prepared, and one of these may be selected depending on the state of the AT. Also, a setting difference may be provided for which pattern is selected. For example, pattern 2, which has many assist modes, may be more likely to be selected when the setting is high (a setting value between 4 and 6).

[0376] Also, a lottery may be held each time the pressing role flag is established, and either the technical mode or the assist mode may be selected.

[0377] In addition, in the above embodiment, an example is described in which the selected mode, either technical mode or assist mode, cannot be switched during the battle period, but it is not necessary that the mode be switched not only during the battle period but also during the battle bonus.

[0378] In addition, in the above embodiment, an example is described in which the amount of the benefit awarded when a player hits the button perfectly in the technical mode and the amount of the benefit awarded in the assist mode are the same, but the present invention is not limited to this. The amount of the benefit awarded to a player in the technical mode and the assist mode may be different. In this case, the game status control unit may make the amount of the benefit awarded to a player when the player hits the button successfully in the technical mode greater (or less) than the amount of the benefit awarded in the assist mode.

[0379] In the above embodiment, the group of same-color symbols is described as "red 7-red 7-cherry" from the rear side in the rotation direction of the middle reel, but the present invention is not limited to this. For example, the group of same-color symbols may be "red 7-red 7-red 7" (an example of the same color family) from the rear side in the rotation direction of the middle reel. However, even in this case, the group of predetermined symbols may be "bell, replay, blank, or other symbol other than red 7 (an example of a different color family)-red 7-red 7" from the rear side in the rotation direction. Furthermore, the group of predetermined symbols may be "cherry-red 7-red 7".

[0380] In the above embodiment, an example is described in which it is determined whether or not a winning combination has been achieved based on the stopped symbols of the inner reel in the reel window, but the present invention is not limited to this. For example, the slot machine can also determine whether or not a winning combination has been achieved when a stop switch corresponding to the inner reel is operated during the period from when it is determined that a cherry from the same-color symbol group "red 7-red 7-cherry" cannot stop in the reel window to when a predetermined symbol group "bell-red 7-red 7" can stop in the reel window.

[0381] In addition, in the above embodiment, an example is described in which the predetermined symbol group is composed of three symbols and the same-color symbol group is composed of two symbols, but the present invention is not limited to this. The predetermined symbol group may be composed of four or more symbols, and the same-color symbol group may be composed of two or more symbols.

[0382] In addition, in the above embodiment, an example is described in which the front pattern, a cherry, and the same-color pattern group, red 7, are different patterns although they are in the same color family, but the front pattern and the same-color pattern group may be patterns in the same color family but with different shapes, or patterns with different designs.

[0383] Furthermore, without being limited to the above embodiment, if the eye-pressing role flag is established and the player stops the rotating reels by pressing the reels in order, aiming for a pattern according to intuition, and that pattern happens to be the correct pattern, it may be treated as a successful eye-pressing role.

[0384] Furthermore, whether or not the eye-pressing role has resulted in a win may be determined by how many frames or steps the symbols that should stop within the reel window are shifted by using a stepping motor or the like.

[0385] In the above embodiment, the player presses the center reel, but the present invention is not limited to this. The player may press all (or two) reels, or may press only the left (or right) reel.

[0386] Furthermore, without being limited to the above embodiment, when the practice mode is set, the performance control unit may activate the practice mode in response to a hit by the eye-pressing role, even when not in the battle bonus mode (for example, in the CZ or general game mode).

[0387] In addition, although the above embodiment describes an example in which the bonus is a device for continuously operating a special feature related to a first-class special feature, the present invention is not limited to this. The bonus may be at least one of a first-class special feature, a device for continuously operating a special feature related to a first-class special feature, a second-class special feature, and a device for continuously operating a special feature related to a second-class special feature.

[0388] Furthermore, in the above embodiment, an example is described in which the slot machine is an AT machine, but the slot machine may also be an ART (Assisted Replay Time) machine, or it may be a bonus-only slot machine that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART).

[0389] In addition, a signal indicating the type of game zone may be sent from the zone control unit to the digital counter, so that the digital counter can indicate whether the game zone is a favorable zone or not, for example, by whether or not a dot is displayed.

[0390] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3000 games, the zone control unit may forcibly shift the play zone from the advantageous zone to the normal zone. Also, the slot machine does not have to have play zones (advantageous zone and normal zone).

[0391] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the game value may also be used to determine whether or not to activate the complete function.

[0392] Furthermore, while the slot machine in the above embodiment is a medal-less machine equipped with a play area, a slot machine to which the present invention is applied does not have to be equipped with a play area, and does not have to be a medal-less machine. If the slot machine is not a medal-less machine, it will need the configuration of a conventional slot machine, such as a medal insertion slot, hopper, medal payout slot, and bottom tray.

[0393] Although the embodiment describes an example of a so-called smart slot machine, the present invention is not limited to this. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed. [Explanation of symbols]

[0394] 1. Slot machines (gaming machines) 61 Main control unit 610 Internal Lottery 611 Rotating reel control unit 612 Game result determination unit (prize determination unit) 613 Setting value control section 614 Section Control Unit 615 Game status control unit (game control unit) 616 RT state control unit 617 Error detection unit 62 Game value control unit 620 Media Management Department 621 Functional operating part 63 Sub-controller 630 Production Control Unit

Claims

1. an internal lottery unit that can determine one winning flag from among a plurality of winning combination flags based on an operation of a start switch by a player; a performance control unit capable of causing a performance device to notify a performance according to the progress of a game; Equipped with The flag of the winning combination includes an operation timing winning combination flag in which a correct operation timing of at least one stop switch is defined, The performance control unit is capable of controlling the performance device in a practice mode in which the player can practice operating the stop switch at the correct operation timing when the operation timing role flag is established while the game spanning multiple games is being played, The operation timing winning combination flag is a flag related to a winning combination in which a game value is paid out when the stop switch is operated at the correct operation timing, The practice mode is executed in this game, in which the rotating reels stop based on the operation of the stop switch, thereby stopping the symbol combination associated with the operation timing combination flag, and the game value corresponding to the operation timing combination flag can be paid out. Gaming machine.

2. an internal lottery unit that can determine one winning flag from among a plurality of winning combination flags based on an operation of a start switch by a player; a performance control unit capable of causing a performance device to notify a performance according to the progress of a game; Equipped with The flag of the winning combination includes an operation timing winning combination flag in which a correct operation timing of at least one stop switch is defined, The performance control unit is capable of controlling the performance device in a practice mode in which the player can practice operating the stop switch at the correct operation timing when the operation timing role flag is established while the game spanning multiple games is being played, The operation timing winning flag is a flag relating to a winning combination other than a bonus winning combination, The practice mode is executed in this game, in which the rotating reels stop based on the operation of the stop switch, thereby stopping the symbol combination associated with the operation timing combination flag, and the game value corresponding to the operation timing combination flag can be paid out. Gaming machine.

3. an internal lottery unit that can determine one winning flag from among a plurality of winning combination flags based on an operation of a start switch by a player; a performance control unit capable of causing a performance device to notify a performance according to the progress of a game; Equipped with The flag of the winning combination includes an operation timing winning combination flag in which a correct operation timing of at least one stop switch is defined, When the operation timing role flag is established while the game spanning multiple games is being played, the performance control unit is capable of controlling the performance device in a practice mode in which the player can practice operating the stop switch at the correct operation timing in the game in which the operation timing role flag is established, The practice mode is executed in this game, in which the rotating reels stop based on the operation of the stop switch, thereby stopping the symbol combination associated with the operation timing combination flag, and the game value corresponding to the operation timing combination flag can be paid out. Gaming machine.

4. Multiple spinning reels, a plurality of stop switches corresponding to the plurality of reels, each capable of stopping the rotation of the corresponding reel based on an operation by a player; an internal lottery unit that can determine one winning flag from among a plurality of winning combination flags based on the operation of a start switch by the player; a performance control unit capable of causing a performance device to notify a performance according to the progress of a game; Equipped with The flag of the winning combination includes an operation timing winning combination flag in which a correct operation timing of at least one stop switch is defined, The effect control unit is capable of controlling the effect device in a practice mode in which, when the operation timing combination flag is established while the game spanning multiple games is being played, the player can practice stopping the corresponding spinning reel by operating the stop switch at the correct operation timing, The practice mode is executed in this game, in which the rotating reel stops based on the operation of the stop switch, thereby stopping the symbol combination associated with the operation timing combination flag, and the game value corresponding to the operation timing combination flag can be paid out. Gaming machine.

Citation Information

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