gaming machines

The gaming machine facilitates continued gameplay with open door notifications, addressing operational convenience and door open errors, thereby improving user experience.

JP7804361B2Active Publication Date: 2026-01-22OLYMPIA KK
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Patent Information

Application Number
JP2024101174
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-06-24
Publication Date
2026-01-22
Estimated Expiration
2044-06-24

AI Technical Summary

Technical Problem

There is a demand for improved convenience in the operation of gaming machines, particularly in recognizing and addressing door open errors during gameplay.

Method used

The gaming machine is designed with a front door that can be opened while allowing the game to continue, with notifications that ensure the player is aware of the open door, ensuring continued gameplay and ease of operation.

Benefits of technology

The design improves operational convenience by allowing gameplay to continue with open door notifications, enhancing player understanding and reducing operational complexity.

✦ Generated by Eureka AI based on patent content.

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    Figure 0007804361000003
Patent Text Reader

Abstract

To provide a game machine with improved convenience of work.SOLUTION: The game machine is provided with a performance control means for controlling the execution of the performance, and can advance the game even in the state that the front door is opened, and when the front door is opened, an opening notification showing that the front door is opened is executed, and there are a first notification and a second notification as the notification that the execution period can be overlapped, and when the front door is opened in the state that both the first notification and the second notification are executed, the first notification is continued, but the second notification is not executed.SELECTED DRAWING: Figure 17
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Description

[Technical Field]

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

[0002] A slot machine is known as a gaming machine, and includes multiple reels with multiple symbols arranged on them, a start lever, and a stop button. After gaming media (medals) are bet, the slot machine detects that the start lever has been operated, and starts the rotation of the multiple reels. Furthermore, when it detects that a stop button provided corresponding to each reel has been operated, the rotation of the reel corresponding to the stop button stops.

[0003] In a slot machine, when a game starts, the reels start to spin and an internal lottery is held using a lottery table. When the reels stop, a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on the reels. If this winning combination results in a win, a process corresponding to the winning combination is carried out, such as a medal payout process that pays out a predetermined number of medals (game value) or a replay process that allows the player to play again without consuming any more medals, thereby providing the player with a gaming benefit.

[0004] Some slot machines of this type detect a door open error based on the opening of a front door (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Publication No. 2020-62263 Summary of the Invention [Problem to be solved by the invention]

[0006] Incidentally, there is a demand for improved convenience in operation of gaming machines.

[0007] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine with improved ease of operation. [Means for solving the problem]

[0008] In order to achieve the above object, the gaming machine of the present invention comprises: Front door (front door 12) and a housing (housing 11); Display means (liquid crystal display 200); a sound output means (speaker 14); A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, a start lever (start lever 24) capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons (stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A winning determination means (winning determination means 44) for determining whether a winning combination has been achieved; A performance control means (performance control means 100) for controlling the execution of the performance, It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, If the front door is opened and the open notification is executed while both the first notification and the second notification are being executed, the first notification will continue, but the second notification will not be issued.

[0009] If the front door is opened and the open notification is executed while both the first and second notifications are being issued, the first notification continues, but the second notification is not issued. Therefore, if the front door is opened while both the first and second notifications are being issued, the opening of the front door can be recognized based on the open notification, and the first notification can be confirmed. The existence of a notification that continues even when the front door is open makes it easier to understand the situation and improves work convenience. [Effects of the Invention]

[0010] According to the gaming machine of the present invention, the convenience of operation can be improved. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 3] FIG. 10 is a diagram for explaining the internal lottery table. [Figure 4] 10 is a diagram for explaining predetermined winning patterns. [Figure 5] FIG. 10 is a diagram for explaining the payout for small winnings. [Figure 6] FIG. 10 is a state transition diagram of the game state. [Figure 7] This is a state transition diagram of the game area and presentation state. [Figure 8] 10 is a diagram for explaining the reel backlight of the same. FIG. [Figure 9] 10A and 10B are diagrams for explaining a liquid crystal display according to the first embodiment. [Figure 10] 10A and 10B are diagrams for explaining the liquid crystal display, in which (a) shows the liquid crystal panel and (b) shows the liquid crystal backlight. [Figure 11] 10 is a diagram for explaining the layer structure that constitutes the screen. FIG. [Figure 12] 10A and 10B are diagrams for explaining the arrangement of the masks. [Figure 13] FIG. 10 is a diagram illustrating a case where a specific effect and a reel flash effect overlap. [Figure 14] 10 is a flowchart illustrating a process relating to display of the first display area. [Figure 15] 10 is a diagram relating to a gaming machine according to a second embodiment of the present invention, and is a flowchart for explaining main loop processing. [Figure 16] 10 is a diagram for explaining notification of a door opening error. FIG. [Figure 17] 10 is a diagram illustrating a case where the door is opened during the execution of the notification. FIG. [Figure 18] This is a diagram to explain what happens when a small win occurs while the door is open. [Figure 19] FIG. 10 is a diagram relating to a gaming machine according to a third embodiment of the present invention, and is a diagram for explaining notification of symbols on an active line and full-screen effects. [Figure 20] 10 is a diagram illustrating a case where the door is opened during the execution of the notification. FIG. [Figure 21] This is a diagram to explain what happens when a small win occurs while the door is open. [Figure 22] FIG. 10 is a diagram relating to a gaming machine according to a fourth embodiment of the present invention, and is a diagram for explaining a dialogue display effect and a dialogue sound effect. [Figure 23] 10A and 10B are diagrams for explaining volume adjustment notification and light intensity adjustment notification. [Figure 24] 10 is a diagram illustrating a case where the door is opened during the execution of the notification. FIG. [Figure 25] This is a diagram to explain what happens when a small win occurs while the door is open. DETAILED DESCRIPTION OF THE INVENTION

[0012] (First embodiment) Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, the present invention will be described by taking as an example a case where the present invention is applied to a slot machine, which is one type of gaming machine. Note that the gaming machine according to the present invention is not limited to a slot machine, but may be a gaming machine such as a medal-less gaming machine. For example, the gaming machine may be a gaming machine that does not use gaming medals as gaming media but uses gaming value as electronic information, and plays games by consuming or awarding the gaming value. Unlike slot machines in which physical medals are inserted to play and physical medals are paid out when winning combinations are achieved, this gaming machine is a gaming machine that does not use physical medals but uses gaming value as electronic information, and consumes or awards the gaming value through play. In the following explanation, "front and back" basically means that when a player is in front of the slot machine, the player side is "front" and the slot machine side is "rear," "up and down" means the top side of the slot machine is "up" and the bottom side is "down," and "left and right" means the left-hand side of the player playing the slot machine is "left" and the right-hand side is "right." Note that the present invention allows for free combinations of each component, or any modification of each component, or omission of each component, within the scope of the invention.

[0013] As shown in FIG. 1, a slot machine 10 (gaming machine) includes a box-shaped housing 11 with an open front side facing the player, and a front door 12 (front door 12) for opening and closing the front opening of the housing 11. The housing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, a hopper device for dispensing medals, and the like. The front door 12 can be opened and closed freely relative to the housing 11. The front door 12 may be divided into an upper door and a lower door.

[0014] The front door 12 is provided with a liquid crystal display device 200, a speaker 14, a lighting device 15, and other performance devices, as well as a display window 16 (reel window). The liquid crystal display device 200 displays images (moving images, still images) for various performances. The speaker 14 outputs sounds (music, sound effects, voice, etc.) for various performances. Note that in addition to the liquid crystal display device 200, the speaker 14, and the lighting device 15, movable parts that can be operated by actuators, etc., may also be provided as performance devices.

[0015] Behind the display window 16, a reel unit including reels 20a to 20c is arranged so that a portion of the reel unit is visible from outside the display window 16. Multiple types of symbols are arranged in a row on the outer periphery of each of the reels 20a to 20c. When each of the reels 20a to 20c stops, three symbols (top, middle, and bottom symbols) per reel are displayed (visibly recognized) through the display window 16, for a total of nine symbols. The display window 16 also has upper, middle, and lower display positions for visually recognizing the symbols on each of the reels 20a to 20c. A winning line is defined by the combination of the display positions of the reels 20a to 20c. In the gaming machine of this embodiment, a winning line is defined by the middle of the first reel 20a, the middle of the second reel 20b, and the middle of the third reel 20c. In addition, in the gaming machine of this embodiment, the number of medals required for one game (prescribed number) is set to three, and when the prescribed number of medals are inserted, an active line is activated.

[0016] In the slot machine 10, when a game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on an active line, this winning combination will be a win, and a process corresponding to the winning combination (a prize-winning process) will be executed.

[0017] The front door 12 is provided with a medal insertion slot 22 for inserting medals, a bet button 23 for betting credited medals, a start lever 24 that is operated to start a game, stop buttons 26 (first stop button 26a, second stop button 26b, third stop button 26c) for stopping the spinning reels, a payout slot 27 from which medals are paid out by a hopper device, and a medal tray 28 for receiving medals paid out from the payout slot 27. In addition, a medal sensor 29 (see FIG. 2) is provided at the back of the medal insertion slot 22 for detecting the passage of medals inserted from the medal insertion slot 22.

[0018] Although not shown, the front door 12 is provided with a game information display unit and a favorable zone indicator. The game information display unit is made up of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. The favorable zone indicator also has an LED, and by turning this LED on and off, it is possible to notify whether or not the player is in the favorable zone.

[0019] In the slot machine 10, operation of the start lever 24 is enabled when medals are inserted into the medal insertion slot 22 or when a specified number of medals are bet by operating the bet button 23. Furthermore, a game starts when the enabled start lever 24 is operated. When a game starts, each of the reels 20a to 20c starts to rotate, and when the rotation speed of each of the reels 20a to 20c reaches a certain speed and reaches a steady rotation, operation of the stop buttons 26a to 26c is enabled. Furthermore, when an enabled stop button 26a to 26c is operated, the reel 20a to 20c corresponding to the operated stop button 26a to 26c stops.

[0020] As shown in Fig. 2, the slot machine 10 is provided with a main control board 31 (main control means) and a sub-control board 32 (sub-control means). The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a-26c, and medal sensor 29, performs various calculations to execute a game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31, performs various calculations to execute effects, and controls effect devices such as the liquid crystal display device 200 (liquid crystal display), speaker 14, and lighting device 15 based on the calculation results.

[0021] Furthermore, the main control board 31 and the sub-control board 32 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control board 31 to the sub-control board 32, but information cannot be transmitted from the sub-control board 32 to the main control board 31. The functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0022] The main control board 31 includes a deposit acceptance means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning determination means 44 that determines whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a setting change means 47, an initialization means 48, a game status control means 49, an instruction function control means 51, a main effect control means 52, and a storage means 60. The storage means 60 includes a ROM and a RAM. The sub-control board 32 includes a sub-effect control means 70 and a sub-side storage means 72. The sub-side storage means 72 includes a ROM and a RAM.

[0023] The main effect control means 52 and the sub-effect control means 70 constitute the effect control means 100. The main effect control means 52 determines whether or not to perform a batting order navigation effect based on the game status, the effect status, etc. The sub-effect control means 70 controls the effect devices using the effect data stored in the sub-side storage means 72 based on the game status, the effect status information transmitted from the main effect control means 52, or the decision on whether or not to perform a batting order navigation effect. Note that the control performed by the main effect control means 52 described in this embodiment may be performed by the sub-effect control means 70, and the control performed by the sub-effect control means 70 may be performed by the main effect control means 52.

[0024] The insertion acceptance means 40 accepts the insertion of medals for each game, and performs processing to validate a game start operation on the start lever 24 based on the insertion of a specified number of medals. Specifically, when medals are inserted into the medal insertion slot 22, the medal sensor 29 detects the medals, and the insertion acceptance means 40 sets the inserted medals to an inserted state (bet state) up to a specified number. Furthermore, when the bet button 23 is pressed with medals credited, the insertion acceptance means 40 sets the credited medals to an inserted state up to a specified number. Note that in the gaming machine of this embodiment, the first pressing operation of the start lever 24, which has been validated based on the insertion of a specified number of medals, is accepted as a game start operation, and this operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is held.

[0025] Furthermore, the insertion acceptance means 40 controls so that medals owned by the player are not newly set to an inserted state in the next game after the game in which a replay was won. Specifically, if a replay was won in the previous game, even if medals are inserted into the medal insertion slot 22 while the insertion of medals is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Furthermore, while the insertion of medals is being accepted, operation of the bet button 23 is not accepted, so that credited medals are not set to an inserted state even if the bet button 23 is pressed.

[0026] The random number generating means 41 generates random numbers for the lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the term "random numbers" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.

[0027] The internal lottery means 42 performs an internal lottery using an internal lottery table when the activated start lever 24 is operated (i.e., when a game starts). The internal lottery table associates various winning combinations, including small combinations, replays, and bonuses, and losing combinations (non-winning combinations), with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and a plurality of internal lottery tables are stored in an internal lottery table storage area 61 provided in the ROM of the storage means 60. Specifically, the gaming machine of this embodiment has a plurality of internal lottery tables, including three types of internal lottery tables, namely, internal lottery table 1 to internal lottery table 3 shown in FIG. 3. The internal lottery means 42 selects an internal lottery table according to the game status and a set value, and performs an internal lottery. A small win is a win that allows a player to receive a payout of a predetermined number of medals according to the small win. A replay is a win that allows a player to play again without consuming any more medals. When a replay is won, the operation of the start lever 24 is enabled without the player using any medals, and the player can start playing by operating the start lever 24.

[0028] In the internal lottery, a random number value for the lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning combination has been achieved, and the winning combination corresponding to the random number value is the winning combination. Also, there are cases where each random number value is associated with one winning combination and cases where multiple winning combinations are associated with each random number. Therefore, there are cases where one combination is achieved by the internal lottery, and cases where multiple combinations are achieved by the same combination.

[0029] In the gaming machine of this embodiment, the following small roles are available: Bell A, Bell B, Bell C, Special Small Role A1, Special Small Role A2, Special Small Role A3, Special Small Role A4, Special Small Role B, Weak Cherry, Strong Cherry, and Watermelon. The winning modes of the small roles in which multiple types of small roles overlap are set as batting order bells (batting order bell 1 to batting order bell 8), JAC1, and JAC2. Hereinafter, the winning areas "Weak Cherry", "Strong Cherry", and "Watermelon" may be referred to as rare roles.

[0030] The batting order bell will be specifically described with reference to FIG. 4. As shown in FIG. 4(a), batting order bell 1 to batting order bell 4 indicate that bell A, bell B, any one of special small wins A1 to A4, and special small win B overlap and are won. As such, in the gaming machine of this embodiment, batting order bell 1 to batting order bell 4, bell A, bell B, and two types of special small wins overlap and are won, and the combinations of bell A and bell B and the two types of special small wins that overlap and are won are different. Also, as shown in FIG. 4(a), batting order bell 5 to batting order bell 8 indicate that bell A, bell C, any one of special small wins A1 to A4, and special small win B overlap and are won. In this way, in the gaming machine of this embodiment, in batting order Bell 5 to batting order Bell 8, Bell A, Bell C, and two types of special small winning combinations are won in combination, and the combinations of Bell A and Bell C and the two types of special small winning combinations are different.

[0031] In addition, to explain JAC in detail with reference to Figure 4, JAC1 indicates that Bell A, Bell B, Bell C, special small win B, watermelon, weak cherry, and strong cherry are overlapping and winning, as shown in Figure 4(a). In addition, JAC2 indicates that special small win A1 to special small win A4, special small win B, and Bell A are overlapping and winning, as shown in Figure 4(b).

[0032] In the gaming machine of this embodiment, the winning probability of a small role is the same on the internal lottery table 1 and the internal lottery table 2. Also, the winning probability of a replay is the same on the internal lottery tables 1 to 3. Also, on the internal lottery table 3, the small role is won in a manner different from that on the internal lottery table 1 and the internal lottery table 2. And on the internal lottery table 1 and the internal lottery table 2, the batting order bells 1 to 8 cause bells B and C to be won without overlapping, and on the internal lottery table 3, the batting order bells 1 to 8 cause bells B and C to be won in an overlapping manner by JAC1.

[0033] Furthermore, in the gaming machine of this embodiment, a big bonus (BB) is provided as a bonus, and the big bonus is set as a lottery target in the internal lottery table 1, but the big bonus is excluded from the lottery targets in the internal lottery table 2 and the internal lottery table 3. Note that, in the gaming machine of this embodiment, a bonus is assumed to be a continuous operation device for a so-called first-class special feature, but it may also be a continuous operation device for a first-class special feature or a second-class special feature. Furthermore, the bonus is not limited to one type, and multiple bonuses may be provided.

[0034] In addition, in the gaming machine of this embodiment, the replay and the bonus are set to be wins independently, but it may be set that they are wins together. For example, it may be set that a replay and a bonus are wins together, a small combination and a bonus are wins together, or multiple types of replays are wins together.

[0035] The internal lottery means 42 sets the winning flag corresponding to the winning combination from a non-winning state (OFF state) to a winning state (ON state) as a result of the internal lottery. In addition, when multiple winning combinations are won at the same time, the internal lottery means 42 sets the winning flag corresponding to each of the winning combinations from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in a winning flag storage area 62 provided in the RAM of the storage means 60.

[0036] Furthermore, there are two types of winning flags: a winning flag (carry-over flag) whose winning state can be carried over to the next game or thereafter until a win is achieved, and a winning flag (non-carry-over flag) whose winning state is not carried over to the next game or thereafter and is reset to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). A big bonus is a winning combination associated with a carry-over flag. A small bonus and a replay are also winning combinations associated with a non-carry-over flag. For example, when a big bonus is won in the internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, the internal lottery means 42 also carries out an internal lottery to determine whether a small bonus and a replay are won or not, even in a game in which the winning state of the big bonus winning flag is carried over. That is, when a small bonus or a replay is won in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 sets winning flags corresponding to two or more types of combinations, namely, the winning flag of the big bonus already won and the winning flag of the small bonus or replay won in the internal lottery, to a winning state.

[0037] The slot machine 10 has six setting values, from setting 1 to setting 6, and the winning probabilities of winning a winning combination vary depending on the setting value. Specifically, when the setting is changed, the group of internal lottery tables consisting of internal lottery tables 1 to 3 is changed to a group of internal lottery tables associated with each setting, and the group of internal lottery tables changes to a group of internal lottery tables with different winning probabilities for small winning combinations, replays, and bonuses depending on the setting.

[0038] The setting change means 47 controls changing of the setting values ​​stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when a setting change key is inserted into a setting change key cylinder provided inside the slot machine 10 and the slot machine 10 is powered on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from its initial position, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values, from Setting 1 to Setting 6, and the winning probability of the internal lottery varies so that the expected payout rate increases sequentially from Setting 1 to Setting 6. In the setting change mode, the setting change means 47 changes the setting value in the following order each time a setting change button provided inside the slot machine 10 is pressed: Setting 1 → Setting 2 →... Setting 6 → Setting 1 →... Each time the start lever 24 is pressed, the setting value is confirmed and stored in the setting value storage area 63. In addition, by returning the setting change key inserted into the setting change key cylinder to its initial position, it is possible to switch from the setting change mode to the game mode. In this embodiment, the setting values ​​are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.

[0039] Furthermore, when the power is turned on with the setting change key cylinder in the initial position, the slot machine 10 is started in the game mode. In the gaming machine of this embodiment, in the game mode, it is possible to play games but it is not possible to change the setting values, and in the setting change mode, it is possible to change the setting values ​​but it is not possible to play games.

[0040] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game interval, and presentation state (described below) to their initial states. That is, when the setting value is changed, the game state becomes the normal state, the game interval becomes a non-advantageous interval, and the presentation state becomes the normal presentation state, and these states become the same as when the power was first turned on after shipping from the factory. During the initialization process, the initialization means 48 also initializes other information related to presentation stored in the RAM of the storage means 60. The sub-control board 32 also includes initialization means (not shown). When a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes the information related to presentation stored in the RAM of the sub-side storage means 72. Note that the game state, game interval, and presentation state may not be returned to their initial states even when the setting value is changed.

[0041] The reel control means 43 starts the rotation of each reel 20a to 20c when the activated start lever 24 is operated (i.e., the start of play) under the control of the main control board 31, and when the activated stop button 26a to 26c is operated, it controls the stopping of the reel corresponding to the operated stop button.

[0042] Each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stop position of the reel corresponding to the operated button among the first reel 20a to the third reel 20c, and controls the reel to stop at the determined stop position. In the slot machine 10, when the stop button 26a is operated, the first reel 20a stops spinning, when the stop button 26b is operated, the second reel 20b stops spinning, and when the stop button 26c is operated, the third reel 20c stops spinning. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the order in which the stop buttons 26a to 26c are operated.

[0043] In the following, the order of stop operations (operation order of stop buttons 26a to 26c) will be referred to as the "batting order," which is the order of all stop operations performed among stop buttons 26a to 26c. Of the stop operations that make up the batting order, the first stop operation will be referred to as the "first stop operation," the second stop operation will be referred to as the "second stop operation," and the third stop operation will be referred to as the "third stop operation."

[0044] In the following description, the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "batting order 1," the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "batting order 3." ", and the operation of the stop buttons 26a, 26b, 26c that stops the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is designated as "batting order 4", the operation of the stop buttons 26a, 26b, 26c that stops the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is designated as "batting order 5", and the operation of the stop buttons 26a, 26b, 26c that stops the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is designated as "batting order 6".

[0045] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops the reels 20a to 20c so that a winning combination whose win flag is set to a winning state will be awarded. Specifically, when the win flag for one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination will be awarded. Furthermore, when the win flags for multiple winning combinations are set to a winning state, the reels 20a to 20c are stopped so that a predetermined winning combination will be awarded according to the priority order set for each combination. In the gaming machine of this embodiment, the priority order is set as "replay > small combination > bonus." The reel control means 43 stops the reels 20a to 20c so that the symbols constituting the winning combination with a higher priority are displayed on the pay line in preference to the symbols constituting the winning combination with a lower priority.

[0046] Furthermore, when multiple types of small winning combinations are won in the internal lottery, the priority of the candidate stop positions may be determined according to the number of symbol combinations that can be displayed on the active line, or according to the number of medals to be paid out based on the predetermined payout for the small winning combination. When determining the priority of the candidate stop positions according to the number of symbol combinations that can be displayed on the active line, the priority of each candidate stop position is determined so that the higher the number of symbol combinations that can be displayed on the active line and indicate a winning form, the higher the priority. When determining the priority of the candidate stop positions according to the number of medals to be paid out, the priority of each candidate stop position is determined so that the higher the number of medals to be paid out based on the payout for the small winning combination corresponding to the symbol displayed at the display position on the active line (the stop position that can win a small winning combination with a high payout) the higher the priority. However, when determining the priority of the candidate stop positions according to the number of medals to be paid out, if multiple small winning combinations with the same payout are won, the priority of the candidate stop positions that can win each small winning combination is treated as being the same.

[0047] Furthermore, each of the batting order bells 1 to 8 is set to a correct batting order and a specific batting order, and an order that differs from either the correct batting order or the specific batting order is treated as an incorrect batting order. In particular, in this embodiment, the correct batting order and the specific batting order have the same reel that should be stopped first, and the second reel that stops is branched into two cases: the correct batting order and the specific batting order. If any of the batting order bells is selected and the type of stop button pressed first corresponds to the correct batting order and the specific batting order, the first reel to stop is prioritized so that the candidate stop position that will pay out the most medals and display the most symbol combinations on the pay line has the highest priority. For the second and subsequent reels, the candidate stop position is prioritized so that the candidate stop position that will display the most symbol combinations on the pay line has the highest priority. In addition, when any of the batting order bells is won, if the stop buttons 26a to 26c are pressed in an incorrect batting order, the priority is determined so that the candidate stop position that can display the symbol combination that constitutes the most winning form has the highest priority.

[0048] In the gaming machine of this embodiment, if any of the batting order bells is won, when the stop buttons 26a to 26c are pressed in a specific batting order, the priority is determined so that the candidate stop position that can win Bell A has the highest priority, when the stop buttons 26a to 26c are pressed in the correct batting order, the game order is determined so that the candidate stop position that can win Bell B or Bell C has the highest priority, and when the stop buttons 26a to 26c are pressed in an incorrect batting order, the priority is determined so that the candidate stop position that can win special small symbol A1 to special small symbol A4 or special small symbol B has the highest priority.

[0049] Furthermore, if you win JAC1, you can win Bell B or Bell C regardless of the batting order you play in, and if you win JAC2, you can win Bell A regardless of the batting order you play in.

[0050] The winning determination means 44 is activated when the rotation of the reels 20a to 20c is stopped, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a to 20c. Specifically, the symbol combination displayed (stopped display) on the pay line when the reels 20a to 20c are stopped is compared with a winning determination table stored in the ROM of the storage means 60. The winning form (the symbol combination that will win when stopped and displayed) of each winning combination is stored in the winning determination table, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. When a winning combination is achieved, the main control board 31 executes a winning process corresponding to the winning combination. Specifically, the winning process involves a payout process when a small combination is achieved, a replay process (replay process) when a replay is achieved, and a process to transition the game state (game state transition control process) when a bonus is achieved.

[0051] The payout process is a process of paying out a number of medals determined based on the payout determined for each role when a small winning combination is achieved, and is performed by the payout control means 45. When a small winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout determined for each role, and causes the hopper device to pay out the determined number of medals to be paid out. Note that when credits are permitted, instead of actually paying out medals using the hopper device, a credit addition process is performed in which the number of payouts is added to the number of credits (number of credited medals) stored in a credit storage area provided in the RAM of the storage means 60, and medals are virtually paid out.

[0052] In the gaming machine of this embodiment, as shown in Figure 5, one medal is paid out when Bell A, special small symbols A1 to A4 or special small symbol B is won, seven medals are paid out when Bell B or Bell C is won, three medals are paid out when Watermelon is won, and two medals are paid out when Weak Cherry or Strong Cherry is won.

[0053] Furthermore, replay processing is a process in which, when a replay wins, the next game is set to the same game start standby state as the previous game without the player having to insert any medals owned by the player, and is performed by the replay processing means 46. When a replay wins, an automatic insertion process is performed in which the same number of medals as those set to be inserted in the previous game (the game in which the replay won) are automatically inserted without using any medals held by the player (including credited medals), and the system waits for the next game start operation using the start lever 24 with an active line set corresponding to the number of medals inserted by the automatic insertion process. Furthermore, when the automatic insertion process is performed, it is not possible to insert additional medals.

[0054] As shown in Fig. 6, the gaming state control means 49 performs a gaming state transition control process that transitions the gaming state among the normal state, the bonus establishment state, and the bonus state. The gaming state transition condition may be a single condition or multiple conditions. When multiple conditions are established, the gaming state may be transitioned based on the establishment of one of the multiple predetermined conditions, or based on the establishment of multiple or all of the multiple predetermined conditions.

[0055] The internal lottery means 42 selects an internal lottery table from the internal lottery tables shown in Fig. 3 according to the gaming state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to the internal lottery table 1 in which the big bonus (BB) is set as the object of the lottery. In addition, in the bonus established state, the internal lottery is performed by referring to the internal lottery table 2 in which the big bonus is excluded from the object of the lottery. In addition, in the bonus state, the internal lottery is performed by referring to the internal lottery table 3 in which the big bonus is excluded from the object of the lottery. In addition, the slot machine 10 may be provided with multiple internal lottery tables with different winning probabilities for replay, and the game state control means 49 may be configured to transition the game state between multiple game states (RT states) with different winning probabilities for replay at a predetermined trigger (for example, based on the winning of a predetermined role).

[0056] The gaming state is initially in a normal state. Furthermore, it is possible to transition from the normal state to a bonus state. When a big bonus is won in the normal state, the gaming state control means 49 transitions the gaming state to a bonus state.

[0057] The bonus established state is a gaming state to which the game transitions when a big bonus is won in an internal lottery. In the bonus established state, the lottery flag corresponding to the big bonus is maintained in a winning state until the big bonus is won, and when a symbol combination indicating the winning form of the big bonus is displayed on the pay line, the gaming state control means 49 transitions the gaming state from the bonus established state to the bonus state.

[0058] The bonus state is a gaming state that is entered when a symbol combination indicating a big bonus winning mode is displayed on an active pay line. In the bonus state, the total number of medals paid out during the bonus state determines whether or not a termination condition is met. When a predetermined number of medals (e.g., 100 medals) has been paid out, the gaming state control means 49 terminates the bonus state and transitions the gaming state to the normal state. In this embodiment, the termination condition for the bonus state is determined by the total number of medals paid out. However, the termination condition may also be determined by the number of games played in the bonus state, the number of wins of small winning combinations, or the like. The termination condition for the bonus state may also be determined so that the bonus state ends after one game.

[0059] As shown in FIG. 2, the instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus lottery means .

[0060] As shown in FIG. 7, the game zone control means 80 performs a game zone transition control process that transitions the game zone between a non-advantageous zone and an advantageous zone depending on the progress of the game. The non-advantageous zone is a game zone that corresponds to the initial state among multiple types of game zones. In the non-advantageous zone, the bonus lottery means 82 performs a advantageous zone transition lottery, and if the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone to an advantageous zone. The advantageous zone is a game zone in which an upper limit (e.g., 4,000 times) is set for the number of times that a game can be played. Furthermore, when the game zone is set as a non-advantageous zone, the batting order navigation effect (navigation effect that indicates the batting order) cannot be executed, and can only be executed when the game zone is set as an advantageous zone. When the number of times that a game has been played in the advantageous zone reaches the upper limit of 4,000 times, the game zone control means 80 terminates the advantageous zone and transitions the game zone to a non-advantageous zone.

[0061] In the non-advantageous zone, the bonus lottery means 82 performs a lottery (advantageous zone transition lottery) to determine whether or not to transition to the advantageous zone based on the winning of a rare combination (watermelon, weak cherry, or strong cherry). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.

[0062] The game zone control means 80 performs an increment process, triggered by the operation of the start lever 24 to start a game, to add "1" to the advantageous zone game number counter 65 stored in the RAM of the storage means 60 as a value corresponding to one game each time a game is played in the advantageous zone. The game zone control means 80 does not add to the advantageous zone game number counter 65 in the non-advantageous zone. Furthermore, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the advantageous zone game number counter 65 is "0." When the stored value of the advantageous zone game number counter 65 reaches a threshold value (upper limit) of "4000," the game zone control means 80 determines that the advantageous zone termination condition is met and transitions the game zone from the advantageous zone to the non-advantageous zone. In other words, the upper limit for the number of games played in the advantageous zone is set to 4000, preventing more than 4000 consecutive games from being played in the advantageous zone.

[0063] Furthermore, in the advantageous zone, the gaming zone control means 80 updates the value of a difference number counter (not shown) provided in the RAM of the storage means 60 by the difference number of medals, subtracts a value corresponding to the number of medals inserted in the game (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "7" if seven medals are paid out, and "0" if no winning combination is achieved and no payout is made), to obtain the calculation result of the difference number for the game, and performs an update process in which this calculation result is added to the value of the difference number counter. Note that the gaming zone control means 80 does not add to the difference number counter in the non-advantageous zone. Also, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the difference number counter is "0." Then, when the value of the difference number counter exceeds a threshold value (for example, 2400), the gaming zone control means 80 determines that the end condition of the advantageous zone is met and transitions the gaming zone from the advantageous zone to the non-advantageous zone. The value of the difference number counter is controlled so that it does not fall below the initial value of "0." For example, if the value of the difference number counter at the start of a game is "2," and as a result of playing the game, no winning combination is achieved and no medals are paid out, the calculation result of the difference number for that game will be "-3," and adding the calculation result of the difference number to the value of the difference number counter will make it fall below the initial value of "0." However, the updated value of the difference number counter is set to the initial value of "0" as its lower limit and is stopped from counting. An upper limit is set for the number of medals that can be won in the advantageous zone, and the point when the number of medals has decreased the most in the advantageous zone is set to the reference value of "0," and the advantageous zone ends when the number of medals has increased by more than 2,400 from that reference value. In addition, if a replay is won in a game, the game in which the replay was won may be treated as having been paid out with medals equivalent to the specified number of medals inserted for that game, and the difference in the number of medals may be calculated.For the next game that is provided free of charge due to the replay being won, even if no actual medals are inserted, the difference in the number of medals may be calculated by treating it as having been paid out with medals equivalent to the specified number of medals inserted for that game. Furthermore, the gaming zone control means 80 may determine that the condition for ending the advantageous zone is met when the value of the MY counter, not the difference number of medals counter, exceeds a threshold value (for example, 2400) in the advantageous zone, and may transition the gaming zone from the advantageous zone to a non-advantageous zone. In other words, an upper limit may be set for the number of medals that can be acquired in the advantageous zone, and the advantageous zone may end when the increase in the number of medals from the reference value at the time of transition to the advantageous zone (the start of the advantageous zone) exceeds 2400 medals.

[0064] In addition, the advantageous zone indicator is turned off in a non-advantageous zone and turned on in an advantageous zone. Note that the advantageous zone indicator does not need to be turned on at the same time as the transition to the advantageous zone, but only needs to be turned on before the first batting order navigation performance is executed. In addition, once the advantageous zone indicator is turned on, it will not be turned off until the advantageous zone ends.

[0065] As shown in Fig. 7, the presentation state control means 81 performs a presentation state transition control process that transitions the presentation state between a plurality of presentation states, including a non-advantageous zone presentation state, a normal presentation state, and an AT presentation state. A single condition or a plurality of conditions may be defined as the presentation state transition condition. When a plurality of conditions are defined, the presentation state may be transitioned when one of the plurality of predetermined conditions is satisfied, or when a plurality of or all of the plurality of predetermined conditions are satisfied.

[0066] The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among a plurality of types of game states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In the non-advantageous zone presentation state, the bonus lottery means 82 performs a lottery for transition to an advantageous zone as described above, and when a transition to an advantageous zone is determined in the lottery for transition to an advantageous zone, the presentation state control means 81 transitions the presentation state to the normal presentation state.

[0067] In the normal performance state, the bonus lottery means 82 performs a lottery (AT lottery) to determine whether or not to transition to the AT performance state. Specifically, the bonus lottery means 82 performs an AT lottery when a rare combination (watermelon, weak cherry, or strong cherry) is won in the normal performance state.

[0068] When the AT lottery is won, the presentation state control means 81 determines to transition the presentation state to the AT presentation state. When the AT lottery is won and it is determined to transition the presentation state to the AT presentation state, the presentation state control means 81 sets a predetermined value to the stored value of the AT play count counter 67 provided in the RAM of the storage means 60, and transitions the presentation state to the AT presentation state. In this embodiment, the AT play count counter 67 is set to a value of "50," for example, corresponding to 50 plays. In addition, in the AT presentation state, when a rare combination (watermelon, weak cherry, or strong cherry) is won, the bonus lottery means 82 performs a lottery (additional lottery) to determine whether to increase the number of plays in the AT presentation state (determines whether to increase the duration of the AT presentation state), and a value corresponding to the number of plays determined based on the lottery result is added to the AT play count counter 67. The value set in the AT play count counter 67 at the start of the AT presentation state may be determined by lottery or the like.

[0069] The presentation state control means 81 performs a decrement process to subtract a value "1" corresponding to the number of times one game is played from the stored value of the AT game number counter 67 each time a game is played in the AT presentation state. Then, when the stored value of the AT game number counter 67 reaches the threshold value "0", it determines that the termination condition for the AT presentation state is met, terminates the AT presentation state, and transitions the presentation state to a non-advantageous section presentation state or a normal presentation state.

[0070] The AT presentation state may be set according to the game state to which the transition is made based on the winning of a bonus or winning a prize. For example, the game state may transition to the AT presentation state when a bonus is established, and may not transition to the AT presentation state in the normal state or bonus state. In other words, in the normal state or bonus state, for example, even if the AT lottery is won, the transition to the AT presentation state may not be made, and the AT lottery may not be held.

[0071] In addition, if a bonus is won when the presentation state is the AT presentation state and the game state is the bonus establishment state, the AT presentation state (updating of the AT game number counter 67) may be suspended until the state transitions back to the bonus establishment state via the normal state after the bonus state transitions due to the winning of this bonus ends. In other words, the batting order navigation presentation may be stopped when a bonus is won, and may be resumed when the state transitions back to the bonus establishment state.

[0072] When the advantageous zone ends and the game zone transitions to a non-advantageous zone, the instruction function control means 51 performs a navigation information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the batting order navigation effect. Specifically, the instruction function control means 51 initializes the stored value of the advantageous zone game count counter 65, the stored value of the difference number counter, the stored value of the AT game count counter 67, etc. Information related to the batting order navigation effect (instruction function) is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process when the setting value is changed, the information related to the batting order navigation effect shown here is also initialized.

[0073] When the presentation state is the AT presentation state, if any of batting order bells 1 to 8 is won, the presentation control means 100 causes the presentation devices such as the liquid crystal display device 200 and the speaker 14 to execute a batting order navigation presentation that notifies the player of the correct batting order and assists in the winning of bells B and C. When the stop buttons 26a to 26c are pressed in accordance with the correct batting order notified in the batting order navigation presentation, bells B or C will always win, allowing the player to win seven medals. When the batting order navigation presentation is executed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit.

[0074] Based on the performance data stored in the sub-side memory means 92, the performance control means 100 can execute a reel flash performance (backlight performance) that causes the backlight 300 (Figure 8) to light up in a predetermined manner, a winning sound performance that causes a predetermined winning sound to be output from the speaker 14, a lamp performance that causes a predetermined lighting device (lighting means, lamp) on the front door 12 to light up in a predetermined manner, and the like.

[0075] 8, the reel unit includes a backlight 300 that illuminates reels 20a to 20c from the back side of the reel tape of each reel (the inner peripheral surface side of each reel). The backlight 300 includes a first light group 301 that illuminates reel 20a, a second light group 302 that illuminates reel 20b, and a third light group 303 that illuminates reel 20c. Each of the first light group 301, second light group 302, and third light group 303 includes lights 301a, 302a, and 303a that illuminate the upper display position of each reel, lights 301b, 302b, and 303b that illuminate the middle display position of each reel, and lights 301c, 302c, and 303c that illuminate the lower display position of each reel. Furthermore, the lights 301a to 301c, the lights 302a to 302c, and the lights 303a to 303c are each configured with a plurality of LEDs (light sources). Note that the light sources are not limited to LEDs and may be, for example, incandescent bulbs. Furthermore, the lights 301a to 301c, the lights 302a to 302c, and the lights 303a to 303c may each be configured with a single light source.

[0076] In this embodiment, the LEDs (light sources) that make up the lights 301a-301c, 302a-302c, and 303a-303c are each white (monochromatic) LEDs (chip LEDs) that illuminate the reels 20a-20c with white light. Note that each light is not limited to a monochromatic LED, and may be a full-color LED (an LED that can emit light in multiple colors) that can emit light in various colors, such as red, green, or blue, or a combination of these colors.

[0077] (Reel flash effect) When the winning area is determined as a result of an internal lottery and all of the reels 20a to 20c subsequently stop (when the winning combination is determined), the performance control means 100 causes the backlight 300 to emit light in a light-emitting mode (light-emitting pattern) according to the stopping mode (display result, winning combination) of the reels 20a to 20c (executes a reel flash performance).

[0078] The backlight 300 basically remains lit at a predetermined brightness while waiting for a game start operation on the start lever 24, while the reels 20a to 20c are spinning, while the reels 20a to 20c are stopped and no light is emitted in each light-emitting mode, etc. Hereinafter, this state will be referred to as the normal light-emitting state.

[0079] On the other hand, when light is emitted in each light-emitting mode, the backlight 300 blinks (flickers) according to a rule determined for each light-emitting mode. Specifically, the backlight 300 may blink uniformly as a whole, or may blink only in a portion corresponding to a display position (for example, a portion corresponding to a display position where a linear array of patterns is located), or may blink so that light appears to flow from a predetermined portion (predetermined display position) of the backlight 300 to another portion (another display position). Note that blinking here includes not only switching the lighting state of the light source between two states, lighting at a predetermined brightness and lighting off, but also changing the light-emitting intensity (brightness) over time. In addition, the light-emitting color of the backlight 300 (each light source) may be changed in each light-emitting mode.

[0080] The backlight 300 has a plurality of light emission modes, including a weak cherry flash, a strong cherry flash, a watermelon flash, a bell flash, a replay flash, and a suggestion flash (a flash that suggests the awarding of a special benefit). The weak cherry flash is a light emission pattern that corresponds to a stop pattern that can be obtained when a "weak cherry" is won, and is a light emission pattern that notifies that a "weak cherry" has been won (a prize). The strong cherry flash is a light emitting pattern that corresponds to a stop pattern that can be obtained when a "strong cherry" is won, and is a light emitting pattern that notifies that a "strong cherry" has been won (a prize). The watermelon flash is a light emission pattern associated with a stop pattern that can be obtained when a "watermelon" is won, and is a light emission pattern that notifies that a "watermelon" has been won (a prize). Bell flash is a stop pattern that can be obtained when the winning area of ​​the batting order bell is won, and is a light emission pattern that corresponds to a stop pattern that allows for the payout of more than a predetermined number of medals (for example, more than three medals (or three or more medals)), and is a light emission pattern that notifies that a role that allows for the payout of more than a predetermined number of medals (for example, a seven-coin role) has been won. The replay flash is a light emitting pattern associated with a stop pattern that can be obtained when a "replay" is won, and is a light emitting pattern that notifies that a replay has been won (a prize). The suggestive flash is a light emitting mode that can make the player recognize that a special benefit has been granted. In this embodiment, the suggestive flash is a light emitting mode that suggests that the player has been granted the right to transition to the AT performance state as a special benefit. Note that in the AT performance state, the backlight 300 does not emit a suggestive flash.

[0081] When a "weak cherry" is won and a stop pattern related to the "weak cherry" is obtained, the performance control means 100 causes the backlight 300 to emit a weak cherry flash (or a suggestion flash). When a "strong cherry" is won and a stop pattern related to the "strong cherry" is obtained, the performance control means 100 causes the backlight 300 to emit a strong cherry flash (or a suggestion flash). When "watermelon" is won and a stop pattern related to "watermelon" is obtained, the performance control means 100 causes the backlight 300 to emit a watermelon flash (or a suggestion flash). When the winning area of ​​the batting order bell is selected and a stop pattern related to the bell (a stop pattern in which the bell pattern is displayed in a predetermined order) is obtained, the performance control means 100 causes the backlight 300 to emit a bell flash (or a suggestion flash). When "replay" is won and a stop pattern related to "replay" is obtained, the performance control means 100 causes the backlight 300 to emit a replay flash (or a suggestion flash).

[0082] In this embodiment, each flash has a different blinking pattern. Note that different blinking patterns are not limited to different blinking patterns, but may also mean different blinking intensities or different flashing durations.

[0083] (Winning sound effect) When all the reels 20a to 20c have stopped, the performance control means 100 outputs a winning sound (a sound based on the winning of a predetermined role) according to the stopping state (display result, winning role) of the reels 20a to 20c from the speaker 14 (executes the winning sound performance).

[0084] There are several types of winning sounds, including a weak cherry sound, a strong cherry sound, a watermelon sound, a bell sound, and a replay sound. The weak cherry sound is a winning sound that corresponds to the stopping pattern that can be obtained when a "weak cherry" is won (the winning role when a "weak cherry" is won), and is a sound that notifies you that a "weak cherry" has been won (a prize). The strong cherry sound is a winning sound that corresponds to the stopping pattern that can be obtained when a "strong cherry" is won (the winning role when a "strong cherry" is won), and is a sound that notifies you that a "strong cherry" has been won (a prize). The watermelon sound is a winning sound that corresponds to the stopping pattern that can be obtained when "watermelon" is won (the winning role when "watermelon" is won), and is a sound that notifies that "watermelon" has been won (a prize). The bell sound is a winning sound that corresponds to a stopping pattern (a role that allows for a payout of more than the specified number of medals) that can be obtained when the winning area of ​​the batting order bell is won, and that allows for a payout of more than the specified number of medals (for example, more than 3 medals (or 3 or more)), and is a sound that notifies that a role that allows for a payout of more than the specified number of medals (for example, a 7-coin role) has been won. The replay sound is a winning sound that corresponds to the stopping pattern that can be obtained when "Replay" is won (the winning role when "Replay" is won), and is a sound that notifies that "Replay" has been won (a prize).

[0085] When a "weak cherry" is won and a stop pattern related to the "weak cherry" is obtained, the performance control means 100 causes the speaker 14 to output a weak cherry sound. When a "strong cherry" is won and a stop pattern related to the "strong cherry" is obtained, the performance control means 100 causes the speaker 14 to output a strong cherry sound. When "watermelon" is won and a stop pattern relating to "watermelon" is obtained, the performance control means 100 causes the speaker 14 to output the sound of a watermelon. The performance control means 100 causes the speaker 14 to output a bell sound when the winning area of ​​the batting order bell is won and a stop pattern related to the bell is obtained (when a seven-coin combination is won). When "replay" is won and a stop mode related to the replay is obtained, the performance control means 100 causes the speaker 14 to output a replay sound.

[0086] (lamp effects) The reel flash effect and winning sound effect described above are performed based on the determination of the stopping pattern (determination of the winning combination). The reel flash effect and winning sound effect can also be said to be effects (winning combinations) that notify a winning combination. In conjunction with the reel flash effect and winning sound effect, the effect control means 100 may execute a lamp effect that lights up a predetermined lighting device (winning lamp) on the front door 12 in a manner that corresponds to the stopping pattern (winning combination) of the reels 20a to 20c. In other words, the effect control means 100 may execute a lamp effect as a winning combination. In other words, when the reels 20a to 20c stop, the effect control means 100 may light up a lamp in a color that corresponds to the stopping pattern.

[0087] The effect control means 100 may cause the lamp to emit red light when a "weak cherry" or a "strong cherry" is won and all the reels 20a to 20c stop. The effect control means 100 may cause the lamp to emit green light when "watermelon" is won and all the reels 20a to 20c stop. The effect control means 100 may cause the lamp to emit yellow light when the winning area of ​​the batting order bell is won and a stop mode related to the bell is obtained. The effect control means 100 may cause the lamp to emit blue light when "Replay" is won and all the reels 20a to 20c stop.

[0088] (Transparent LCD) The gaming machine of this embodiment will be described below assuming that it includes the liquid crystal display 200 shown in FIG. 9 as the liquid crystal display device 200. A plate-shaped liquid crystal protective glass (not shown) is disposed on the front side of the liquid crystal display 200. The liquid crystal display 200 is capable of executing effects by displaying display objects (effect images) in its display area 210. The liquid crystal display 200 is capable of displaying display objects related to game effects and game information. Examples of display objects (objects) include people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, and designs. As shown in FIG. 9, the display area 201 includes a first display area 211 and a second display area 212.

[0089] First display area 211 is provided in approximately the lower half of display area 201, and is made up of three areas formed in front of reels 20a to 20c. Specifically, first display area 211 is made up of area 211a corresponding to reel 20a, area 211b corresponding to reel 20b, and area 211c corresponding to reel 20c. Note that first display area 211 does not have to be divided into three areas, and may instead be a single area formed in a horizontally long rectangular shape (rectangular shape).

[0090] The liquid crystal display 200 is a transmissive liquid crystal display (doughnut-shaped liquid crystal), and the first display area 211 can be transmitted through, allowing the components behind it (the reels 20a to 20c) to be visible. Behind the first display area 211, reel units are arranged so that parts of them can be seen through the first display area 211. Multiple types of symbols are arranged on the outer periphery of each of the reels 20a to 20c, and when the reels 20a to 20c stop, three consecutive symbols per reel (upper row symbols, middle row symbols, and lower row symbols) are displayed through the first display area 211. The first display area 211 may also be referred to as a reel window.

[0091] The first display area 211 has an upper row, a middle row, and a lower row as display positions for visually viewing the symbols on each of the reels 20a to 20c, and a winning line is set by the combination of the display positions of each of the reels 20a to 20c. In the gaming machine of this embodiment, the number of game values ​​(prescribed number) required for one game is set to three, and when the prescribed number of game values ​​is inserted, the winning line formed by the middle row of each of the reels 20a to 20c is activated. Furthermore, when the game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (no win). Furthermore, when the reels 20a to 20c stop, if a symbol combination corresponding to a winning combination selected by the internal lottery is displayed on the winning line, this winning combination will be a win, and a process (winning process) corresponding to the winning combination will be executed. That is, when the reels 20a to 20c come to a stop, the symbol combination displayed via the first display area 211 indicates whether or not a winning combination has been achieved.

[0092] The first display area 211 has a plurality of states (the states can be switched), including a transparent state and a state in which display objects (effect images) are displayed. When the first display area 211 is in a transparent state, no display objects are displayed in the first display area 211, and only the reels 20a to 20c are visible. When the first display area 211 displays display objects, the display objects are displayed in front of the reels 20a to 20c. In other words, the display objects and the reels 20a to 20c are visible overlapping each other. The first display area 211 can be said to be an area in which display objects can be displayed while still allowing the reels 20a to 20c (their symbols) located behind them to be visible. When display objects are displayed in the first display area 211, the visibility of the (symbols on) the reels 20a to 20c changes.

[0093] The second display area 212 is the portion of the display area 210 excluding the first display area 211. In this embodiment, the second display area 212 is composed of a wide horizontally elongated rectangular area above the first display area 211, a narrow horizontally elongated rectangular area below the first display area 211, narrow vertically elongated rectangular areas on the left and right sides of the first display area 211, a narrow vertically elongated rectangular area between areas 211a and 211b, and a narrow vertically elongated rectangular area between areas 211b and 211c. The second display area 212 is provided to surround the first display area 211. Note that in this embodiment, the area between the reels is the second display area 212, but this area may also be the first display area 211.

[0094] The second display area 212 is capable of displaying display objects. Unlike the first display area 211, the second display area 212 does not become transparent; in other words, the second display area 212 does not allow components behind it to be seen through. The second display area 212 may be called a display area (non-transparent area) that does not overlap with the reels 20a to 20c when viewed from the front (front), and the first display area 211 may be called a display area (transparent area) that overlaps with the reels 20a to 20c when viewed from the front (front).

[0095] In the gaming machine of this embodiment, an effect can be executed in which a single unified display object (effect image) is displayed across the second display area 212 and the first display area 211 (details will be described later).

[0096] Figure 10(a) shows the liquid crystal panel 230 in the liquid crystal display 200. Figure 10(b) shows the liquid crystal backlight 240 in the liquid crystal display 200. The liquid crystal backlight 240 illuminates the liquid crystal panel 230 from the rear side.

[0097] The liquid crystal panel 230 is formed in a substantially rectangular shape and includes a first region 231, which is a portion (area) that overlaps with the reels 20a to 20c when viewed from the front (front), and a second region 232, which is a portion (area) that does not overlap with the reels 20a to 20c when viewed from the front. The liquid crystal panel 230 has a multi-layer structure formed with a liquid crystal layer, an alignment film, a transparent electrode, a color filter, a glass substrate, a polarizing filter, etc. The color filter may be, for example, one in which R (red), G (green), and B (blue) regions are provided for each pixel.

[0098] Although not shown, the LCD backlight 240 includes a rectangular light guide plate and a light source (LED) that inputs light to the light guide plate. The light source is arranged, for example, along the edge of the light guide plate. When light from the light source enters the light guide plate, the light guide plate emits light from its surface. The LCD backlight 240 also includes an opening 241 formed to penetrate the LCD backlight 240 in the thickness direction in a region corresponding to the first region 231 of the liquid crystal panel 230. In other words, the region of the LCD backlight 240 corresponding to the first region 231 is hollowed out with approximately the same shape and size as the first display region 231. Therefore, the LCD backlight 240 is present on the rear side of the second region 232 of the liquid crystal panel 230, but the LCD backlight 240 is not present on the rear side of the first region 231 of the liquid crystal panel 230.

[0099] Reel backlights 300 (see FIG. 8) are provided inside the reels 20a to 20c, emitting light toward the upper, middle, and lower symbols on each stopped reel. The reel backlights 300 also illuminate the first area 231 of the liquid crystal panel 230 from behind. The reel backlights 300 also function as a backlight for the liquid crystal panel 230 (first area 231), illuminating the first area 231 from the rear side.

[0100] The displayed object displayed on the liquid crystal display 200 is a composite image formed by overlapping multiple layers in which drawing materials (material images) are arranged. FIG. 11 is a diagram showing the concept of layers in which material images corresponding to each effect are arranged. The effect screen displayed on the liquid crystal display 200 is made up of, for example, 30 frames (hereinafter referred to as frames) per second (a so-called frame rate of 30 fps). Therefore, in the case of an effect pattern having a length of, for example, one minute, the effect screen is made up of a total of 1,800 frames, i.e., 60 seconds x 30 frames. FIG. 11 shows the layer structure that makes up one frame, which is the smallest unit.

[0101] Each frame is essentially a composite image in which multiple material images are superimposed. N virtual transparent layers exist within each frame, and various material images are placed on each layer. Priorities are assigned to the individual material images to be superimposed, with material images with lower priorities being placed on lower layers and material images with higher priorities being placed on higher layers. While the composite image for each frame can be constructed by placing material images on all N layers, the number of material images constituting each composite image varies depending on the content of the performance, and the composite image is not necessarily constructed by placing material images on all N layers. Furthermore, when the material images that make up the composite image are placed, the layers are not necessarily used from the bottom up without any vacant numbers; rather, layers are used taking into account the efficiency of the frame image composition process, and therefore, unused layers may occur in the middle.

[0102] When drawing one frame, the material images are drawn one by one in the corresponding layer, starting with the lowest priority. For example, if one frame is made up of five material images, the material image with the lowest priority (fifth priority) is first arranged in the lowest layer and drawn at a predetermined position. Next, the material image with the second lowest priority (fourth priority) is arranged in a layer higher than the layer on which the material image with the fifth priority is drawn and drawn at a predetermined position. In this way, the material images are drawn one after another according to priority, and finally, the material image with the highest priority (first priority) is arranged in a layer higher than the layer on which the material image with the second priority is drawn and drawn at a predetermined position. When all the material images have been drawn on each layer, a composite image of these layers viewed from the upper side (front side) is displayed on the liquid crystal display 200 as a composite image corresponding to the frame. In other words, when the composite image is viewed on the liquid crystal display 200, the material images arranged in the lower layers are covered by the material images arranged in the higher layers. In other words, the higher the layer, the higher the display priority on the liquid crystal display 200.

[0103] The drawing process for each composite image is performed using a frame buffer, which is an area in the VRAM of the sub-side storage means 72. Drawing a new material image on a higher layer means drawing the new material image on top of the image buffered in the frame buffer. The material images that make up a frame are drawn in the frame buffer in order of lowest priority, and when all material images have been drawn, the completed composite image on the frame buffer is displayed on the liquid crystal display 200 as the image (display) of that frame. The material images are stored in the material image storage area (ROM) of the sub-side storage means 72. A material image with a lower priority may be partially or completely invisible because a material image with a higher priority is drawn on top of it.

[0104] It should be noted that one material image may be arranged on one layer, or multiple material images may be arranged on one layer.

[0105] In accordance with the execution of a predetermined performance, the performance control means 100 (performance sub-control means 70) arranges a predetermined image (material image) on a predetermined layer and displays the display object on the liquid crystal display 200. The "arrangement" here can also be said to mean that when displaying on the liquid crystal display 200, drawing is performed using the corresponding layer.

[0106] (Control of display in first display area 211) In this embodiment, a mask (transparent material) is used to control the transparency of the display object displayed in the first display area 211 (intra-reel liquid crystal area). As shown in Fig. 12, the mask C has a size corresponding to the first display area 211. The mask C is a white image.

[0107] When the first display area 211 is made transparent, that is, when the transmittance of the display objects displayed in the first display area 211 is made 100%, the performance control means 100 places a mask C on a predetermined layer (upper layer). At this time, images that are placed on a layer lower than the layer on which the mask C is placed and that are covered by (overlap with) the mask C become transparent (transmittance 100%). The range in which the mask C is placed (i.e., the first display area 211) is controlled so that the RGB of each pixel has maximum brightness (R: 255, G: 255, B: 255). In other words, the liquid crystal is controlled to have the highest light transmittance (maximum transmittance state). As a result, the transmittance of the display objects in the first display area 211 becomes 100%, making the first display area 211 transparent, and (only) the reels behind it can be seen.

[0108] When displaying an object in the first display area 211 (executing an in-reel liquid crystal display), the performance control means 100 does not arrange a mask C in the layer. When a mask C is not arranged, the object is displayed in the first display area 211, and the reels 20a to 20c (their symbols) arranged behind it (behind it) become visible. At this time, the object displayed in the first display area 211 is a transparent object, and the reels 20a to 20c behind it can be seen by seeing through the object.

[0109] In this embodiment, the display objects displayed in the first display area 211 are transparent, but the first display area 211 may be configured to display non-transparent display objects (transparency 0%). When a display object with a transparency of 0% (opaque display object) is displayed in the first display area 211, it becomes difficult to see the reels located behind it.

[0110] In this embodiment, the effect control means 100 places the mask C on a predetermined layer and makes the first display area 211 transparent while the reels (at least one reel) are spinning based on the start of a game (from the start of a game to the third stop operation). In other words, no display objects are displayed in the first display area 211 while the reels are spinning. If a display object were displayed in the first display area 211 while the reels are spinning, the visibility of the reels would be impaired, which could result in the player suffering a disadvantage, such as stopping the spin of the reels by aiming for a symbol other than the symbol the player was aiming for (mistaking the timing). In this embodiment, no display objects are displayed in the first display area 211 while the reels are spinning, so the visibility of the reels is not impaired and it is possible to prevent the player from suffering a disadvantage.

[0111] (Specific performance) The effect control means 100 is capable of executing a specific effect (first effect) that displays a specific display object X on the entire screen of the liquid crystal display 200 at a predetermined trigger (predetermined game). In the specific effect, the specific display object X (for example, character X) is displayed across the first display area 211 and the second display area 212. The specific display object X has a size that does not fit within the range of either the first display area 211 or the second display area 212. The specific display object X can also be called a full-screen object.

[0112] A predetermined trigger for the execution of a specific effect may be, for example, when a specific effect lottery is executed based on a predetermined result (for example, winning a rare role) obtained in an internal lottery, and the lottery is won. The specific effect is, for example, an effect that suggests the expectation of a special benefit being awarded. Such special benefits include the right to transition to a favorable effect state (AT effect state), an increase in the duration of the favorable effect state (AT effect state) (so-called extra).

[0113] The specific effect may be an effect in which a specific display object that appears varies depending on the expectation of the award of a special benefit. For example, the effect may be configured such that character X appears when it indicates that the expectation of the award of a special benefit is relatively high (including 100% expectation), and a character different from character X appears when it indicates that the expectation of the award of a special benefit is relatively low (including 0% expectation). In addition, when the effect is configured such that the expectation of the award of a special benefit varies depending on the winning combination (result of an internal lottery), the effect control means 100 may determine which character to execute the specific effect for depending on the winning combination.

[0114] In the gaming machine of this embodiment, a situation may occur in which a specific effect and a reel flash effect overlap (compete) with each other during a predetermined game. Control when this situation occurs will be described with reference to FIG.

[0115] The effect control means 100 executes a process of displaying a specific display object X on the liquid crystal display 200 based on a game start operation (operation of the start lever 24) (based on a decision to execute a specific effect), and making the first display area 211 transparent (placing a mask C on a predetermined layer) based on the start of rotation of the reels. Note that the specific display object X is not limited to a still image and may be a moving image.

[0116] On the liquid crystal display 200, the portion of the specific display object X that is displayed in the second display area 212 is displayed, but the portion that is displayed in the first display area 211 is not displayed. The first display area 211 becomes transparent, allowing the reels to be seen. Hereinafter, this state will be referred to as the "reel-front non-display state." In the reel-front non-display state, no display objects are displayed in front of the reels, and only the reels can be seen through the first display area 211.

[0117] Although the first reel stops spinning based on the first stop operation, the effect control means 100 continues the process of making the first display area 211 transparent (placement of the mask C) based on the fact that at least one reel continues spinning. As a result, the non-display state in front of the reels continues.

[0118] Although the second reel stops spinning based on the second stop operation, the effect control means 100 continues the process of making the first display area 211 transparent (placement of the mask C) based on the fact that at least one reel continues spinning. As a result, the non-display state in front of the reels continues.

[0119] When the third stop operation is performed, it is determined whether or not a winning role (winning role) has been achieved based on the fact that all reels 20a to 20c have stopped (based on the stopping pattern of reels 20a to 20c), and the performance control means 100 receives information indicating the result of the game (information indicating whether or not a predetermined role has been achieved) from the main control board 31.

[0120] When a predetermined winning combination is achieved, the effect control means 100 executes a reel flash effect in a light emission pattern corresponding to the winning combination based on the release of the third stop operation. Note that the reel flash effect may be configured to start after a predetermined time has elapsed since the release of the third stop operation is detected. The predetermined time is, for example, about 4 frames (1 frame is about 0.03 seconds).

[0121] Here, using the flowchart shown in Figure 14, we will explain what happens when a specified role is won during the execution of a specific effect (when a reel flash effect is executed) and what happens when a specified role is not won during the execution of a specific effect (when a reel flash effect is not executed).

[0122] (Step S1) The performance control means 100 determines whether a predetermined combination has been won based on the received game result information. If it is determined that the predetermined combination has been won (step S1: YES), the process proceeds to step S2. On the other hand, if it is determined that the predetermined combination has not been won (step S1: NO), the process proceeds to step S4.

[0123] (Step S2) The effect control means 100 executes the reel flash effect in a light emission mode according to the winning combination, and continues the process of making the first display area 211 transparent (arrangement of the mask C). This prevents display objects from being displayed in the first display area 211 during the execution of the reel flash effect, which would hinder the visibility of the reel flash effect. After the process of step S2, the process proceeds to step S3.

[0124] (Step S3) The effect control means 100 determines whether the reel flash effect currently being executed has ended. If it is determined that the reel flash effect has ended (step S3: YES), the process proceeds to step S4. On the other hand, if it is determined that the reel flash effect has not ended (step S3: NO), the process of step S3 is repeated.

[0125] (Step S4) The effect control means 100 ends the process of making the first display area 211 transparent (the placement of the mask C). In other words, the display object (specific display object X) is displayed in the first display area 211. That is, the non-display state in front of the reels is ended. As shown in FIG. 13, the liquid crystal display 200 is in a state in which the specific display object X is displayed across the first display area 211 and the second display area 212. Hereinafter, this state will be referred to as the "full display state." The full display state can also be referred to as a full-screen effect. Note that in the full display state, the portion of the specific display object X displayed in the first display area 211 is transparent (semi-transparent). Therefore, the reels (their patterns) located behind this portion can be seen from the front.

[0126] The effect control means 100 continues the all display state until a game start operation for the next game is executed. Note that the effect control means 100 may end the all display state and switch to the non-display state in front of the reels when a predetermined time (for example, 10 seconds) has elapsed since the start of the all display state. By returning to the non-display state in front of the reels, the player can more easily grasp the stopping state of the reels (the result of the game).

[0127] The reel flash effect is an effect that notifies a player of a win (a prize) of a predetermined combination, but when an effect that displays an object in the first display area 211 together with the reel flash effect is executed, the visibility of the reel flash effect is reduced (impeded) by the object. In other words, the effect of the reel flash effect is reduced.

[0128] In the gaming machine of this embodiment, when a reel flash effect and a special effect overlap, the display objects related to the special effect are not displayed in the first display area 211 while the reel flash effect is being executed. In other words, the priority of the reel flash effect is set higher than the priority of the special effect. This prevents the effect of the reel flash effect from being reduced.

[0129] In the gaming machine of this embodiment, when a specific effect is being executed, if a predetermined combination is not won (if the reel flash effect is not executed), the timing at which the full screen effect starts is earlier than if a predetermined combination is won (if the reel flash effect is executed). Therefore, if a predetermined combination is not won, the player can view the full screen effect earlier (for longer).

[0130] In FIG. 13, the full-screen effect may be configured to start immediately upon the end of the reel flash effect. By starting the full-screen effect immediately upon the end of the reel flash effect, the player can view the full-screen effect earlier (for a longer period of time). Alternatively, the full-screen effect may be configured to start a predetermined time after the end of the reel flash effect. The predetermined time is, for example, 1 to 5 frames (1 frame is approximately 0.03 seconds). The predetermined time is a period during which the reels 20a to 20c (backlights) do not flash and the specific display object X is not displayed in the first display area 211. By providing the predetermined time, it is possible to prevent screen flicker that may occur when the reel flash effect is immediately switched to the full-screen effect. Furthermore, by providing the predetermined time, the player can bask in the afterglow of the game (the player can confirm the stopping state of the reels).

[0131] In this embodiment, the reel flash effect (flashing of the reels) can be referred to as "a light-emitting effect that emphasizes the reels (symbols)" (second effect). In this embodiment, the light-emitting effect that emphasizes the reels (symbols) is realized by the backlights 300 in the reels, but this is not limited to this. For example, a reel illumination board having a plurality of LEDs aligned in the left-right direction may be provided on at least one of the upper front side or lower front side of the reels 20a to 20c, and the light emitted from the LEDs (light emitted from outside the reels toward the reels) may cause the reels to emit light (flashing) and emphasize the reels (symbols) (i.e., a light-emitting effect that emphasizes the reels (symbols) may be performed).

[0132] Furthermore, instead of light emitted from an LED, the light effect that highlights the reels (patterns) may be achieved by displaying (for example, blinking) a predetermined display object in a predetermined manner in the first display area 211. For example, the reels (patterns) may be highlighted by controlling the placement of a black image or effect at a predetermined position (for example, on a predetermined line) in a layer higher than the layer in which the mask C is placed, and making the image or the like blink rapidly.

[0133] (Variation) In this embodiment, the timing at which the full-screen effect starts is earlier when the reel flash effect is not executed than when the reel flash effect is executed during execution of the specific effect. However, the full-screen effect may be configured to start at the same timing regardless of whether the reel flash effect is executed or not. In other words, the effect control means 100 may start the full-screen effect when a specific time has elapsed since the release of the third stop operation is detected during execution of the specific effect. The specific time is longer than the execution time of the longest reel flash effect. The specific time is, for example, approximately 50 frames.

[0134] The gaming machine of this embodiment is A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, Start lever (start lever 24), A plurality of stop buttons (stop buttons 26a to 26c), Display means (liquid crystal display 200); and a performance control means (performance control means 100) for controlling the display of the display means, the display means includes a first display area (first display area 211) formed in a range overlapping with the reels when viewed from the front, and a second display area (second display area 212) formed in a range not overlapping with the reels when viewed from the front, the effect control means is capable of executing a first effect in a predetermined game, in which a specific display object (specific display object X) spanning the first display area and the second display area is displayed; the effect control means is capable of executing a second effect of illuminating the reels to highlight them when a predetermined stop pattern relating to the reels is obtained based on a third stop operation of the stop button; When the specific display object is displayed based on the execution of the first performance, While the second performance is being performed based on the fact that the predetermined stop mode has been obtained, the part of the specific display object that is displayed in the second display area is displayed, but the part that is displayed in the first display area is not displayed, When the second performance is finished, the specific display object is displayed in the first display area and the second display area.

[0135] While the second effect is being executed, the specific display object is not displayed in the first display area, and is displayed in the first display area upon completion of the second effect. This prevents the visibility of the second effect from being impaired by the specific display object being displayed in the first display area during execution of the second effect. This prevents a decrease in the effect of the effect (the second effect) that is executed upon the reels stopping in a predetermined manner.

[0136] (Second embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment, so the description of the similar configuration will be omitted or simplified.

[0137] First, the main loop process for controlling the progress of the game, which is performed by the main control board 31, will be described with reference to the flowchart shown in FIG.

[0138] An insertion acceptance process is performed to accept the insertion of the number of medals required to play a game (a specified number of medals) (step S100), and it is determined whether the insertion of the specified number of medals (three medals), which is set as a game start condition, has been accepted (step S101). In the insertion acceptance process, the inserted medals are set to an inserted state based on the player inserting the medals into the medal insertion slot 22. Furthermore, the medals credited to the gaming machine are set to an inserted state based on the pressing of the bet button 23. Furthermore, if a replay is won in the previous game, the same number of medals as the number inserted in the previous game (the same number of medals inserted as in the previous game) are automatically set to an inserted state.

[0139] In step S101, if it is determined that the insertion of the specified number of medals has been accepted (if it is determined that the specified number of medals has been set to the inserted state) (step S101: YES), operation of the start lever 24 is validated (step S102). On the other hand, in step S101, if it is determined that the insertion of the specified number of medals has not been accepted (step S101: NO), the process returns to step S100.

[0140] Next, it is determined whether the start lever 24 has been operated (step S103). If it is determined in step S103 that the start lever 24 has been operated (step S103: YES), an internal lottery is conducted (step S104), and the first to third reels 20a to 20c start to rotate (step S105). On the other hand, if it is determined in step S103 that the start lever 24 has not been operated (step S103: NO), the process of step S103 is repeated.

[0141] Next, it is determined whether the rotation speed of each reel is equal to or greater than a predetermined speed (step S106). If it is determined in step S106 that the rotation speed of each reel is equal to or greater than the predetermined speed (step S106: YES), operation of the stop buttons 26a to 26c is validated (step S107). On the other hand, if it is determined in step S106 that the rotation speed of each reel is not equal to or greater than the predetermined speed (step S106: NO), the processing of step S106 is repeated.

[0142] Next, it is determined whether a predetermined stop button has been operated (step S108). If it is determined in step S108 that a predetermined stop button has been operated (step S108: YES), the rotation of the reel corresponding to the operated stop button is stopped (step S109), and it is determined whether all reels have stopped (step S110). On the other hand, if it is determined in step S108 that a predetermined stop button has not been operated (step S108: NO), the processing of step S108 is repeated.

[0143] If it is determined in step S110 that all the reels have not stopped (step S110: NO), the process returns to step S108. On the other hand, if it is determined in step S110 that all the reels have stopped (step S110: YES), it is determined whether or not a winning combination obtained by the internal lottery has been achieved, based on the stopped state (stop mode) of each reel (step S111). If it is determined in step S111 that a winning combination obtained by the internal lottery has been achieved (step S111: YES), a process corresponding to the winning combination (winning process) is executed (step S112), and a series of processes (one game) ends. On the other hand, if it is determined in step S111 that a winning combination obtained by the internal lottery has not been achieved (or if the result of the internal lottery is a miss (non-win)) (step S111: NO), the series of processes (one game) ends when each of the reels 20a to 20c has stopped.

[0144] Next, we will explain the errors that can be detected by the main control board 31 and the sub-control board 32. As shown in Fig. 2, the main control board 31 is equipped with a main error control means 91. The main error control means 91 monitors the signal states of various sensors, determines whether the error detection conditions are met, and identifies and detects the main error that has occurred based on whether the error detection conditions are met.

[0145] The main error control means 91 can detect main errors such as backflow errors, empty errors, dispensing jam errors, abnormal dispensing errors, over errors, retention errors, and abnormal insertion errors based on the signal states of various sensors. When the main error control means 91 detects a main error, it sets a corresponding error detection flag in the storage means 60 (main storage means).

[0146] The backflow error is the main error caused by medals flowing backward in the flow path. The empty error is a main error that occurs when the medals stored in the hopper unit (hopper device), which stores and dispenses medals, run out. The payout jam error is a main error that occurs when medals that should be paid out are jammed in the hopper unit (hopper device) and cannot be discharged. An abnormal payout error is a main error that occurs when medals are paid out in a situation where they should not be paid out. The over error is a main error that occurs when the amount of surplus medals stored in the cash box, from which medals are sent out from the hopper unit when the amount of medals in the hopper unit exceeds a predetermined amount. The retention error is a main error caused by medals being stuck in the medal selector through which medals inserted through the medal insertion slot 22 pass. The abnormal insertion error is a main error caused by a medal being stuck near the medal insertion port 22, etc.

[0147] When any error detection flag is set in the storage means 60, the main error control means 91 performs an error wait process and waits for a predetermined release operation to be performed. During this error wait process, the main error detected by the main error control means 91 is notified via the game information display unit, and based on the predetermined release operation, an error recovery process (error release process) is performed to clear (erase) error-related information such as the error detection flag and timer timing information set in the storage means 60. Examples of the predetermined release operation (error release operation) include inserting a door key into the door key cylinder and rotating (twisting) the door key counterclockwise, and pressing a setting change button. In this embodiment, an error release operation is set for each type of error.

[0148] In this embodiment, information is transmitted from the main control board 31 to the sub-control board 32 by sending commands via serial communication. Information contained in the commands transmitted from the main control board 31 to the sub-control board 32 includes setting values, game status (presentation status), number of medals inserted and paid out, results of internal lottery, signal status of various switches, etc., details of reel stop control, results of winning determination, and information related to the main error that has occurred.

[0149] In this embodiment, when a main error occurs, the main control board 31 sends to the sub-control board 32 an error occurrence command corresponding to the error type for which the error detection flag is set, or an error cancellation command indicating that a cancellation operation has been performed.

[0150] When there is a change in the signal state of the door opening / closing switch 74, which can detect the opening or closing of the front door 12, the main control board 31 transmits a command (information) to the sub-control board 32. Specifically, the main control board 31 transmits a door open command to the sub-control board 32 when the signal state of the door opening / closing switch 74 is in the ON state (signal state indicating that the front door 12 is open), and transmits a door close command to the sub-control board 32 when the signal state is in the OFF state (signal state indicating that the front door 12 is closed).

[0151] As shown in FIG. 2, the sub-control board 32 is equipped with sub-error control means 92. The sub-error control means 92 determines whether or not an error detection condition is met based on a command (information) transmitted from the main control board 31, and identifies and detects an occurring sub-error based on whether the error detection condition is met. When the sub-error control means 92 detects a sub-error, it sets a corresponding error detection flag in the sub-storage means 72. Furthermore, when the sub-error control means 92 receives an error occurrence command (an error occurrence command related to a main error) from the main control means 31, it sets an error detection flag corresponding to the main error in the sub-storage means 72. Furthermore, when an error detection flag corresponding to a sub-error is set in the sub-storage means 72, the sub-error control means 92 causes the game information display unit to display an error code corresponding to the type of error detection flag.

[0152] When an error detection flag is set in the sub-storage means 72, the sub-error control means 92 determines the error to be notified and performs error notification processing in which the performance devices (liquid crystal display 200, speaker 14, lighting device 15) execute a performance in a performance mode corresponding to the error. Specifically, the sub-error control means 92 causes the performance control means 100 to execute an error notification (error notification performance). In addition, the sub-error control means 92 notifies the error to be notified in the error notification processing, and waits to receive a command (an error reset command or a door close command) from the main control board 31. In addition, the sub-error control means 92 receives a command from the main control board 31, and performs error recovery processing (error recovery processing) in which the error detection flag and the like set in the sub-storage means 72 are cleared based on the establishment of the error recovery condition, and the state of the performance devices is restored to the original state.

[0153] The sub-error control means 92 can detect a door open error as a sub-error. A door open error is a sub-error caused by the front door 12 being open. The sub-error control means 92 detects a door open error, for example, when the door open / close switch 74 remains ON for a certain period of time (for example, 47.68 ms) or more (when a door open command is received for a certain period of time or more). The door open error is released (resolved) when the front door 12 is closed (the door open / close switch 74 is turned OFF) and the sub-control board 32 receives a door close command from the main control board 31.

[0154] In this embodiment, a door open error is not treated as a main error, but as a sub-error. In this embodiment, no information is sent from the sub-control board 32 to the main control board 31, and the occurrence of a sub-error (door open error) does not affect the progress of the main loop processing in the main control board 31. In other words, in the gaming machine of this embodiment, if a main error does not occur, the main loop processing is executed (i.e., the game can proceed) even if a door open error, which is a sub-error, occurs.

[0155] The performance control means 100 notifies the occurrence of a door open error (performs an open notification) based on the detection of a door open error. As shown in FIG. 16, based on the occurrence of a door open error, a display related to the door open error (door open error display) is displayed on the liquid crystal display 200. In addition, a sound related to the door open error (door open error sound) is output from the speaker 14. The door open error sound is, for example, a voice saying "The door is open" that is repeatedly output (looped playback). Note that the door open error sound may include a warning sound in addition to the voice.

[0156] The performance control means 100 can read sound data (sound material) stored in the sub-storage means 72 (ROM) into a sound buffer provided in the sub-storage means 72, and output sound based on the sound data read into the sound buffer from the speaker 14. The performance control means 100 (performance sub-control means 70) also has a plurality of tracks (layers, channels), and is capable of reproducing sound data on each track. In this embodiment, an output (announcement) priority is set for each track, and sound reproduced on a track with a higher priority (upper layer) is output with priority over sound reproduced on a track with a lower priority (lower layer).

[0157] For example, if playback of second sound data is started in an upper layer while first sound data is being played back in a lower layer and a first sound is being output, the second sound associated with the second sound data will be output in priority over the first sound associated with the first sound data. In other words, while the second sound is being output, the first sound will not be output (announced). Note that when "the first sound will not be output (announced)," playback of the first sound data in the lower layer may continue, or playback of the first sound data in the lower layer may itself be terminated. Note that when the second sound is being output and playback of the first sound data in the lower layer is continuing, if playback of the second sound data is terminated, the first sound will be output again.

[0158] When a door opening error is detected, the performance control means 100 reads out sound data relating to the door opening error sound, starts playing it on a predetermined layer, and outputs the door opening error sound. The layer on which the sound data relating to the door opening error sound is played is a layer with a high priority (higher layer).

[0159] As in the first embodiment, the effect control means 100 can execute a winning effect based on the winning of a small winning combination, and the winning effect includes a reel flash effect (first notification) and a winning sound effect (second notification). Below, the winning effect executed based on the winning of a small winning combination will be explained, but the winning effect may also be executed based on the winning of a replay (the above-mentioned replay flash and replay sound). In other words, "when the reels 20a to 20c stop in a predetermined stopping pattern" is not limited to when a small winning combination is won, but may also be when a replay is won.

[0160] As shown in the first embodiment, the reel flash effect is an effect in which, when the reels 20a to 20c stop in a predetermined stopping pattern (when a small winning combination is won), the reels (reel backlights) light up in a pattern corresponding to the stopping pattern (winning combination). The winning sound effect is an effect in which, when the reels 20a to 20c stop in a predetermined stopping pattern (when a small winning combination is won), a winning sound (a sound based on the winning of a predetermined combination) corresponding to the stopping pattern (winning combination) is output. An example of the winning sound is a "ping-pong" sound. The reel flash effect (first notification) and the winning sound effect (second notification) can be said to be effects whose execution periods may overlap.

[0161] Here, a case where the front door 12 is opened while a winning effect is being executed and a door open error is detected will be described with reference to Figure 17. As described above, the gaming machine of this embodiment can continue the game (play is possible) even when a door open error is detected.

[0162] (Reel flash effect) If the front door 12 is opened during execution of the reel flash effect and a door open error is detected, the execution of the reel flash effect is not canceled (interrupted) but continues. In other words, the effect control means 100 does not cancel the reel flash effect based on the detection of the door open error, but continues the execution of the reel flash effect.

[0163] (Winning sound effect) If the front door 12 is opened while the winning sound effect is being executed and a door opening error is detected, the winning sound effect will not be announced. "The winning sound effect will not be announced" may mean that the winning sound effect is canceled (interrupted), or that the winning sound effect is executed (played) inside the gaming machine but the winning sound is not output (expressed). The presentation control means 100 will not announce the winning sound effect based on the detection of a door opening error. The dashed lines in the figure indicate that the sound will not be announced. Furthermore, the presentation control means 100 will output a door opening error sound based on the detection of a door opening error. As mentioned above, the door opening error sound is a predetermined sound (for example, "The door is open") that is repeatedly output (looped), but there may be a silent interval (for example, about 1 second) between successive sounds, in which case the winning sound may not be announced even during the silent interval (silent state).

[0164] The layer in which data relating to the door-opening error sound is played has a higher notification priority than the layer in which data relating to the winning sound is played. In other words, the door-opening error sound is set to have a higher notification priority than the winning sound. Therefore, when the door-opening error sound is output, the winning sound is not notified. Furthermore, the output time (length) of the door-opening error sound is longer than the output time (length) of the winning sound. Therefore, while the door-opening error sound is being output, the playback (one time) of the data relating to the winning sound in the lower layer ends. The output of the winning sound ends based on the single playback of the corresponding data (i.e., it is not looped).

[0165] In addition, the sound output based on the winning of a small prize includes a sound related to the payout of game value (payout sound: sound output in conjunction with payout). In this embodiment, if the front door 12 is opened during the execution of the payout sound effect and a door open error is detected, the payout sound effect will not be notified. In other words, it is controlled in the same way as the winning sound. The second notification may be the payout sound effect.

[0166] Next, a case where the front door 12 is opened, a door open error is detected, a game is played, and a small winning combination is achieved will be described with reference to Fig. 18. The performance control means 100 outputs a door open error sound based on the detection of the door open error.

[0167] (Reel flash effect) If a small win is won while a door open error is detected, a reel flash effect is executed based on the winning of the small win. In other words, the execution of the reel flash effect is not restricted (prohibited). If a small win is won while a door open error is detected, the effect control means 100 executes a reel flash effect based on the winning of the small win.

[0168] (Winning sound effect) If a small winning combination is won while a door opening error is detected, the winning sound effect based on the winning of that small winning combination is not announced. "The winning sound effect is not announced" may mean that the winning sound effect is not executed, or that the winning sound effect is executed (played) inside the gaming machine but the winning sound is not output (expressed). If a small winning combination is won while a door opening error is detected, the presentation control means 100 does not announce the winning sound effect based on the winning of that small winning combination. The door opening error sound has a higher announcement priority than the winning sound. Therefore, even if data related to the winning sound is played in a lower layer, the winning sound is not output, and the door opening error sound is announced.

[0169] In addition, if a small win occurs while the door open error is detected, the payout sound effect based on the small win is not announced. That is, it is controlled in the same way as the winning sound.

[0170] The gaming machine of this embodiment is Front door (front door 12) and a housing (housing 11); Display means (liquid crystal display 200); a sound output means (speaker 14); A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, a start lever (start lever 24) capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons (stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A winning determination means (winning determination means 44) for determining whether a winning combination has been achieved; A performance control means (performance control means 100) for controlling the execution of the performance, It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, If the front door is opened and the open notification is executed while both the first notification and the second notification are being executed, the first notification will continue, but the second notification will not be issued.

[0171] If the front door is opened and the open notification is executed while both the first and second notifications are being issued, the first notification continues, but the second notification is not issued. Therefore, if the front door is opened while both the first and second notifications are being issued, the opening of the front door can be recognized based on the open notification, and the first notification can be confirmed. The existence of a notification that continues even when the front door is open makes it easier to understand the situation and improves work convenience.

[0172] (Third embodiment) Next, a third embodiment of the present invention will be described. The gaming machine of this embodiment has basically the same configuration as the gaming machines of the first and second embodiments, so the description of the similar configuration will be omitted or simplified.

[0173] (Valid line symbol notification) 19(a) shows a case where the third stop operation of the stop button is performed and the reels 20a to 20c stop in a predetermined manner. In this embodiment, an active line is formed by the middle row of the reel 20a, the middle row of the reel 20b, and the middle row of the reel 20c.

[0174] As shown in Figure 19(b), the performance control means 100 notifies the player of the symbols on the activated line at a predetermined position on the liquid crystal display 200 (for example, a position below the reel window) based on the third stop operation of the stop button (based on detection of the release of the press of the third stop operation). The symbol notification on the activated line is a display showing the symbols (three symbols) that have stopped (aligned) on the activated line. Note that the symbol notification on the activated line may be displayed on a liquid crystal display (mini liquid crystal, sub-liquid crystal) separate from the liquid crystal display 200.

[0175] As shown in FIG. 19(c), the effect control means 100 may notify the player of symbols on the pay line and may also execute a full-screen effect based on the third stop operation of the stop button. The full-screen effect can be said to be an effect in which display objects are displayed on the entire screen (first display area 211 and second display area 212) of the liquid crystal display 200. FIG. 19(c) shows a case in which a specific display object X is displayed across the first display area 211 and the second display area 212. When the full-screen effect is executed, display objects are displayed in the first display area 211 (reel window), making it difficult to grasp the stopping state (outcome) of the reels 20a to 20c through the first display area 211. However, by notifying the player of symbols on the pay line, the player can grasp the stopping state of the reels 20a to 20c. The visibility of the symbol notification on the pay line is not reduced even when the full-screen effect is executed. The period during which the symbol notification on the pay line and the winning effect are executed may overlap.

[0176] Here, a case where the front door 12 is opened while a winning effect or a symbol notification on an active line is being executed and a door open error is detected will be described with reference to Figure 20. The gaming machine of this embodiment can continue the game (play is possible) even when a door open error is detected.

[0177] (Winning sound effect) If the front door 12 is opened during execution of the winning sound effect and a door opening error is detected, the execution of the winning sound effect is not canceled (interrupted) but continues. That is, the effect control means 100 does not cancel the winning sound effect based on the detection of the door opening error, but continues the execution of the winning sound effect. Furthermore, the effect control means 100 outputs a door opening error sound based on the detection of the door opening error. In this embodiment, data related to the winning sound and data related to the door opening error sound are played on separate tracks, making it possible to output both sounds.

[0178] (Symbol notification on valid lines) If the front door 12 is opened during the execution of the symbol notification on the valid line and a door open error is detected, the execution of the symbol notification on the valid line is not canceled (not interrupted) but continues (is visible). That is, the performance control means 100 does not cancel the symbol notification on the valid line based on the detection of the door open error, but continues the execution of the symbol notification on the valid line.

[0179] (Reel flash effect) If the front door 12 is opened while the reel flash effect is being executed and a door open error is detected, the reel flash effect will not be executed (notified). The effect control means 100 will not notify the reel flash effect based on the detection of the door open error.

[0180] Next, a case where the front door 12 is opened, a door open error is detected, a game is played, and a small winning combination is achieved will be described with reference to Fig. 21. The performance control means 100 outputs a door open error sound based on the detection of the door open error.

[0181] (Winning sound effect) If a small win is won while a door opening error is detected, a winning sound effect is executed based on the winning of the small win. In other words, the execution of the winning sound effect is not restricted (prohibited). If a small win is won while a door opening error is detected, the effect control means 100 executes a winning sound effect based on the winning of the small win. As described above, in this embodiment, it is possible to output both the door opening error sound and the winning sound.

[0182] (Symbol notification on valid lines) If the third stop operation of the stop button is performed while a door opening error is detected, the notification of the pattern on the effective line is executed based on the third stop operation. In other words, the execution of the notification of the pattern on the effective line is not restricted (prohibited). If the third stop operation of the stop button is performed while a door opening error is detected, the performance control means 100 executes the notification of the pattern on the effective line based on the third stop operation.

[0183] (Full screen production) If a third stop operation of the stop button is performed while a door opening error is detected, a symbol on the valid line is notified based on the third stop operation, and a full screen effect can be executed on the liquid crystal display 200. In other words, the execution of the full screen effect is not restricted (prohibited). If a third stop operation of the stop button is performed while a door opening error is detected, the effect control means 100 can notify a symbol on the valid line based on the third stop operation, and execute a full screen effect.

[0184] (Reel flash effect) If a small winning combination is won while a door open error is detected, the reel flash effect based on the winning of the small winning combination is not announced. If a small winning combination is won while a door open error is detected, the effect control means 100 does not execute (announce) the reel flash effect based on the winning of the small winning combination.

[0185] The winning sound effect, the notification of the symbols on the active line, the full screen effect, and the reel flash effect can be said to be effects that are executed after the third stop operation of the stop button.

[0186] The gaming machine of this embodiment is Front door (front door 12) and a housing (housing 11); Display means (liquid crystal display 200); a sound output means (speaker 14); A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, a start lever (start lever 24) capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons (stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A winning determination means (winning determination means 44) for determining whether a winning combination has been achieved; A performance control means (performance control means 100) for controlling the execution of the performance, It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, If the front door is opened and the open notification is executed while both the first notification and the second notification are being executed, the first notification will continue, but the second notification will not be issued.

[0187] In addition, in the gaming machine of this embodiment, the first notification is a notification in which, when the plurality of reels have stopped in a predetermined stop mode based on a third stop operation of the stop button, a sound corresponding to the stop mode is output; The second notification is a notification in which, when the plurality of reels stop in a predetermined stopping pattern based on the third stop operation of the stop button, the reels light up in a pattern corresponding to the stopping pattern.

[0188] When the front door is opened while both the first and second notifications are being issued, the player can know that the front door has been opened and can confirm the first notification based on the opening notification. In other words, when the front door is opened, the player can audibly know through the first notification that the reels have stopped in a predetermined manner.

[0189] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machines of the first, second, and third embodiments, so the description of the similar configuration will be omitted or simplified.

[0190] (Dialogue display effects, dialogue audio effects) 22 shows a case where a third stop operation of the stop button is performed and the reels 20a to 20c stop in a predetermined stopping pattern (for example, when a small winning combination is won). Based on the fact that the reels 20a to 20c have stopped in a predetermined stopping pattern (for example, when a small winning combination is won), the effect control means 100 is capable of executing (notifying) a line display effect in which a predetermined line (a line corresponding to the stopping pattern, for example, "Hehe, what's the matter?") is displayed at a predetermined position on the liquid crystal display 200, and is also capable of executing (notifying) a line audio effect in which a voice (line sound) corresponding to the line, "Hehe, what's the matter," is output from the speaker 14. The execution periods (notification periods) of the line display effect and the line audio effect may overlap with the winning effect or the notification of a symbol on an activated line.

[0191] (Volume adjustment notification, light adjustment notification) Although not shown in Fig. 1, a performance button that can be pressed is provided on the front door 12. The performance button is operated to progress the performance (to change the mode of the performance), etc. In addition to the performance button, a cross key, a volume adjustment button, a light intensity adjustment button, etc. may also be provided as a performance button.

[0192] 23, the performance control means 100 can display (notify) the volume adjustment display S or the light intensity adjustment display T at a predetermined position on the liquid crystal display 200 based on the operation of the performance button. Furthermore, the performance control means 100 can display the volume adjustment display S or the light intensity adjustment display T based on the operation of the performance button even while the reels are spinning (situation). The volume adjustment display S and the light intensity adjustment display T can be said to be screens for making adjustments related to the performance settings.

[0193] The volume adjustment notification and light intensity adjustment notification may have an execution period (notification period) that overlaps with the winning effects (reel flash effect, winning sound effect), the notification of a pattern on an effective line, the dialogue display effect or the dialogue audio effect.

[0194] Here, a case where the front door 12 is opened and a door open error is detected while a winning effect, a symbol notification on an active line, a dialogue display effect, a dialogue voice effect, or a volume adjustment effect is being executed will be described with reference to Figure 24. The gaming machine of this embodiment allows the game to proceed (play is possible) even when a door open error is detected. Hereinafter, the volume adjustment notification (volume adjustment display S) may be read as a light intensity adjustment notification (light intensity adjustment display T).

[0195] (Reel flash effect) If the front door 12 is opened during execution of the reel flash effect and a door open error is detected, the execution of the reel flash effect is not canceled (interrupted) but continues. In other words, the effect control means 100 does not cancel the reel flash effect based on the detection of the door open error, but continues the execution of the reel flash effect.

[0196] (Symbol notification on valid lines) If the front door 12 is opened during the execution of the symbol notification on the effective line and a door open error is detected, the execution of the symbol notification on the effective line is not canceled (interrupted) but continues. In other words, the performance control means 100 does not cancel the symbol notification on the effective line based on the detection of the door open error, but continues the execution of the symbol notification on the effective line.

[0197] In addition, since the reel flash effect is an effect in which the reels light up depending on the stopping state of the reels, and the pattern notification on the valid line is an effect that notifies the stopping state of the reels, the reel flash effect and the pattern notification on the valid line may be collectively referred to as ``notification regarding the stopping state of multiple reels obtained based on the third stop operation of the stop button.''

[0198] (Dialogue display effect) If the front door 12 is opened while the dialogue display performance is being executed (while the dialogue is being displayed) and a door open error is detected, the dialogue display performance is not canceled (interrupted) but continues. In other words, the performance control means 100 does not cancel the dialogue display performance based on the detection of a door open error, but continues the execution of the dialogue display performance.

[0199] (Winning sound effect) If the front door 12 is opened while the winning sound effect is being executed and a door opening error is detected, the winning sound effect will not be announced. "The winning sound effect will not be announced" may mean that the winning sound effect is canceled (interrupted), or that the winning sound effect is executed (played) inside the gaming machine but the winning sound is not output (not displayed). The presentation control means 100 will not announce the winning sound effect based on the detection of a door opening error. Furthermore, the presentation control means 100 will output a door opening error sound based on the detection of a door opening error. In this embodiment, as in the second embodiment, when the door opening error sound is output, the winning sound will not be announced.

[0200] (Dialogue voice production) If the front door 12 is opened while a dialogue voice effect is being executed and a door open error is detected, the dialogue voice effect will not be notified. "The dialogue voice effect will not be notified" may mean that the dialogue voice effect is canceled (interrupted), or that the dialogue voice effect is executed (played) inside the gaming machine but the dialogue sound is not output (expressed). The effect control means 100 sets the dialogue voice effect to a state in which it is not notified based on the detection of a door open error. In this embodiment, when a door open error sound is output, the dialogue voice effect will not be notified.

[0201] (Volume adjustment notification) If the front door 12 is opened while the volume adjustment display S is displayed based on the operation of the effect button (volume adjustment button) while at least one reel is spinning, and a door open error is detected, the volume adjustment display S is not notified (displayed). The effect control means 100 sets the volume adjustment notification to a state in which it is not notified based on the detection of the door open error.

[0202] Next, a case where the front door 12 is opened, a door open error is detected, a game is played, and a small winning combination is achieved will be described with reference to Fig. 25. The performance control means 100 outputs a door open error sound based on the detection of the door open error.

[0203] (Reel flash effect) If a small win is won while a door open error is detected, a reel flash effect is executed based on the winning of the small win. In other words, the execution of the reel flash effect is not restricted (prohibited). If a small win is won while a door open error is detected, the effect control means 100 executes a reel flash effect based on the winning of the small win.

[0204] (Symbol notification on valid lines) If the third stop operation of the stop button is performed while a door opening error is detected, the notification of the pattern on the effective line is executed based on the third stop operation. In other words, the execution of the notification of the pattern on the effective line is not restricted (prohibited). If the third stop operation of the stop button is performed while a door opening error is detected, the performance control means 100 executes the notification of the pattern on the effective line based on the third stop operation.

[0205] (Dialogue display effect) If a small win is won while a door opening error is detected, a dialogue display effect is executed based on the winning of the small win. In other words, the execution of the dialogue display effect is not restricted (prohibited). If a small win is won while a door opening error is detected, the effect control means 100 can execute a dialogue display effect based on the winning of the small win.

[0206] (Winning sound effect) If a small win is won while a door opening error is detected, the winning sound effect based on the winning of the small win is not announced. "The winning sound effect is not announced" may mean that the winning sound effect is not executed, or that the winning sound effect is executed (played) inside the gaming machine but the winning sound is not output (expressed). If a small win is won while a door opening error is detected, the presentation control means 100 does not announce the winning sound effect based on the winning of the small win. In this embodiment, the door opening error sound has a higher announcement priority than the winning sound. Therefore, even if data related to the winning sound is played in a lower layer, the winning sound is not output and the door opening error sound is announced.

[0207] (Dialogue voice production) If a small win is won while a door opening error is detected, the dialogue sound effect based on the winning of the small win is not announced. "The dialogue sound effect is not announced" may mean that the dialogue sound effect is not executed, or that the dialogue sound effect is executed (played) inside the gaming machine but the dialogue sound is not output (expressed). If a small win is won while a door opening error is detected, the presentation control means 100 does not announce the dialogue sound effect based on the winning of the small win. In this embodiment, the door opening error sound has a higher notification priority than the dialogue sound. Therefore, even if data related to the dialogue sound is played in a lower layer, the dialogue sound is not output and the door opening error sound is announced.

[0208] (Volume adjustment notification) If the effect button (volume adjustment button) is operated while a door open error is detected, the volume adjustment notification (volume adjustment display S) is not issued. If the effect button is operated while a door open error is detected, the effect control means 100 does not issue a volume adjustment notification based on the operation.

[0209] The gaming machine of this embodiment is Front door (front door 12) and a housing (housing 11); Display means (liquid crystal display 200); a sound output means (speaker 14); A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, a start lever (start lever 24) capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons (stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A winning determination means (winning determination means 44) for determining whether a winning combination has been achieved; A performance control means (performance control means 100) for controlling the execution of the performance, It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, If the front door is opened and the open notification is executed while both the first notification and the second notification are being executed, the first notification will continue, but the second notification will not be issued.

[0210] In addition, in the gaming machine of this embodiment, the first notification is a notification in which a predetermined line is displayed when the plurality of reels have stopped in a predetermined stop pattern based on a third stop operation of the stop button; The second notification is a notification in which a dialogue sound corresponding to the dialogue is output when the plurality of reels have stopped in a predetermined stopping pattern based on a third stop operation of the stop button.

[0211] When the front door is opened while both the first and second notifications are being issued, the opening of the front door can be recognized based on the opening notification, and the first notification can be confirmed. In other words, when the front door is opened, the first notification can visually recognize that the multiple reels have stopped in a predetermined manner.

[0212] In addition, in the gaming machine of this embodiment, the first notification is a notification regarding a stop state of the plurality of reels obtained based on a third stop operation of the stop button, The second notification is a notification in which a screen for adjusting the settings of the effect is displayed.

[0213] When the front door is opened while both the first and second notifications are being issued, the opening of the front door can be recognized based on the opening notification, and the first notification can be confirmed. In other words, when the front door is opened, the stopping state of the multiple reels can be recognized through the first notification.

[0214] The present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the spirit of the present invention. For example, the game control mode and configuration of the slot machine are not limited to those of the above-described embodiments. Furthermore, the above-described control operations can be applied not only to slot machines but also to other gaming machines.

[0215] Furthermore, within the scope of the present invention, the embodiments may be freely combined, or any component of each embodiment may be modified, or any component of each embodiment may be omitted. [Explanation of symbols]

[0216] 11. Housing 12 Front door 14 Speaker 20a, 20b, 20c reels 24 Start lever 26a, 26b, 26c Stop button 42 Internal lottery procedures 43 Reel control means 44 Winning Judgment Method 100 Production control means 200 LCD display (display means)

Claims

1. The front door and The housing and A display means; a sound output means; A plurality of reels on which a plurality of types of symbols are arranged; a start lever capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons capable of performing a stop operation to stop the rotation of the plurality of reels; An internal lottery means for performing an internal lottery to determine whether a winning combination is achieved; reel control means for controlling the reels to stop in a manner according to the result of the internal lottery based on the stop operation; A winning determination means for determining a winning combination; a performance control means for controlling the execution of the performance; It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, When the front door is opened and the opening notification is executed in a situation where both the first notification and the second notification are being executed, the first notification continues but the second notification is not issued, the first notification is a notification in which, when the plurality of reels have stopped in a predetermined stop mode based on a third stop operation of the stop button, a sound corresponding to the stop mode is output; The second notification is a notification in which, when the multiple reels stop in a predetermined stopping pattern based on the third stop operation of the stop button, the reels light up in a pattern corresponding to the stopping pattern.

2. A front door, The housing and A display means; a sound output means; A plurality of reels on which a plurality of types of symbols are arranged; a start lever capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons capable of performing a stop operation to stop the rotation of the plurality of reels; An internal lottery means for performing an internal lottery to determine whether a winning combination is achieved; reel control means for controlling the reels to stop in a manner according to the result of the internal lottery based on the stop operation; A winning determination means for determining a winning combination; a performance control means for controlling the execution of the performance; It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, When the front door is opened and the opening notification is executed in a situation where both the first notification and the second notification are being executed, the first notification continues but the second notification is not issued, the first notification is a notification in which a predetermined line is displayed when the plurality of reels have stopped in a predetermined stop mode based on a third stop operation of the stop button, The second notification is a notification in which a dialogue sound corresponding to the dialogue is output when the multiple reels stop in a predetermined stopping pattern based on the third stop operation of the stop button.

3. A front door, The housing and A display means; a sound output means; A plurality of reels on which a plurality of types of symbols are arranged; a start lever capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons capable of performing a stop operation to stop the rotation of the plurality of reels; An internal lottery means for performing an internal lottery to determine whether a winning combination is achieved; reel control means for controlling the reels to stop in a manner according to the result of the internal lottery based on the stop operation; A winning determination means for determining a winning combination; a performance control means for controlling the execution of the performance; It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, When the front door is opened and the opening notification is executed in a situation where both the first notification and the second notification are being executed, the first notification continues but the second notification is not issued, the first notification is a notification regarding a stop state of the plurality of reels obtained based on a third stop operation of the stop button, The second notification is a notification that displays a screen for adjusting the settings of the effect.

Citation Information

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