gaming machines
The gaming machine addresses the lack of distinctive state control in conventional machines by implementing a dynamic game state management system with multiple reels and tailored presentations, enhancing player engagement and reward mechanisms.
Patent Information
- Application Number
- JP2024175551
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-07
- Publication Date
- 2026-02-04
- Estimated Expiration
- 2043-05-24
AI Technical Summary
Conventional gaming machines lack distinctive features in controlling gaming states, leading to suboptimal player engagement and reward mechanisms.
A gaming machine with multiple reels, stop operation means, stop control, internal win determination, game state control, value imparting, and presentation means to manage game states and player interactions, including first and second game states with tailored presentations and value grants based on stop operation sequences.
Enhances player engagement by dynamically controlling game states and rewarding players with distinctive features, providing varied and engaging gameplay experiences.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a slot machine, an enclosed gaming machine, or a medalless slot machine. [Background technology]
[0002] BACKGROUND ART Conventionally, slot machines are known as one type of gaming machine, and some of these slot machines control multiple gaming states (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-87308 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is still room for improvement in the control of the gaming state of conventional gaming machines.
[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that has distinctive features in controlling the gaming state. [Means for solving the problem]
[0006] The present invention includes a plurality of reels that are rotated and have a plurality of different patterns applied thereto, a plurality of stop operation means that can perform stop operations to individually stop the rotation of the plurality of reels, a stop control means that stops the plurality of reels based on the stop operations, an internal win result determination means that determines the result of an internal win based on lottery information, and a game state control means that controls the game state. a value imparting means for imparting value;and a presentation means for executing a presentation, wherein the game states include a first game state, a second game state that is more advantageous than the first game state, and a predetermined state, and the presentation means performs a presentation when the result of the internal win in the predetermined state is a first result (hereinafter referred to as the "first case"). , place It is possible to perform certain effects, the presentation means is capable of executing the predetermined presentation when the result of the internal win in the predetermined state is a second result (hereinafter referred to as the "second case"), the predetermined presentation being a presentation suggesting that an operation to stop the first reel first is not recommended, and a presentation encouraging an operation to stop the second reel or the third reel first, The game state control means, in the game in which the predetermined effect is executed in the first case, The operation of stopping the first reel first (hereinafter referred to as " No. one Operation mode ") When the stop operation means is operated, the second game state is Does not start The game state control means is a means for executing the predetermined effect in the first case. The operation of stopping the second reel first (hereinafter referred to as " No. two Operation mode ") When the stop operation means is operated, the second game state is Can be started It is a means, The game state control means is a means capable of starting the second game state when the stop operation means is operated in an operation to first stop the third reel (hereinafter referred to as the "third operation mode") in a game in which the predetermined presentation is executed in the first case, the game state control means is a means not to start the second game state when the stop operation means is operated in the first operation mode in a game in which the predetermined presentation is executed in the second case, the game state control means is a means capable of starting the second game state when the stop operation means is operated in the second operation mode in a game in which the predetermined presentation is executed in the second case, and the game state control means is a means capable of starting the second game state when the stop operation means is operated in the third operation mode in a game in which the predetermined presentation is executed in the second case, When a predetermined period of time has elapsed since the start of the predetermined state, the game state control means two Operation mode Or the third operation mode means for starting the second gaming state even if the stop operation means is not operated; the law of nature , The game state control means is a means for starting the second game state after a period shorter than the predetermined period has elapsed when the stop operation means is operated in the second operation mode or the third operation mode in a game in which the predetermined presentation has been executed in the first case to start the second game state, and the game state control means is a means for starting the second game state after a period shorter than the predetermined period has elapsed when the stop operation means is operated in the second operation mode or the third operation mode in a game in which the predetermined presentation has been executed in the second case, and the value imparting means is a means for starting the second game state after a period shorter than the predetermined period has elapsed when the stop operation means is operated in the second operation mode in a game in which the predetermined presentation has been executed in the first case the value granting means may grant the first value when the stop operation means is operated in the third operation mode in a game in which the predetermined presentation is executed in the second case, the value granting means may grant the second value but may not acquire the first value when the stop operation means is operated in the third operation mode in a game in which the predetermined presentation is executed in the first case, the value granting means may grant the second value but may not grant the first value when the stop operation means is operated in the second operation mode in a game in which the predetermined presentation is executed in the second case, and the first value is a value greater than the second value. This is a gaming machine characterized by the above. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a gaming machine having a distinctive feature in controlling the gaming state. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 2] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 3] 1 is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane. [Figure 4]10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 5] 10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 6] This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 7] This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 8] (a) is a transition diagram of the game state of the main control unit of a slot machine according to one embodiment of the present invention, and (b) is a diagram explaining the character accompanying state of a slot machine according to one embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing characters displayed on the effect image display device in each character accompanying state of a slot machine according to one embodiment of the present invention. [Figure 10] (a) is a table showing a schematic diagram of the accompanying lottery processing in the normal advantageous zone state of a slot machine according to one embodiment of the present invention, and (b) is a table showing a schematic diagram of the CZ transition lottery processing in the normal advantageous zone state of a slot machine according to one embodiment of the present invention. [Figure 11] (a) is a diagram showing a time chart and an example of a presentation when a slot machine according to one embodiment of the present invention transitions from a non-accompanying state to an accompanying state in the normal advantageous zone state, and then transitions back to a non-accompanying state; (b) is a diagram showing a time chart when a slot machine according to one embodiment of the present invention transitions from an accompanying state to a non-accompanying state with two characters in the normal advantageous zone state. [Figure 12] This is an example of the presentation in a specific game in the normal advantageous zone state of a slot machine according to one embodiment of the present invention. [Figure 13]This is an example of the presentation in a specific game in the normal advantageous zone state of a slot machine according to one embodiment of the present invention. [Figure 14] (a) is a table that schematically shows the character arrangement lottery processing in the CZ of a slot machine according to one embodiment of the present invention, (b) is a table that schematically shows the selected character point lottery processing in the CZ of a slot machine according to one embodiment of the present invention, and (c) is a table that schematically shows the AT lottery processing in the CZ of a slot machine according to one embodiment of the present invention. [Figure 15] This is a table showing the probability of winning the push order bell in a slot machine according to one embodiment of the present invention, the maximum number of coins paid out in the case of a correct operation, and the display mode and number of coins paid out for each operation. [Figure 16] This is an example of the presentation of a specific CZ game on a slot machine according to one embodiment of the present invention. [Figure 17] (a) is a table showing a schematic diagram of the accompanying lottery processing in the normal AT state of a slot machine according to one embodiment of the present invention, and (b) is a table showing a schematic diagram of the number addition lottery processing and specialized zone lottery processing in the normal AT state of a slot machine according to one embodiment of the present invention. [Figure 18] This figure shows the time chart and presentation of a game in which the player wins the Push Order Bell_LCR in the specialized zone of a slot machine according to one embodiment of the present invention and receives an additional number of 123 coins. [Figure 19] This figure shows the time chart and presentation of a game in which the player wins the Push Order Bell_RLC in the specialized zone of a slot machine according to one embodiment of the present invention and receives an additional 231 coins. [Figure 20] This figure shows the time chart and presentation of a game in which the player wins the Push Order Bell_RCL in the specialized zone of a slot machine according to one embodiment of the present invention, wins a prize, and receives an additional 321 coins. [Figure 21] 10A to 10H are diagrams showing screen transitions in chronological order in the explanatory display according to the production situation (Example 1). 10I to 10L are diagrams showing screen transitions in chronological order in the explanatory display according to the production situation (Example 2). [Figure 22] FIG. 10 is a diagram showing a time series of screen transitions in an explanatory display according to the performance situation (Example 3). [Figure 23] FIG. 10 is a diagram showing a time series of screen transitions in an explanatory display according to the performance situation (Example 4). [Figure 24] This figure shows an example of changes in the display mode, such as the number of remaining AT Gs and the number of medals acquired. [Figure 25] FIG. 10 is a diagram showing the flow of a game in the stock priority order (Example 1). [Figure 26] FIG. 10 is a diagram showing the flow of a game in the stock priority order (Example 2). [Figure 27] FIG. 10 is a diagram showing the flow of a game in the stock priority order (Example 3). [Figure 28] (a) A table showing the probability of winning the push order bell in this embodiment, the display mode of the reels 110 to 112 corresponding to the operation of the stop buttons 137 to 139, and the number of coins to be paid out, which is a modified example of the table explained using Fig. 15. (b) A diagram showing a schematic overview of the AT lottery when the push order bell is won. [Figure 29] (a) A diagram showing, in chronological order, an example of the changes in the game state and the effects when the push order (selection) is successful. (b) A diagram showing an example of the winning combination that will result in the execution of the additional lottery 1 and the winning probability of the additional lottery 1. (c) A diagram showing an example of the winning combination that will result in the execution of the additional lottery 2 and the winning probability of the additional lottery 2. [Figure 30] (a) A diagram showing an example of the change in the game state and the effects when the push order (selection) is not correct, in chronological order. (b) A diagram showing an example of the winning combination that will result in the execution of the additional lottery 3 and the winning probability of the additional lottery 3. [Figure 31] 10 is a flowchart showing the flow of a standby instruction information setting process. [Figure 32] (a)-(d) are figures showing an example of a push order navigation effect during standby mode. (e)-(f),(f´) are figures showing an example of an "×??" push order guess effect. (g)-(j) are figures showing an example of an "Aim for 7" display after the "×??" push order guess effect. [Figure 33] (a) to (g) are diagrams showing an example of a time series of display of the amount of value acquired. (h) is a diagram showing an example of the symbols that make up the blessing display SP, the number of acquired coins corresponding to each symbol, the initial display time, and the re-display time. [Figure 34] 1 is a diagram showing an example of the configuration of a gaming system 10 according to the present embodiment. [Figure 35] 10(a) to 10(f) are diagrams showing the flow in chronological order up to logging in to the gaming system 10. FIG. 10(f) to 10(k) are diagrams showing the flow in chronological order from logging in to viewing the progress of the gaming system 10. [Figure 36] 10(a) to 10(h) are diagrams showing the flow of events in chronological order from login to the end of game recording in the gaming system 10. FIG. [Figure 37] 1A is a diagram showing an example of two-dimensional code generation before and after a mission completion display in chronological order, and FIG. 1B is a diagram showing a modified example of two-dimensional code generation before a mission completion display in chronological order. [Figure 38] 1A and 1B are diagrams showing, in chronological order, an example of presentations when there is no character whose birthday falls within a certain game period, and when the birthday of a princess character falls within a certain game period. [Figure 39] (a) A diagram showing an example of a presentation in chronological order when the birthday of a character who is a member of a certain game period falls within the birthday of a character who has not yet been released. (b) A diagram showing an example of a presentation in chronological order when the birthday of a character who has not yet been released falls within the birthday of a character who has not yet been released. [Figure 40] (a) to (d) are diagrams showing an example of the flow from displaying the menu to displaying the character selection screen. (e) to (g) are diagrams showing an example of birthday icons. (g') is a diagram showing a modified example of (g). [Figure 41] 10A is a diagram showing an example of count notification and attention call notification using a grandfather voice (custom voice), and FIG. 10B is a diagram showing an example of count notification using a gentleman voice (default voice). [Figure 42](a) A diagram showing another example of the timing of switching the character setting status 2 (count notification). (b) A diagram showing an example of the count notification and the warning notification when the logged-in state is entered again before a game is played after the logged-out state is set. [Figure 43] 10(a) to 10(f) are diagrams showing an example of a two-dimensional code display when the complete function is activated, and 10(g) to 10(j) are diagrams showing modified examples of the two-dimensional code display when the complete function is activated. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] [Embodiment A] The slot machine of this embodiment is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels each bearing multiple types of patterns begin to rotate when a predetermined rotation start instruction operation is received, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether or not multiple types of roles have been internally won, and each of the multiple reels stops spinning individually when a predetermined rotation stop instruction operation is received, and if the conditions determined by the role based on the result of the lottery and the pattern combination when the multiple reels stop meet the predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet the predetermined payout conditions, the game ends without paying out any gaming media.
[0011] <Overall structure> First, the overall configuration of the slot machine 100 will be described with reference to Figure 1. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side).
[0012] The slot machine 100 shown in Fig. 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with a variety of symbols arranged on their outer peripheries (not shown) are housed inside the center of the main body 101 and are configured to rotate inside the slot machine 100. These reels 110 to 112 are driven to rotate by a driving device such as a stepping motor.
[0013] In this embodiment, each symbol is printed at equal intervals on a strip-shaped member in an appropriate number, and the strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110-112. The symbols on the reels 110-112 are displayed vertically in approximately three columns through the reel window 113, for a total of nine symbols, as viewed by the player. By spinning each of the reels 110-112, the symbol combinations visible to the player change. In other words, each of the reels 110-112 functions as a display device that variably displays multiple symbol combinations. Note that, in addition to reels, electronic image display devices such as liquid crystal displays can also be used as such display devices. Although three reels are provided inside the center of the slot machine 100 in this embodiment, the number and location of the reels are not limited thereto.
[0014] A backlight (not shown) is disposed on the back of each of the reels 110-112 to illuminate the individual symbols displayed in the reel windows 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (index sensor; not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110-112 inside the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of this sensor, and the reels 110-112 are stopped so that the desired symbol is displayed on the pay line.
[0015] The win line indicator lamp 120 is a lamp that indicates which win lines 114 are active. The number of active win lines 114 is predetermined based on the number of medals bet as gaming media. There are five win lines 114. For example, if one medal is bet, the middle horizontal win line is active; if two medals are bet, three lines, including the upper horizontal win line and the lower horizontal win line, are active; and if three medals are bet, five lines, including the lower right win line and the upper right win line, are active. Note that the number of win lines 114 is not limited to five, and may be one of the middle horizontal win lines. Also, for example, when one medal is bet, five lines may be set as valid winning lines: the middle horizontal winning line, the upper horizontal winning line, the lower horizontal winning line, the right-downward winning line, and the right-upward winning line; or the same number of winning lines may be set as valid winning lines regardless of the number of bets.
[0016] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, a bonus combination) has been internally won in the internal lottery for winning combinations described below, or that a bonus game is in progress. The medal insertion possible lamp 124 is a lamp that notifies the player that the player can insert medals. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if the player won a replay, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for effect purposes.
[0017] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also referred to as the MAX bet button. The game medal insertion lamps 129 light up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0018] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically (betting operation) using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion slot 141, and the term "insertion" includes both.
[0019] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (for example, the number of medals paid out during a bonus game) in numerical form. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination. In this embodiment, the stored number display 125, the game information display 126, and the payout number display 127 are configured as 7-segment (SEG) displays.
[0020] The payout number display 127 of this embodiment also functions as an effect device that notifies information related to the stop operation (for example, the operation order of the stop buttons 137 to 139).
[0021] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called a game start operation.
[0022] The stop button unit 136 is provided with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type push switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are provided corresponding to each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the stop button 137 (sometimes referred to as the left stop button), the center reel 111 can be stopped by operating the stop button 138 (sometimes referred to as the center stop button), and the right reel 112 can be stopped by operating the stop button 139 (sometimes referred to as the right stop button).
[0023] Hereinafter, operations on the stop buttons 137-139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the last stop operation being referred to as the third stop operation. The reel targeted by the first stop operation may be referred to as the first stop reel, the reel targeted by the second stop operation being referred to as the second stop reel, and the reel targeted by the third stop operation being referred to as the third stop reel. Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the spinning reels 110-112 will be referred to as the operation sequence or push sequence. The operation sequence for performing the stop operation to change the first stop reel to the left reel 110 will be referred to as the "forward push operation sequence" or simply "forward push," the operation sequence for performing the stop operation to change the first stop reel to the center reel 111 will be referred to as the "center push operation sequence" or simply "center push," and the operation sequence for performing the stop operation to change the first stop reel to the right reel 112 will be referred to as the "reverse push operation sequence" or simply "reverse push." In this embodiment, the stop operation and the operation sequence of a combination of the first stop operation, the second stop operation, and the third stop operation may be abbreviated. For example, a stop operation in which the first stop reel is the left reel 110 may be referred to as "left," and a stop operation in which the first stop reel is the left reel 110, the second stop reel is the center reel 111, and the third stop reel is the right reel 112 may be referred to as "left center right." Light-emitting elements may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting elements may be lit to notify the player.
[0024] The medal return button 133 is a button that can be pressed to remove medals when inserted medals become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout opening 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100. The medal payout opening 155 is a payout opening for paying out medals.
[0025] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal receiving tray 161 are provided.
[0026] The sound hole 181 is a hole for outputting sound from a speaker provided inside the slot machine 100 to the outside. Side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. An effect device 160 is provided above the front door 102, and a sound hole 143 is provided above the effect device 160. This effect device 160 is equipped with a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and a liquid crystal display device 157 (not shown, effect image display device) provided behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 appears on the front (player side) of the slot machine 100.
[0027] The liquid crystal display device (performance image display device) 157 of this embodiment also functions as a performance device that executes performances described later. For example, it executes operation navigation that notifies information about stop operations (for example, the operation sequence and operation timing of the stop buttons 137 to 139).
[0028] The information display button 191 is an operation button for calling and operating a user menu (for example, a menu for setting various pieces of information individually by the player). The information display button 191 is composed of a cross key button 191a and an OK button 191b. The cross key button 191a is a selection button used when the player selects one of multiple options. The cross key button 191a is composed of up, down, left, and right arrow keys, and by operating each arrow key, the cursor can be moved in the direction of the arrow. The OK button 191b is a button for confirming the option at which the cursor is positioned. In this embodiment, for example, the information display button 191 is used for setting information using the user menu, setting the volume or light intensity, and selecting a character (stage) for an effect executed after winning a bonus. In this embodiment, the information display button 191 may be referred to as a cross key 191.
[0029] The effect button 192 is a button that can be operated when an effect that prompts the operation of the button is executed. In this embodiment, when the effect button 192 is operated, an effect that suggests the granting of a bonus such as an additional number of coins in the AT is executed as a response effect.
[0030] It should be noted that the display device does not have to be a liquid crystal display device, and any other device may be configured to display various effect images and various game information. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the player can view the entire screen. In this embodiment, the display screen is rectangular, but it may also be square. Also, decorations (not shown) may be provided around the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decoration, making the display screen appear irregular. In this embodiment, the display screen is flat, but it may also be curved.
[0031] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described with reference to Figure 2. This figure is a circuit block diagram of the control unit.
[0032] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in accordance with command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400.
[0033] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 includes a CPU 304, a ROM 306 for storing control program data, lottery data used in the internal lottery for winning combinations, and reel stop positions, a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 for each interrupt time. The CPU 304 monitors each sensor and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0034] The main control unit 300 is equipped with a random number generation circuit 316 which is used as a hardware random number counter that fluctuates the numerical value within the range of 0 to 65535 based on the clock signal input from the crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the power is turned on. When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit described below).
[0035] The main control unit 300 also has a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, reel 110 index sensor, reel 111 index sensor, reel 112 index sensor, information display button 191 sensor, effect button 192 sensor, etc.) at each interrupt time.
[0036] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0037] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether medals have passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. Stop button 137 sensors, stop button 138 sensors, and stop button 139 sensors are installed on each of the stop buttons 137 to 139 and detect the operation of the stop button by the player.
[0038] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on each of the medal insertion buttons 130-132, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. The information display button 191 sensor detects the operation of the information display button 191, and the effect button 192 sensor detects the operation of the effect button 192. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0039] The index sensors for reel 110, reel 111, and reel 112 are installed at predetermined positions on the mounting bases of each of reels 110-112, and go to L level every time a light-shielding piece provided on the reel frame passes by. When CPU 304 detects this signal, it determines that the reel has made one rotation and resets the rotational position information of the reel to zero.
[0040] The main control unit 300 is provided with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided on the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored number indicator 125, game information indicator 126, payout number indicator 127).
[0041] An information output circuit 334 is also connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334. The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300, and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0042] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 can send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 cannot send signals such as commands to the main control unit 300.
[0043] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that receives control commands sent by the main control unit 300 via an input interface and controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The first sub-control unit 400 also includes a ROM 406 that stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight illumination pattern and various displays.
[0044] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0045] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272, 277 in accordance with commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.
[0046] The first sub-control unit 400 also has a drive circuit 422, to which various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel 162 lamps, notification lamps 123, etc.) are connected via an input / output interface.
[0047] The first sub-control unit 400 is also provided with a drive circuit 425 that drives the shutter 163, and the shutter 163 is connected to the drive circuit 424 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.
[0048] The first sub-control unit 400 is also provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.
[0049] The CPU 404 also transmits and receives signals to and from the second sub-control unit 500 via the output interface. The second sub-control unit 500 of the slot machine 100 controls the liquid crystal display device 157 and the like.
[0050] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. The second sub-control unit 500 also includes a ROM 506 that stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0051] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 504 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0052] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on signals from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the performance image display device 157.
[0053] <Pattern Arrangement> The arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 3. This figure shows the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a planar form.
[0054] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 1-20 in this embodiment) of various types (eight symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 1-20 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110-112. For example, in this embodiment, a "bell" symbol is arranged on the symbol numbered 1 on the left reel 110, a "watermelon" symbol is arranged on the symbol numbered 1 on the center reel 111, and a "seven-one" symbol is arranged on the symbol numbered 2 on the right reel 112.
[0055] <Slot machine processing> Next, regarding the processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500, This will be explained using the drawings.
[0056] <Main processing of main control unit> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 4. This figure is a flowchart showing the flow of the main control unit main processing.
[0057] When the slot machine 100 is powered on, first, in step S101, various initial setting processes are performed. These initial settings include setting a stack initial value to the stack pointer (SP) of the CPU 304, setting interrupt prohibition, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308, setting operation permission and initial values for the WDT 314, etc.
[0058] In step S102, a medal insertion / start operation acceptance process is executed. Here, the sensor circuit 320 detects whether a medal insertion operation has been performed electronically using the bet buttons 130-132 or whether a medal insertion operation has been performed directly through the medal insertion slot 141, and if an insertion operation has been performed, the win line indicator lamp 120 is turned on according to the number of medals inserted. The controller also prepares to send a medal insertion command to the first sub-control unit 400 indicating that medals have been inserted. If a replay combination has been won in the previous game, the controller performs a process to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals.
[0059] In addition, a check is made based on the detection of the sensor circuit 320 to see if the start lever 135 has been operated, and if it is determined that the start lever has been operated, the number of medals inserted is confirmed and preparations are made to send a start lever acceptance command to the first sub-control unit 400 indicating that the start lever 135 has been operated.
[0060] In step S103, the active winning lines are determined, and in step S104, the random number generated by the random number generating circuit 316 is obtained.
[0061] In step S105, an internal lottery process for a winning role is performed. In the internal lottery process for a winning role, a winning role lottery table stored in ROM 306 is read out according to the current game state (RT game state), and an internal lottery is performed using this table and the random number value obtained in step S104. If the result of the internal lottery is an internal win for any winning role (including an activated role), the condition device (flag) for the internally won role is activated (the flag for that winning role is turned ON). Also, in step S105, preparations are made to send an internal win command indicating the result of the winning role internal lottery to the first sub-control unit 400. For example, if a watermelon is internally won, preparations are made to send an internal win command indicating that a watermelon has been internally won to the first sub-control unit 400. If the result of the winning role internal lottery is a loss (no winning role), preparations are made to send an internal win command indicating a loss to the first sub-control unit 400.
[0062] To summarize the internal winning probability of a winning combination, the internal winning probability of each combination is calculated by dividing the numerical data corresponding to the range of lottery data associated with each combination by the numerical data (65536 in this embodiment) corresponding to the range of random numbers obtained during the internal lottery, which will be described later. The lottery data is divided into several numerical ranges in advance, and each numerical range is associated with a combination of winning combinations and losing combinations. In the winning combination internal lottery process, a determination is made as to whether the random number obtained as a result of the internal lottery is a value corresponding to the lottery data corresponding to any of the combinations, and the internal winning combination is determined. In practice, this lottery data is provided with settings 1 to 6, each with a different winning probability for at least one combination, and a store attendant or the like can arbitrarily select and set any of the settings.
[0063] In step S106, reel stop data is selected based on the result of the internal lottery for winning combinations in step S105, etc. For the reel stop data for winning combinations that require a stop operation order, the operation conditions are also set, and when the corresponding reel stop data is selected, the operation conditions are also set.
[0064] In step S107, a reel rotation start process is executed to start the rotation of all the reels 110 to 112 based on the start operation.
[0065] In step S108, a reel stop control process is performed. In the reel stop control process, the stop buttons 137 to 139 become available, and when one of the stop buttons is pressed, the stop data of the reel stop data is referenced to stop the reel corresponding to the pressed stop button, and one of the reels 110 to 112 is stopped according to the number of reel pull-in frames set in the stop data. If all the reels 110 to 112 have stopped, the process proceeds to step S109. In this step S108, for each stop operation, preparations are made to send to the first sub-control unit 400 a stop button acceptance command (more specifically, a stop button acceptance 1 command for the first stop operation, a stop button acceptance 2 command for the second stop operation, and a stop button acceptance 3 command for the third stop operation) relating to the stop button 137 to 139 that was operated to stop, and for each reel stop, preparations are made to send to the first sub-control unit 400 a reel stop command (more specifically, a reel stop 1 command for the first stopped reel, a reel stop 2 command for the second stop operation, and a reel stop 3 command for the third stop operation) relating to the reel stop position.
[0066] In step S109, a winning determination process is performed. In the winning determination process, a winning determination is performed for the symbols stopped by pressing the stop buttons 137 to 139, and if a symbol combination corresponding to a winning role is displayed on the activated winning line 114, it is determined that the winning role has been won. For example, if a "watermelon symbol-watermelon symbol-watermelon symbol" is aligned on the activated winning line, it is determined that a watermelon win has occurred. In addition, in this step S109, preparations are made to send a display determination command indicating the result of the winning determination to the first sub-control unit 400.
[0067] In step S110, a medal payout process is performed. In the medal payout process, if a winning combination that results in a payout is achieved, the number of medals corresponding to that winning combination is paid out. Also, in step S110, preparations are made to send a medal payout command indicating the number of medals to be paid out to the first sub-control unit 400.
[0068] In step S111, a game state control process is performed. In this game state control process, control is performed to transition the game state (RT game state, AT game state), and for example, in the case of a BB win, preparations are made to start BB game from the next time. Also, in this step S111, preparations are made to send a game state command indicating the game state to the first sub-control unit 400.
[0069] This completes one game. The game then progresses by returning to step S102 and repeating the above-described process. The various commands prepared in the above steps are transmitted in the command setting and transmission process (step S206 in FIG. 5) of the main control unit timer interrupt process, which will be described later.
[0070] <Main control unit timer interrupt processing> Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 5. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0071] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.
[0072] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0073] In step S202, WDT314 is restarted periodically (in this embodiment, once every 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0074] In step S203, an input port state update process is performed. In this input port state update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal state storage areas partitioned for each of the various sensors 318 in the RAM 308.
[0075] In step S204, various game processes are executed, and processes according to the interrupt status are executed.
[0076] In step S205, a timer update process is performed. More specifically, various timers are updated in their respective time units.
[0077] In step S206, a command setting transmission process is performed, and various commands that have been prepared for transmission are transmitted to the first sub-control unit 400. The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0078] In step S207, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0079] In step S208, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S203 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game status, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various 7-segment (SEG) indicators.
[0080] In step S209, it is monitored whether the low voltage signal is on or not, and if the low voltage signal is on (if a power cutoff is detected), the process proceeds to step S211, and if the low voltage signal is off (if a power cutoff is not detected), the process proceeds to step S210.
[0081] In step S210, various processes are performed to end the timer interrupt end process. In this timer interrupt end process, the values of each register temporarily saved in step S201 are set back to the original registers, etc. Then, the process returns to the main process of the main control unit shown in FIG.
[0082] On the other hand, in step S211, specific variables and stack pointers for restoring the state to the state at the time of power outage when power is restored are saved as recovery data in a predetermined area of RAM 308, power outage processing such as initialization of input / output ports is performed, and then the process returns to the main processing of the main control unit shown in Figure 4.
[0083] <Processing of the first sub-control unit> Next, the processing of the first sub-control unit 400 will be explained using Figure 6. Figure 6(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 6(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 6(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0084] First, the main processing of the first sub-control unit 400 will be described with reference to FIG. 6(a).
[0085] When the power is turned on, an initialization process is first executed in step S301. In this initialization process, the input / output ports are initially set up, and a storage area in RAM 408 is initialized. In this process, an area for storing internal win information, which is information showing the result of an internal win, and an area for storing RT update information, which is information showing the game status, are provided in RAM 408.
[0086] In step S302, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S303.
[0087] In step S303, 0 is substituted into the timer variable.
[0088] In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0089] In step S305, a performance control process (described in detail later) is performed. Here, performance preparation is performed in accordance with the performance reservation information stored in the performance reservation area in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and updating the performance data if the performance data needs to be updated.
[0090] In step S306, sound control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes a command to the sound source IC 418, this command is output to the sound source IC 418.
[0091] In step S307, lamp control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes commands for the various lamps 420, these commands are output to the drive circuit 422.
[0092] In step S308, shutter control processing is performed based on the processing result of step S305. For example, if the performance data read out in step S305 includes a command to the shutter 163, this command is output to the drive circuit 424.
[0093] In step S309, an information output process is performed based on the processing result of step S305 to set up sending a command to the second sub-control unit 500. For example, if the performance data read in step S305 contains a command to be sent to the second sub-control unit 500, settings are made to output this control command, and the process returns to step S302.
[0094] Next, using Figure 6(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0095] Next, using Figure 6(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the timer interrupt processing to be executed at a predetermined period.
[0096] In step S501, 1 is added to the value of the timer variable storage area of RAM 408 described in step S302 in the first sub-control unit main processing shown in Figure 6(a) and stored in the original timer variable storage area. Therefore, in step S302, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0097] In step S502, commands are sent to the second sub-control unit 500 set in step S309, and the random number values for performance are updated.
[0098] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be explained using Figure 7. Figure 7(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 7(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 7(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 7(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0099] First, in step S3001 of Fig. 7(a), various initial settings are performed. When the power is turned on, initialization processing is first executed in step S601. This initialization processing includes initial setting of input / output ports, initialization processing of storage areas in RAM 508, initialization processing of storage areas in VRAM 518, etc.
[0100] In step S602, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S603.
[0101] In step S603, 0 is substituted into the timer variable.
[0102] In step S604, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 identifies each command received from the CPU 404 of the first sub-control unit 400.
[0103] In step S605, effect control processing is performed. Specifically, if a new command is received in step S604, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0104] In step S606, image control processing (described in detail below) is performed based on the processing result of step S605. For example, if the performance data read in step S605 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. When this image control processing is completed, the process returns to step S602.
[0105] Next, using Figure 7(b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400.
[0106] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in a command storage area provided in the RAM 508 as an unprocessed command.
[0107] Next, using Figure 7(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0108] In step S801, 1 is added to the value of the timer variable storage area of RAM 508 described in step S602 in the second sub-control unit main processing shown in Figure 7(a) and stored in the original timer variable storage area. Therefore, in step S602, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0109] In step S802, the random number values for effect are updated.
[0110] Next, the image control processing of step S4006 in the main processing of the second sub-control unit 500 will be described with reference to Figure 7(d). This figure is a flowchart showing the flow of the image control processing.
[0111] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 536. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address of ROM 506), VRAM coordinates (destination address of VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0112] In step S902, it is determined whether or not a transfer end interrupt signal has been input from the VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S903; if not, the process waits for the transfer end interrupt signal to be input.
[0113] In step S903, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S901. The VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0114] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0115] In step S905, it is determined whether a generation end interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation end interrupt signal has been input, the process proceeds to step S906; if not, the process waits for the generation end interrupt signal to be input.
[0116] In step S906, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0117] <Gameplay> Next, the gameplay of this embodiment will be described. Figure 8(a) is a diagram showing the overall game flow, and is a transition diagram of the game state (also called the AT-type game state, hereinafter abbreviated as game state) related to the presentation of the main control unit 300.
[0118] ·Advantageous section / non-advantageous section The game state is broadly divided into a non-advantageous zone and an advantageous zone. The non-advantageous zone is the initial state, a period during which operation navigation cannot be executed. The non-advantageous zone includes a normal non-advantageous zone state. On the other hand, the advantageous zone is a period during which operation navigation can be executed. Here, operation navigation is a presentation that uses the presentation image display device 157 and the payout number display 127 to notify the stop operation content that helps win a prize, and is a presentation that notifies the stop operation sequence and timing (indication of an internal winning role). The advantageous zone includes a normal advantageous zone state, a challenge zone (hereinafter abbreviated as CZ), a normal AT state, a specialized zone, a pullback chance zone, and an ending state. In this embodiment, the normal non-advantageous zone state, the normal advantageous zone state, and the CZ are collectively referred to as the "normal state." Furthermore, the normal AT state, the specialized zone, the pullback chance zone, and the ending state are collectively referred to as the "AT state."
[0119] Regarding the state transition between the non-advantageous zone and the advantageous zone, if a predetermined condition is met in the normal state of the non-advantageous zone (for example, if the winning combination in the internal lottery process for winning combinations is not a miss), the system transitions to the normal state of the advantageous zone (see path R1 in Figure 8(a)). On the other hand, if the AT state of the advantageous zone ends, the system transitions to the normal state of the non-advantageous zone (see path R2 in Figure 8(a)). However, even if the AT state ends, there may be cases where the system does not transition to the non-advantageous zone (for example, when the AT state ends and the system transitions to the normal state of the advantageous zone). Note that the AT state in this embodiment is a difference-number-managed AT state, and the AT state ends when the difference number in the AT state reaches a specified number of pieces. Here, the difference number refers to the difference between the number of game media (for example, medals) paid out and the number of game media inserted.
[0120] Accompanying character status In this embodiment, the game state can be classified from the perspective of which character accompanies the main character (lord). Hereinafter, this game state will be referred to as a character accompanying state. The character accompanying states include a "non-accompanying state" in which only the lord appears in the performance, a "princess accompanying state" in which the lord is accompanied by a princess and appears in the performance, a "grandfather accompanying state" in which the lord is accompanied by a grandfather and appears in the performance, and a "grandfather & princess accompanying state" in which the lord is accompanied by a princess and a grandfather and appears in the performance. The princess accompanying state, grandfather accompanying state, and grandfather & princess accompanying state are collectively referred to as the "accompanying state." In this embodiment, the accompanying state is more advantageous to the player than the non-accompanying state. For example, the probability of transitioning from the current game state to a more advantageous game state is set high (for example, there is a high probability of transitioning from the normal advantageous zone state to the CZ state, from the CZ state to the AT state, or from the AT state to the specialized zone), the advantageous game state is set to continue for a longer period of time (for example, the AT is added and the conditions for ending the AT state are set more favorably), or special effects are executed (for example, a corresponding role winning announcement effect that is executed when the corresponding role of the accompanying character described below is won).
[0121] Fig. 9 shows characters displayed on the performance image display device 157 in each character accompanying state. In detail, Fig. 9(a) shows characters in a non-accompanied state, Fig. 9(b) shows characters in a princess-accompanied state, Fig. 9(c) shows characters in a grandfather-accompanied state, and Fig. 9(d) shows characters in a grandfather & princess-accompanied state.
[0122] In this embodiment, as shown in FIG. 8(b), the character accompany state exists in the normal advantageous zone state, the CZ, and the normal AT state. FIG. 8(b) is a diagram showing the correspondence between the game state and the character accompany state shown in FIG. 8(a). For example, the normal advantageous zone state includes a non-accompanying state, a princess accompanying state, a grandfather accompanying state, and a grandfather & princess accompanying state. The CZ includes a princess accompanying state and a grandfather accompanying state. The normal AT state includes a non-accompanying state, a princess accompanying state, a grandfather accompanying state, and a grandfather & princess accompanying state. However, the character accompany state may be set in a game state other than the normal advantageous zone state, the CZ, or the normal AT state. For example, the character accompany state may be set in the ending state. In this case, if a role corresponding to the accompanying character described below is won in the ending state, a setting suggestion effect suggesting a setting value may be executed, or the probability of execution may be increased.
[0123] · Normal advantageous zone In the normal advantageous zone state, a CZ transition lottery process is executed for each play to determine whether to transition to the CZ state. If the CZ transition lottery is won, the game will transition from the normal advantageous zone state to the CZ (see route R3 in Figure 8(a)). In rare cases, if special conditions are met (for example, if a rare role is won), the game will transition directly from the normal advantageous zone state to the AT state without going through the CZ state (see route R4 in Figure 8(a)).
[0124] Figure 10(a) is a table that schematically shows the accompanying lottery processing in the normal state of the advantageous zone (more specifically, the accompanying lottery table used in the accompanying lottery processing), and Figure 10(b) is a table that schematically shows the CZ transition lottery processing in the normal state of the advantageous zone (more specifically, the CZ entry lottery table used in the CZ transition lottery processing).
[0125] The accompanying lottery process is a lottery process for determining the accompanying character, and is executed for each game. In this embodiment, as shown in FIG. 10(a), the accompanying lottery process is executed based on the winning combination in the winning combination internal lottery process. For example, if a watermelon is won, the old man is selected as the accompanying character with a 25% selection rate, if a chance eye is won, the old man is selected as the accompanying character with a 100% selection rate, if a weak cherry is won, the princess is selected as the accompanying character with a 25% selection rate, and if a strong cherry is won, the princess is selected as the accompanying character with a 100% selection rate.
[0126] Note that the initial character accompaniment state in the normal advantageous zone state is a non-accompaniment state. Once an accompaniment state (e.g., princess accompaniment state, grandfather accompaniment state, grandfather & princess accompaniment state) is set, it is maintained for the guaranteed number of games (e.g., 20 games in this embodiment), and whether the accompaniment state will end or continue is determined based on the results of an accompaniment termination lottery executed for each game after the guaranteed number of games has elapsed (specifically, in the princess accompaniment state, a princess accompaniment termination lottery to end the princess accompaniment state; in the grandfather accompaniment state, a grandfather accompaniment termination lottery to end the grandfather accompaniment state; in the grandfather & princess accompaniment state, a princess accompaniment termination lottery to end the princess accompaniment state and a grandfather accompaniment termination lottery to end the grandfather accompaniment state). For example, the accompaniment termination lottery may be a lottery with a winning probability of 1 / 2 based on bet operation or start lever operation, or the accompaniment state may end if the winning combination in the winning combination internal lottery process is a replay. Furthermore, in a state where two characters are accompanying each other, i.e., in the Grandfather & Princess accompanying state, a restriction is imposed so that the accompanying state does not end for two consecutive games. This is a measure to reduce player disappointment. For example, in the Grandfather & Princess accompanying state, if the Grandfather accompanying state ends in the Nth game, a restriction is imposed so that the Princess accompanying state does not end in the N+1th game. Hereinafter, this restriction is also referred to as an accompanying end restriction. Note that in this embodiment, the accompanying end restriction is a restriction that the accompanying state does not end for two consecutive games, but this is not limited to this. For example, if one accompanying end lottery is won, a restriction may be imposed so that another accompanying end lottery is not won for a predetermined number of games (e.g., five games).
[0127] As shown in Figure 10(a), in this embodiment, accompanying characters are associated with winning roles. Specifically, the characters associated with watermelon and chance eyes are old men, and the characters associated with weak cherries and strong cherries are princesses. Hereinafter, winning roles associated with accompanying characters will be referred to as "corresponding roles of accompanying characters."
[0128] In this embodiment, as shown in Figure 10 (b), the CZ transition lottery process is executed based on the character accompanying state and the winning combination in the winning combination internal lottery process. For example, in the non-accompanying state, the probability of winning the CZ when winning a watermelon or weak cherry is 0%, and the probability of winning the CZ when winning a chance eye or strong cherry is 2%. Also, for example, in the old man accompanying state, the probability of winning the CZ when winning a watermelon is 25%, the probability of winning the CZ when winning a chance eye is 55%, and the probability of winning the CZ when winning a weak cherry or strong cherry is 0%.
[0129] As shown in Figure 10 (b), in this embodiment, transition to CZ is easier in the accompanying state than in the non-accompanying state. Also, even in the accompanying state, transition to CZ is easier in the accompanying state of two characters (grandfather & princess accompanying state) than in the accompanying state of one character (princess accompanying state, grandfather accompanying state). Also, in the internal lottery process for winning roles in the accompanying state, if the corresponding role of the accompanying character is won, transition to CZ is easier than if other roles are won.
[0130] In this embodiment, the probability of winning the Grandfather's corresponding role (watermelon, chance eye) in the Grandfather accompanied state and moving on to the CZ is the same as the probability of winning the Princess' corresponding role (weak cherry, strong cherry) in the Princess accompanied state and moving on to the CZ, but they may not be the same, and winning the role corresponding to the accompanying character in one accompanying state may be treated as more favorable than winning the role corresponding to the accompanying character in another accompanying state.
[0131] ・Advantageous zone: normal game progress Next, using Figure 11, we will explain the game progress in the normal advantageous zone state.
[0132] FIG. 11(a) is a diagram showing a time chart and an example of a presentation showing the progress of the game in chronological order when a transition is made from a non-accompanying state to an accompanying state and then to a non-accompanying state.
[0133] FIG. 11(a) shows a case where the accompanying lottery was won on the M+1 game (when the accompanying lottery was won based on a weak cherry win; see FIG. 10(a)), and the princess accompanying state started on the M+1 game, and the guaranteed number of games for the princess accompanying state ended on the M+21 game. Although the princess accompanying state started on the M+1 game, the effect image display device 157 on the M+1 game is executing a princess accompanying precursor effect (for example, the princess appears only halfway on the screen; see FIG. 11(a-1)). Thus, the character accompanying state and the state of the effect on the effect image display device 157 do not necessarily coincide. Even if the princess accompanying precursor effect is being executed on the effect image display device 157, the character accompanying state is the princess accompanying state, and therefore the CZ transition lottery is executed based on the princess accompanying state (see FIG. 10(b)). However, when the precursor effect is being executed, the CZ transition lottery may be executed based on the non-accompanying state.
[0134] 11(a) shows a case where the guaranteed number of games for the princess accompany state ended in the M+21 game, so the accompany end lottery (princess accompany end lottery) started in the M+22 game, and the accompany end lottery (princess accompany end lottery) was won in the M+23 game, so the non-accompany state started in the M+23 game. Note that since the accompany end lottery (princess accompany end lottery) was not won in the M+22 game, an image of the princess accompany state was displayed on the effect image display device 157 (see FIG. 11(a-2)), and since the accompany end lottery (princess accompany end lottery) was won in the M+23 game, after the accompany end lottery, a blackout image was displayed on the effect image display device 157 (see FIG. 11(a-3)), and then an image of the non-accompany state was displayed (see FIG. 11(a-4)).
[0135] In this embodiment, when the accompanying state ends, the accompanying character is erased via a blackout or whiteout ending image, and then an image of the non-accompanying state is displayed. This allows the player to clearly recognize that the character accompanying state has changed. Note that the transition from the accompanying state image to the non-accompanying state image is not limited to this method; for example, the transition may be made after the screen of the effect image display device 157 is temporarily blocked using a sliding door or shutter, or, when the accompanying state ends, the stage may be changed to clearly notify the player that the character accompanying state has changed.
[0136] FIG. 11(b) is a time chart showing the progress of the game in chronological order when two characters transition from an accompanying state to a non-accompanying state.
[0137] Figure 11(b) shows a case where, after the Nth game in the Princess Accompanying state (a state with 20 games remaining), the player wins the Accompanying Lottery on the N+1th game (when the Accompanying Lottery is won based on a watermelon win; see Figure 10(a)), so the Grandfather & Princess Accompanying state begins on the N+1th game, the guaranteed number of games for the Princess Accompanying state ends on the N+21st game, and the guaranteed number of games for the Grandfather Accompanying state ends on the N+22nd game.
[0138] Also, Figure 11(b) shows a case where the guaranteed number of games for the Princess Accompanying state has ended in the N+21st game, so the Accompanying End Lottery (Princess Accompanying End Lottery) starts from the N+22nd game, and the Accompanying End Lottery (Princess Accompanying End Lottery) is won in the N+22nd game, so the Grandfather Accompanying state occurs in the N+22nd game.
[0139] 11(b) shows a case where the guaranteed number of games in the Grandfather accompaniment state ended at the N+22nd game, so the accompaniment termination lottery (Grandfather accompaniment termination lottery) was started at the N+23rd game, and the accompaniment termination lottery (Grandfather accompaniment termination lottery) was won at the N+23rd game, but the Grandfather accompaniment state was maintained due to the above-mentioned accompaniment termination restriction. However, since the accompaniment termination lottery (Grandfather accompaniment termination lottery) was won at the next game, the N+24th game, the Grandfather accompaniment state ended, and the non-accompaniment state began at the N+24th game. In this way, in this embodiment, the accompaniment state is restricted from ending over two consecutive games, so it is possible to prevent the player from becoming extremely disappointed.
[0140] - Normal advantageous zone effect Next, the effects of the advantageous zone in the normal state will be described with reference to Figures 12 and 13. Figures 12 and 13 show an example of effects in a predetermined game in the advantageous zone in the normal state.
[0141] Fig. 12(a) is an example of an image displayed on the effect image display device 157 when a weak cherry is won and a weak cherry is won in the internal lottery process for winning roles in a game in a non-accompanying state (see the characters in Fig. 12(a-1)). According to the effect example shown in Fig. 12(a), based on the start operation, a weak cherry / watermelon winning suggestion effect is executed, which suggests that either a weak cherry or a watermelon has been won (see image d1 in Fig. 12(a-2)), and after the third stop operation, based on the weak cherry winning, a weak cherry winning notification effect is executed, which notifies the winner of a weak cherry (see image d2 in Fig. 12(a-3)).
[0142] FIG. 12(b) is an example of an image displayed on the effect image display device 157 when a weak cherry is won in the internal lottery process for winning a prize in a game in the princess accompanying state (see the characters in FIG. 12(b-1)) and a weak cherry is won. According to the effect example shown in FIG. 12(b), based on the start operation, a weak cherry / watermelon winning suggestion effect is executed, suggesting a win of either a weak cherry or a watermelon (see image d1 in FIG. 12(b-2)). After the third stop operation, based on the weak cherry winning, a weak cherry winning notification effect is executed, notifying the win of a weak cherry (see image d2 in FIG. 12(b-3)). In addition, a weak cherry winning notification effect exclusive to the princess accompanying state is executed (see image d3 in FIG. 12(b-3). For example, image d3 shows the princess smiling, unlike in the stopped state). In this way, when a role corresponding to the accompanying character is won in the accompanying state, a corresponding role winning notification effect is executed, suggesting a win of the role (weak cherry) corresponding to the accompanying character (princess). In addition, since the strong cherry is also the corresponding role of the accompanying character when the princess is accompanied, if the strong cherry is won in the internal lottery process for winning roles when playing in the princess accompanied state, and the strong cherry wins, image d3 is displayed and a corresponding role winning notification effect (see image d3 in Figure 12 (b-3)) is executed, suggesting that the corresponding role of the accompanying character (strong cherry) has been won.
[0143] As a result, for players who do not know that it is advantageous to win a weak cherry or a strong cherry in the princess accompanying state, that is, players who do not know that it is advantageous to win the role corresponding to the accompanying character, the execution of the corresponding role winning notification effect makes them realize that a special effect has been executed and that it is advantageous to win the role corresponding to the accompanying character. Also, for players who know that it is advantageous to win a weak cherry or a strong cherry in the princess accompanying state, that is, players who know that it is advantageous to win the role corresponding to the accompanying character, the execution of the corresponding role winning notification effect can emphasize that they have won the role corresponding to the accompanying character, thereby stimulating the player's desire to play.
[0144] FIG. 12(c) is an example of an image displayed on the effect image display device 157 when a watermelon is won in the internal lottery process for winning roles in a game in the princess accompanying state (see the characters in FIG. 12(c-1)) and the watermelon is won. According to the effect example shown in FIG. 12(c), based on the start operation, a weak cherry / watermelon winning suggestion effect is executed, which suggests the winning of either a weak cherry or a watermelon (see image d1 in FIG. 12(c-2)), and after the third stop operation, a watermelon winning notification effect is executed, which notifies the winning of a watermelon based on the winning of a watermelon (see image d4 in FIG. 12(c-3)). In the princess accompanying state, the watermelon is not a corresponding role of the accompanying character, so unlike FIG. 12(b), the corresponding role winning notification effect is not executed.
[0145] Fig. 13(a) is an example of an image displayed on the effect image display device 157 when a watermelon is won in the internal lottery process for winning a prize in a game in the old man accompanying state (see the characters in Fig. 13(a-1)) and the watermelon is won. According to the effect example shown in Fig. 13(a), based on the start operation, a weak cherry / watermelon winning suggestion effect suggesting the winning of either a weak cherry or a watermelon is executed (see image d1 in Fig. 13(a-2)), and after the third stop operation, based on the watermelon winning, a watermelon winning notification effect is executed to notify the winning of a watermelon (see image d4 in Fig. 13(a-3)), and a watermelon winning notification effect exclusive to the old man accompanying state is executed (see image d5 in Fig. 13(a-3). For example, image d5 shows the old man smiling, unlike in the stopped state). In this way, when the corresponding role of the accompanying character is won in the accompanying state, a corresponding role winning notification effect (see image d5 in Figure 13 (a-3)) is executed, suggesting that the corresponding role of the accompanying character (watermelon) has been won. Note that in the grandpa accompanying state, the chance eye is also the corresponding role of the accompanying character, so even if the chance eye is won in the internal lottery process for winning roles in play in the grandpa accompanying state and the chance eye is won, image d5 is displayed, and a corresponding role winning notification effect is executed, suggesting that the corresponding role of the accompanying character (chance eye) has been won.
[0146] As a result, for players who do not know that winning a watermelon or a chance symbol in the grandpa accompanying state is advantageous, that is, players who do not know that winning a role corresponding to the accompanying character is advantageous, the execution of the corresponding role winning notification effect makes them realize that a special effect has been executed and that winning a role corresponding to the accompanying character is advantageous. Also, for players who know that winning a watermelon or a chance symbol in the grandpa accompanying state is advantageous, that is, players who know that winning a role corresponding to the accompanying character is advantageous, the execution of the corresponding role winning notification effect can emphasize that they have won a role corresponding to the accompanying character, thereby stimulating the player's desire to play.
[0147] 13(b) is an example of an image displayed on the effect image display device 157 when a weak cherry is won and a weak cherry is won in the internal lottery process for winning a prize in a game in the Grandfather & Princess accompanying state (see the characters in FIG. 13(b-1)). According to the effect example shown in FIG. 13(b), based on the start operation, a weak cherry / watermelon winning suggestion effect suggesting the winning of either a weak cherry or a watermelon is executed (see image d1 in FIG. 13(b-2)), and based on the third stop operation and the weak cherry winning, a weak cherry winning notification effect is executed to notify the winning of a weak cherry (see image d2 in FIG. 13(b-3)), and a weak cherry winning notification effect exclusive to the Grandfather & Princess accompanying state is executed (see images d3 and d5 in FIG. 12(b-3). For example, unlike the Grandfather and Princess stopped state, image d3 shows the Princess smiling, and image d5 shows the Grandfather laughing). In this way, when the corresponding role of the accompanying character is won in the accompanying state, a corresponding role winning notification effect (see images d3 and d5 in Figure 12 (b-3)) is executed, suggesting that the corresponding role of the accompanying character (princess) (weak cherry) has been won. Note that in the Grandfather & Princess accompanying state, strong cherries, chance eyes, and watermelons are also corresponding roles of the accompanying characters, so even if a strong cherry, chance eye, or watermelon is won in the internal winning role lottery process for play in the Grandfather & Princess accompanying state, and a cherry, chance eye, or watermelon is won, images d3 and d5 are displayed, and a corresponding role winning notification effect is executed, suggesting that the corresponding role of the accompanying character (strong cherry, chance eye, watermelon) has been won.
[0148] Fig. 13(c) is an example of an image displayed on the effect image display device 157 when a watermelon is won in the internal lottery process for winning a prize in a game in the Grandfather & Princess accompanying state (see the characters in Fig. 13(c-1)) and the watermelon is won. According to the effect example shown in Fig. 13(c), based on the start operation, a weak cherry / watermelon winning suggestion effect suggesting the winning of either a weak cherry or a watermelon is executed (see image d1 in Fig. 13(c-2)), and based on the winning of the watermelon after the third stop operation, a watermelon winning notification effect is executed to notify the winning of the watermelon (see image d4 in Fig. 13(c-3)), and a watermelon winning notification effect exclusive to the Grandfather & Princess accompanying state is executed (see images d3 and d5 in Fig. 12(c-3). For example, unlike the state in which the Grandfather and Princess are stopped, image d3 shows the Princess smiling and image d5 shows the Grandfather laughing). In this way, if the corresponding role of the accompanying character is won in the accompanying state, a corresponding role winning notification effect (see images d3 and d5 in Figure 12 (c-3)) is executed, suggesting that the corresponding role (watermelon) of the accompanying character (old man) has been won.
[0149] In this way, for players who do not know that winning a watermelon, chance symbol, weak cherry, or strong cherry in the Grandfather & Princess accompanying state is advantageous, i.e., players who do not know that winning a role corresponding to the accompanying character is advantageous, the corresponding role winning notification effect is executed to make them aware that a special effect has been executed and that winning a role corresponding to the accompanying character is advantageous. Also, for players who know that winning a watermelon, chance symbol, weak cherry, or strong cherry in the Grandfather & Princess accompanying state is advantageous, i.e., players who know that winning a role corresponding to the accompanying character is advantageous, the corresponding role winning notification effect is executed to emphasize that they have won a role corresponding to the accompanying character, thereby stimulating the player's desire to play. In particular, since a state in which two characters are accompanying a character is more advantageous than a state in which only one character is accompanying a character (see FIG. 10(b)), the execution of a corresponding role winning notification effect with two accompanying characters can further increase the player's interest. In the Grandfather & Princess Accompanying state, the image d3 displayed in the corresponding role notification effect in the Princess Accompanying state and the image d5 displayed in the corresponding role notification effect in the Princess Accompanying state are displayed as the corresponding role winning notification effect, but it is also possible to display an image that is only displayed in the Grandfather & Princess Accompanying state, rather than being limited to images d3 and d5.
[0150] CZ CZ is a game state in which the aim is to acquire points within a predetermined period (for example, 20 games in this embodiment). After the end of the predetermined period, CZ executes an AT lottery process that determines whether or not to transition to the normal AT state based on the total number of points acquired during the predetermined period. If the AT lottery process is won in CZ, the state transitions to the normal AT state (see route R5 in Figure 8(a)), and if the AT lottery process is not won, the state transitions to the normal advantageous zone state (see route R3 in Figure 8(a)). Figure 14(c) is a table that schematically shows the AT lottery process (more specifically, the point-specific AT lottery table used in the AT lottery process).
[0151] As shown in Figure 14(c), in this embodiment, if the total number of points acquired over a period of 20 games is 500 points or 0 to 50 points, there is a 100% probability that the game will transition to the AT state. Also, if the total number of points acquired towards 500 points is 51 points or more, the probability of transitioning to the AT state increases.
[0152] The character accompaniment state of the CZ is determined by executing an accompaniment lottery process when transitioning from the normal advantageous zone state. The determined accompaniment character remains the same for a period of 20 games. In detail, the accompaniment lottery process determines either the princess or the grandfather, so the princess accompaniment state or the grandfather accompaniment state is set and the CZ begins (see Figure 8(b)). In other words, the non-accompaniment state or the grandfather & princess accompaniment state is never set in the CZ.
[0153] The mechanism by which points are awarded in the CZ in the accompanying state set in this way will be explained using Figures 14(a), 14(b), and 16. Note that Figure 16 shows an example of the presentation in a predetermined game of the CZ.
[0154] In the CZ, the character corresponding to each reel is determined by a character arrangement lottery process when a bet is made for each game. FIG. 14(a) is a table that schematically illustrates the character arrangement lottery process (more specifically, a character arrangement pattern lottery table used in the character arrangement lottery process). In this embodiment, as shown in FIG. 14(a), pattern 1 is selected with an 80% probability, and pattern 2 is selected with a 20% probability. When pattern 1 is selected, a non-accompanying character is associated with the left reel 110, a lord is associated with the center reel 111, and an accompanying character is associated with the right reel 112. On the other hand, when pattern 2 is selected, a ninja is associated with the left reel 110, a lord is associated with the center reel 111, and an accompanying character is associated with the right reel 112. In other words, in either case, the accompanying character set in the character arrangement lottery process is associated with the right reel 112. For example, the game shown in Figure 16(a) shows a case where pattern 1 is selected in the princess accompanying state and the princess is associated with the right reel 112 (see Figure 16(a-1)). Note that the games shown in Figure 16(b) and Figure 16(c) also show a case where pattern 1 is selected in the princess accompanying state and the princess is associated with the right reel 112 (see Figure 16(b-1) and Figure 16(c-1)).
[0155] When playing the CZ after such character arrangement, if an internal win occurs on the push order bell and the content of the first stop operation matches the content of the notification on the operation navigation, the player can earn a number of points based on the character associated with the first stop reel of that game.
[0156] First, the push order bell of this embodiment will be described using FIG. 15. FIG. 15 is a table showing the lottery probability of the push order bell of this embodiment, the payout number in the case of a correct operation, and the display mode and payout number for each operation content. The push order bell is composed of overlapping roles, and if the role is internally won in the winning role internal lottery process, the winning role and the payout number will differ depending on the content of the stop operation (for example, the order of the stop operation). The maximum payout number will be awarded when the stop operation is performed in the correct stop operation order. Note that (1) the left, center, and right stop operation may be referred to as an LCR operation, (2) the left, right, and center stop operation may be referred to as an LRC operation, (3) the center, left, and right stop operation may be referred to as a CLR operation, (4) the center, right, and left stop operation may be referred to as a CRL operation, (5) the right, left, and center stop operation may be referred to as an RLC operation, and (6) the right, center, and left stop operation may be referred to as an RCL operation.
[0157] The push order bell of this embodiment is subdivided into six types: (1) push order bell_LCR, where the LCR operation is the correct operation; (2) push order bell_LRC, where the LRC operation is the correct operation; (3) push order bell_CLR, where the CLR operation is the correct operation; (4) push order bell_CRL, where the CRL operation is the correct operation; (5) push order bell_RLC, where the RLC operation is the correct operation; and (6) push order bell_RCL, where the RCL operation is the correct operation. For example, if an internal win is made on the push order bell_LCR and an LCR operation is performed, when the LCR operation, which is the correct stop operation, is performed, six medals are paid out, and if an internal win is made on the push order bell_CRL and a CRL operation, which is the correct stop operation, is performed, 13 medals are paid out, and if an internal win is made on the push order bell_RCL and an RCL operation, which is the correct stop operation, is performed, 13 medals are paid out.
[0158] Furthermore, in the CZ, if the push order bell is internally selected, the operation navigation is executed. Therefore, in a game in which the push order bell of the CZ is internally selected, if the player performs the correct stop operation according to the notification content of the operation navigation, the maximum payout number that can be awarded in that game can be obtained and the number of points for the character associated with the first stop reel can be acquired. Here, the number of points based on the character associated with the first stop reel (hereinafter also referred to as the selected character) is determined by the selected character point lottery process. Figure 14(b) is a table that schematically illustrates the selected character point lottery process (more specifically, the point lottery table for each selected character used in the selected character point lottery process). In this embodiment, as shown in Figure 14(b), if the selected character is a non-accompanying character, 25 points are awarded with an 80% selection probability and 55 points are awarded with a 20% selection probability. Additionally, if the selected character is a companion character, there is a 10% chance of being selected to receive 25 points, a 45% chance of being selected to receive 55 points, a 35% chance of being selected to receive 100 points, and a 10% chance of being selected to receive 200 points.
[0159] As shown in FIG. 14(b), in this embodiment, the expected value of points acquired is larger when the selected character is a Tono or Shinobi (expected points are 61.25 in both cases) than when the selected character is a non-accompanying character (expected point value 31), and the expected value of points acquired is larger when the selected character is an accompanying character (expected point value is 82.25) than when the selected character is a Tono or Shinobi. In this way, in this embodiment, it is easier to acquire high points when the selected character is an accompanying character. In other words, the expected value of points acquired is set to be larger when the push order bell_RCL or push order bell_RCL, which is the push order bell for which the first stop operation right is the correct answer, is won and the first stop reel is set to right.
[0160] CZ production Figure 16(a) shows an example of the presentation when the push order bell_CRL is internally won and the player performs the stop operation according to the notification content of the operation navigation in the princess accompanying state (more precisely, in the princess accompanying state where pattern 1 is selected in the character arrangement lottery process, and the grandfather is associated with the left reel 110, the lord is associated with the middle reel 111, and the princess is associated with the right reel 112), and shows the presentation when 55 points are selected in the selected character point lottery process. In other words, it shows the presentation when the selected character is the lord and 55 points with a selection rate of 55% are selected in the selected character point lottery process shown in Figure 14(b).
[0161] In this case, based on the bet operation (MAXBET operation), characters are positioned and displayed on each reel, and based on the start operation (start lever operation), an operation navigation effect image is displayed (for example, as shown in Figure 16 (a-2), the numbers 312 are displayed in accordance with the position of the corresponding reel based on the correct stop operation sequence. Note that the number for the first stop operation is displayed larger than the numbers for the other stop operations), and after the first stop operation, the number of points earned is displayed along with the selected character (for example, text such as 55Pt is displayed along with an image of the character), and after the third stop operation, the total number of points earned in the CZ is displayed (for example, 55Pt is displayed in the upper right corner of the screen).
[0162] Figure 16(b) shows an example of the presentation when the push order bell_RCL is internally won and the player performs a stop operation in accordance with the notification content of the operation navigation in the princess accompanying state (more precisely, in the princess accompanying state where pattern 1 is selected in the character arrangement lottery process, and the grandfather is associated with the left reel 110, the lord is associated with the middle reel 111, and the princess is associated with the right reel 112), and shows the presentation when 200 points are selected in the selected character point lottery process. In other words, it shows the presentation when the selected character is the princess (accompanying character) and 200 points with a selection rate of 10% are selected in the selected character point lottery process shown in Figure 14(b).
[0163] In this case, based on the bet operation (MAXBET operation), characters are positioned and displayed on each reel, and based on the start operation (start lever operation), an operation navigation image is displayed (for example, as shown in Figure 16 (b-2), based on the correct stop operation, the numbers 321 are displayed in accordance with the position of the corresponding reel. Note that the numbers for the first stop operation are displayed larger than the numbers for the other stop operations), and after the first stop operation, the number of points earned is displayed along with the selected character (for example, an image of the princess is displayed along with text such as "Get 200Pt"), and after the third stop operation, the total number of points earned in the CZ is displayed (for example, 200Pt is displayed in the upper right corner of the screen).
[0164] Figure 16(c) shows an example of the presentation when the push order bell_LCR is internally won and the player performs the stop operation according to the notification content of the operation navigation in the princess accompanying state (more precisely, in the princess accompanying state where pattern 1 is selected in the character arrangement lottery process, and the old man is associated with the left reel 110, the lord is associated with the middle reel 111, and the princess is associated with the right reel 112), and shows the presentation when 25 points are selected in the selected character point lottery process. In other words, it shows the presentation when the selected character is the old man (non-accompanying character) and 25 points with a selection rate of 80% are selected in the selected character point lottery process shown in Figure 14(b).
[0165] In this case, based on the bet operation (MAXBET operation), characters are positioned and displayed on each reel, and based on the start operation (start lever operation), an operation navigation image is displayed (for example, as shown in Figure 16 (b-2), the numbers 123 are displayed in accordance with the position of the corresponding reel according to the correct stop operation. Note that the numbers for the first stop operation are displayed larger than the numbers for the other stop operations), and after the first stop operation, the number of points earned is displayed along with the selected character (for example, an image of an old man is displayed along with text such as "You got 25 points"), and after the third stop operation, the total number of points earned in the CZ is displayed (for example, 250 points or the like is displayed in the upper right corner of the screen).
[0166] In Figure 16, we have explained a game in which the push order bell in the CZ is internally won, but even in a game in which the push order bell in the CZ is not internally won, the character arrangement lottery process is executed and the characters corresponding to each reel are displayed in an array, but since the selected character point lottery process is not executed, no points are awarded.
[0167] In the above explanation, the CZ is a fixed period (for example, 20 games in this embodiment), but this is not limited to this. For example, if a rare combination is won in the winning combination internal lottery process, the CZ play period may be extended or the number of games may not be counted.
[0168] Normal AT state The normal AT state is initially set to end when the difference in number of coins in the AT state reaches the initial ending difference in number of coins (for example, in this embodiment, 300 coins per set). In the normal AT state, a number-addition lottery process is executed for each game, which adds a number to the initial ending difference in number of coins, and a specialized zone lottery process is executed to determine whether to transition to a specialized zone. If the number-addition lottery is won, the number determined in the number-addition lottery is added to the initial ending difference in number of coins. This added difference in number is called the added ending difference in number of coins. In the normal AT state, the normal AT state ends when the difference in number of coins reaches the initial ending difference in number or the added ending difference in number of coins. When the normal AT state ends, the game moves to the pullback chance zone (see path R6 in Figure 8(a)). Also, if the player wins the specialized zone lottery process in the normal AT state, the game moves to the specialized zone (see path R7 in Figure 8(a)). The specialized zone is a game state that is advantageous for players who can easily add more coins, and the added number of coins awarded in the specialized zone is added to the ending difference in the added number. Also, when the difference in the number of coins in the normal AT state exceeds a predetermined threshold (for example, 2000 coins in this embodiment), the game moves to the ending state (see path R8 in Figure 8(a)).
[0169] Figure 17(a) is a table that schematically shows the accompanying lottery process in the normal AT state (more specifically, the accompanying lottery table used in the accompanying lottery process), which is a lottery process that determines the accompanying character. The contents of the accompanying lottery table shown in Figure 17(a) are the same as the contents of the accompanying lottery table in the normal advantageous zone state, so explanation will be omitted. In other words, in this embodiment, accompanying characters are associated with winning roles even in the normal AT state. Note that the initial character accompanying state in the normal AT state is a non-accompanying state.
[0170] FIG. 17(b) is a table showing the number-addition lottery process and the specialized zone lottery process (more specifically, the number-addition selection table used in the number-addition lottery process and the specialized zone lottery table used in the specialized zone lottery process). The number-addition lottery process and the specialized zone lottery process are executed based on the character accompanying state and the winning role in the winning role internal lottery process, respectively. For example, in the number-addition lottery process, in the case of a non-accompanying state, when a watermelon or weak cherry is internally won, the number is added with a 1% probability of winning, and when a chance eye or strong cherry is internally won, the number is added with a 10% probability of winning. Also, for example, in the number-addition lottery process, in the case of the Grandpa accompanying state, when a watermelon is internally won, the number is added with a 20% probability of winning, when a chance eye is internally won, the number is added with a 40% probability of winning, when a weak cherry is internally won, the number is added with a 1% probability of winning, and when a strong cherry is internally won, the number is added with a 10% probability of winning. The number of added coins awarded in the number-addition lottery process is a predetermined number (for example, 20 coins, 50 coins, etc.).
[0171] Also, for example, in the specialized zone lottery process, in the case of a non-accompanying state, if a watermelon or weak cherry is internally won, the player will move to the specialized zone with a 0.5% winning probability, and if a chance eye or strong cherry is internally won, the player will move to the specialized zone with a 1% winning probability. Also, for example, in the specialized zone lottery process, in the case of a princess-accompanying state, if a watermelon is internally won, the player will move to the specialized zone with a 0.5% winning probability, if a chance eye is internally won, the player will move to the specialized zone with a 1% winning probability, if a weak cherry is internally won, the player will move to the specialized zone with a 5% winning probability, and if a strong cherry is internally won, the player will move to the specialized zone with a 10% winning probability.
[0172] As shown in FIG. 17(b), in this embodiment, the probability of adding more coins is higher in the accompanying state than in the non-accompanying state, and transition to the specialized zone is easier. Also, in the internal lottery process for winning roles in the accompanying state, if a role corresponding to the accompanying character is won, the probability of adding more coins is higher than when other roles are won, and transition to the specialized zone is easier. Note that even in the accompanying state, the probability of adding more coins is higher in the accompanying state of two characters than in the accompanying state of one character, and transition to the specialized zone is easier.
[0173] In this embodiment, the probability of winning the role corresponding to the old man (watermelon, chance eye) in the old man accompanying state and winning the number-addition lottery process or the specialized zone lottery process is the same as the probability of winning the role corresponding to the princess (weak cherry, strong cherry) in the princess accompanying state and winning the number-addition lottery process or the specialized zone lottery process, but they may not be the same, and winning the role corresponding to the accompanying character in one accompanying state may be treated as more favorable than winning the role corresponding to the accompanying character in another accompanying state.
[0174] ·Return Chance Zone The pull-back chance zone is a game state that has a predetermined period (for example, 30 games in this embodiment) and has the possibility of returning to the normal AT state. In the pull-back chance zone, an AT pull-back lottery process is executed to determine whether or not to return to the normal AT state. If the AT pull-back lottery process is won during the predetermined period, the game state transitions to the normal AT state (see route R6 in Figure 8(a)). On the other hand, if the AT pull-back lottery during the predetermined period is not won, the game state transitions to the non-advantageous zone normal state (see route R2 in Figure 8(a)). The AT pull-back lottery may be determined, for example, based on the winning combination in the winning combination internal lottery process. The pull-back chance zone is a game state in which the operation navigation is executed less frequently than in the normal AT state.
[0175] Ending state When the difference in the number of coins in the AT state exceeds a first threshold (for example, 2000 coins in this embodiment), the game transitions from the normal AT state to the ending state (see path R8 in Figure 8(a)). The ending state is a game state in which no additional coins are added. Also, when the difference in the number of coins in the AT state reaches a second threshold (for example, 2400 coins in this embodiment) in the ending state, the ending state ends and the game transitions to the normal non-advantageous zone state (see path R2 in Figure 8(a)).
[0176] Specialized Zone The specialized zone consists of a predetermined play period (for example, five games in this embodiment) and is a play state in which it is easy to add more coins. When an additional coin is awarded in the specialized zone, the added number is added to the final difference in the added number. When all games in the specialized zone are played, the game transitions to the normal AT state (see route R7 in Figure 8(a)). In the specialized zone, if an internal win is made on the push order bell and the internally won push order bell is won, the number of coins indicating the operation order (more specifically, the three-digit number announced in the operation navigation; for example, in the case of push order bell_LCR, it is 123) becomes the added number. Furthermore, in a game in which an internal win is made on the push order bell in the specialized zone, a freeze is generated before the operation navigation is generated to increase the player's anticipation. Freeze is a standby state for delaying the timing for accepting the next operation, and during the freeze period, the reels 11 to 112 do not start spinning even when the start lever 135 is operated, and the stop buttons 137 to 139 are not accepted, and no operations from the player are accepted. The effect during the freeze period is referred to as freeze effect. Note that the freeze time in this embodiment has multiple time patterns, and the number of added coins tends to increase as the freeze time becomes longer.
[0177] Specialized zone production The effects of the specialized zone will be described below with reference to Figures 18 to 20. In Figures 18 to 20, the upper part is a time chart showing the progress of a predetermined game in the specialized zone, and the lower part is a diagram showing the state of the reels 110 to 112 at each point in time in the time chart in the upper part and the effects displayed on the effect image display device 157.
[0178] FIG. 18 shows a game in which the player wins the push-order bell LCR in the special zone, performs an LCR operation, wins the upper bell, and wins 123 additional coins. FIG. 18 shows a case in which the reels 110-112 start rolling based on the start lever operation (start operation), freezes, and ends after a predetermined time t1 has elapsed. In FIG. 18, time a-1 is the time of the start operation, time a-2 is the time during the freeze after the start operation, time a-3 is the time when the operation navigation starts, time a-4 is the time when the freeze ends, the time when the stop buttons 137-139 start to be accepted, time a-5 is the time when the cross button 191 starts to be accepted, time a-6 is the time of the first stop operation, time a-7 is the time of the second stop operation, time a-8 is the time of the third stop operation, and time a-9 is the time when all reels 110-112 are stopped after the third stop operation.
[0179] In the game shown in FIG. 18, first, the reels 110-112 start spinning based on a start operation (see time a-1 in the upper and lower rows), and an image of the master looking disappointed is displayed on the effect image display device 157 (see time a-1 in the lower row). In other words, although the game is actually frozen, the reels 110-112 start spinning and the effect image display device 157 displays an image of the master looking disappointed, which can mislead the player into thinking that the game is not frozen. Next, at time a-2 during the freeze, the reels 110-112 are spinning, but the stop buttons 137-139, the effect button 191, and the cross button 192 cannot accept any operation (see time a-2 in the upper row). Therefore, during the freeze, setting operations such as volume setting and light intensity setting are also impossible. Furthermore, the effect image display device 157 displays an image indicating that the game is frozen and that button operations are not possible (see time point a-2 in the lower row).
[0180] Next, at time a-3, the operation navigation starts while the game is frozen (see time a-3 in the upper row), and an image of the operation navigation is displayed on the effect image display device 157 (see time a-3 in the lower row). In the game shown in Figure 18, the push order bell_LCR is won, so specifically, the numbers 123, which indicate the LCR operation, which is the correct stop operation, are displayed on the effect image display device 157.
[0181] Next, at time a-4 when the freeze ends, it becomes possible to perform a stop operation on the stop buttons 137 to 139 (see time a-4 in the upper row), and when the first stop operation is performed on the stop button 137 (see time a-6 in the upper row), the left reel 110 stops, and an image of the operation navigation after the first stop operation is displayed on the performance image display device 157 (see time a-6 in the upper and lower rows).
[0182] Next, a second stop operation is performed on the stop button 138 (see time a-7 in the upper row), and a third stop operation is performed on the stop button 139 (see time a-8 in the upper row), and then at time a-9, all the reels 110 to 112 are stopped (see time a-9 in the upper and lower rows), and an effect image showing the number of added coins is displayed on the effect image display device 157 (see time a-9 in the lower row). In the game shown in Fig. 18, specifically, 123 coins are added based on the number 123 notified by the operation navigation.
[0183] As described above, according to the game shown in FIG. 18, immediately after the start operation, the player mistakenly believes that the freeze has not occurred, and then realizes that the freeze is occurring by operating an operation means such as the stop button 138 (because the operation is not accepted). This makes it possible to surprise the player and increase the sense of anticipation that the bonus will be added. Furthermore, since the operation navigation is executed after the freeze and the number of bonus coins is notified after the stop operation, the player can grasp the number of bonus coins before the stop operation. Furthermore, since the operation navigation is displayed before the stop button 138's unacceptable state ends, it is possible to prevent mistakes in operating the stop button 138.
[0184] Figure 19 shows a game in which the push order bell_RLC is won in the specialized zone, an RLC operation is performed, the lower bell is won, and an additional number of 231 coins is acquired. Figure 19 shows a case in which a freeze occurs based on the start lever operation (start operation), the start of rotation of the reels 110 to 112 is in a waiting state, and after the predetermined time t2 (> predetermined time t1) has elapsed, the freeze ends and the reels 110 to 112 start rotating. In Figure 19, time b-1 is the time of the start operation, time b-2 is the time during the freeze after the start operation and is the start time when operations can be accepted for the effect button 192, time b-3 is the start time after time b-2 when operations can no longer be accepted for the effect button 192, time b-4 is the time when the freeze ends and is the time when the reels 110 to 112 start to spin and is the start time when operations can be accepted for the cross button 191 and the effect button 192, time b-5 is the start time when operations can be accepted for the stop buttons 137 to 139 and is the time when the operation navigation starts, time b-6 is the time of the first stop operation, time b-7 is the time of the second stop operation, time b-8 is the time of the third stop operation, and time b-9 is the time when all reels 110 to 112 are stopped after the third stop operation.
[0185] In the game shown in FIG. 19, a freeze occurs based on the start operation, the reels 110 to 112 enter a waiting state (see time b-1 in the upper and lower rows), and the first button operation prompt effect is executed, and the effect image display device 157 displays an initial image d21 of the first button operation prompt effect (see time b-1 in the lower row). The first button operation prompt effect is an effect that prompts the operation of the effect button 192 (for example, the effect image display device 157 displays a message such as "Load the meter by repeatedly pressing the button!!" together with an image of a meter), and is an effect that ends after a certain time has elapsed. At time b-1, the effect button 192 cannot be operated (see time b-1 in the upper row).
[0186] Next, at time point b-2, it becomes possible to accept an operation on the effect button 192 (see time point b-2 in the upper row), and when an operation is performed on the effect button 192, image d22 of the first button operation prompt effect is displayed on the effect image display device 157 (see time point b-2 in the lower row). Image d22 is configured to include an image indicating an operation prompt (for example, an image encouraging button operation together with words such as "Press the button repeatedly to fill up the meter!!"), an image indicating an operation response (for example, an image in which the value of the meter increases in response to operation of the effect button 192), and an image indicating the valid period for operation of the effect button 192 (for example, an image of a gauge indicating the time period for which operation of the effect button 192 is valid).
[0187] Here, since the first button press prompt effect is an effect that ends after a predetermined time has elapsed, there is a problem that it is easy for a player to miss it compared to an effect that does not end after a predetermined time has elapsed. However, in this embodiment, the first button press prompt effect is executed during a freeze, so the player will not miss the first button press prompt effect, and the player can concentrate on the first button press prompt effect, which gives the player a sense of exclusivity and makes the game more exciting.
[0188] In other words, while the first button operation prompting effect that is started in the frozen state is being executed, button operations other than the effect button 192 (for example, operations on the stop buttons 137 to 139, operations on the cross button 191, operations on the start lever 135, operations on the bet buttons 130 to 132, operations on the settlement button 134, etc.) are disabled, so that the player can concentrate on the first button operation prompting effect without missing it.
[0189] Next, at time b-3, when it becomes possible to accept an operation on the effect button 192 again (see time b-3 in the upper row), a second button operation prompting effect is executed, and image d23 of the second button operation prompting effect is displayed on the effect image display device 157 (see time b-1 in the lower row). The second button operation prompting effect is an operation prompting effect that prompts an operation on the effect button 192 again (for example, an image of a full meter together with an image of the effect button 192 is displayed on the effect image display device 157). The second button operation prompting effect is an effect that does not end with the passage of time, and ends when an operation is performed on the effect button 192.
[0190] Next, at time b-4, the freeze ends, the reels 110 to 112 start spinning, the operation of the effect button 192 becomes unavailable, and when the effect button 192 is operated (see time b-4 in the upper and lower rows), the second button operation prompt effect ends, and the effect image display device 157 displays an effect image d12 indicating the number of added coins (see time b-4 in the lower row). Specifically, in the game shown in Fig. 19, an image indicating the addition of 231 coins is displayed based on the number 231 notified by the operation navigation that is executed after this.
[0191] In this embodiment, the effective operation period of the effect button 192, which is prompted to be operated by the second button operation prompt effect that started in the frozen state, is set to start after the frozen state ends. In this embodiment, two button operation prompt effects (a first button operation prompt effect and a second button operation prompt effect) are set to start executing during the freeze state, which may prolong the frozen state and result in a redundant effect. For this reason, the second button operation prompt effect that is executed after the first button operation prompt effect starts executing during the freeze state, but the effective operation period of the effect button 192 that is the target of operation is set to start after the freeze ends. This prevents the frozen state from being prolonged and makes it difficult to miss the second button operation prompt effect.
[0192] Next, at time b-5, the operation of the stop buttons 137 to 139 becomes possible, and when the operation navigation starts (see time b-5 in the upper row), an image of the operation navigation is displayed on the effect image display device 157 (see time b-5 in the lower row). In the game shown in Figure 19, the push order bell_RLC is won, so specifically, the number 231 indicating the RLC operation, which is the correct stop operation, is displayed on the effect image display device 157.
[0193] Next, when the first stop operation is performed on the stop button 137 (see time b-6 in the upper row), the right reel 112 stops, and the effect image display device 157 displays an image d11 of the operation navigation after the first stop operation (see time b-6 in the upper and lower rows).
[0194] Next, a second stop operation is performed on the stop button 137 (see time b-7 in the upper row), and then a third stop operation is performed on the stop button 138 (see time b-8 in the upper row), and at time b-9, all reels 110 to 112 are stopped (see time b-9 in the upper row).
[0195] 19, a freeze occurs upon start operation, enhancing the expectation that the number of coins will be added to the game. Furthermore, the number of coins to be added is notified after the freeze, and then operation guidance is executed, allowing the player to understand the correct stop operation from the notified number of coins to be added. Furthermore, since operation guidance is displayed before the stop button 138's unacceptable state ends, mistakes in operating the stop button 138 can be prevented.
[0196] Figure 20 shows a game in which the push order bell_RCL is won in the specialized zone, an RCL operation is performed, the lower bell is won, and an additional number of 321 coins is acquired. Figure 20 shows a case in which a freeze occurs based on the start lever operation (start operation), the start of rotation of the reels 110 to 112 is in a waiting state, and after the predetermined time t3 (> predetermined time t2) has elapsed, the freeze ends and the reels 110 to 112 start to rotate. In Figure 20, time c-1 is the time of the start operation, time c-2 is the time during the freeze after the start operation and is the start time when operations can be accepted for the effect button 192, time c-3 is after time c-2 and is the start time when operations can no longer be accepted for the effect button 192 and is the time when operation navigation starts, time c-4 is the time when the freeze ends and is the time when the reels 110 to 112 start to spin and the start time when operations can be accepted for the stop buttons 137 to 139, time c-5 is the start time when operations can be accepted for the cross button 191, time c-6 is the time of the first stop operation, time c-7 is the time of the second stop operation, time c-8 is the time of the third stop operation, and time c-9 is the time when all reels 110 to 112 are stopped after the third stop operation.
[0197] In the game shown in FIG. 20, a freeze is first generated based on a start operation, and the reels 110 to 112 enter a waiting state (see time point c-1 in the upper and lower rows). An initial image d31 (e.g., an image of a lord and a samurai facing off) is displayed on the effect image display device 157 (see time point c-1 in the lower row). Thereafter, an image d32 of a first button operation prompt effect is displayed on the effect image display device 157. The image d32 includes an image indicating an operation prompt (e.g., an image prompting a button operation together with the words "Decide it with one hit!!") and an image indicating the valid period for operation of the effect button 192 (e.g., an image of a gauge indicating the valid time for operation of the effect button 192). The first button operation prompt effect is an operation prompt effect that prompts operation of the effect button 192, and is an effect that ends with the passage of time. Note that at time point c-1, operation of the effect button 192 cannot be accepted (see time point c-1 in the upper row).
[0198] Next, at time point c-2, it becomes possible to accept operation of the effect button 192 (see time point c-2 in the upper row). The effect image display device 157 displays image d32 of the first button operation prompt effect (see time point c-2 in the lower row).
[0199] Here, since the first button press prompt effect is an effect that ends after a predetermined time has elapsed, there is a problem that it is easy for a player to miss it compared to an effect that does not end after a predetermined time has elapsed. However, in this embodiment, the first button press prompt effect is executed during a freeze, so the player will not miss the first button press prompt effect, and the player can concentrate on the first button press prompt effect, which gives the player a sense of exclusivity and makes the game more exciting.
[0200] In other words, while the first button operation prompting effect that is started in the frozen state is being executed, button operations other than the effect button 192 (for example, operations on the stop buttons 137 to 139, operations on the cross button 191, operations on the start lever 135, operations on the bet buttons 130 to 132, operations on the settlement button 134, etc.) are disabled, so that the player can concentrate on the first button operation prompting effect without missing it.
[0201] Next, at time c-3, when operation of the effect button 192 becomes impossible (see time c-3 in the upper row), operation navigation starts (see time c-3 in the upper row), and the effect image display device 157 displays an image d11 of the operation navigation (see time c-3 in the lower row). In the game shown in FIG. 20, the push order bell_RCL is won, so specifically, the number 321 indicating the RCL operation, which is the correct stop operation, is displayed on the effect image display device 157. In other words, the operation navigation in the game shown in FIG. 20 is an effect that starts during a freeze and is also an operation promotion effect that promotes operation of the stop buttons 137 to 139, so it can also be called a second button operation promotion effect. This second button operation promotion effect (operation navigation) is an effect that does not end with the passage of time and ends when the stop buttons 137 to 139 are operated.
[0202] Next, at time c-4, when the freeze ends, the reels 110 to 112 start to rotate and it becomes possible to perform a stop operation using the stop buttons 137 to 139 (see time c-4 in the upper and lower rows), and at time c-5, it becomes possible to accept operation of the cross button 191 (see time c-5 in the upper row).
[0203] In this embodiment, the effective operation period of the stop buttons 137 to 139, which are prompted to be operated by the second button operation prompting effect (operation navigation) that started in the frozen state, is set to start after the frozen state ends. In this embodiment, two button operation prompting effects (first button operation prompting effect and second button operation prompting effect) are set to start executing during the freeze state, which may prolong the frozen state and result in a redundant effect. For this reason, the second button operation prompting effect that is executed after the first button operation prompting effect starts executing during the freeze state, but the effective operation period of the effect button 192 that is the target of operation is set to start after the freeze ends. This prevents the frozen state from being prolonged and makes it difficult to miss the second button operation prompting effect.
[0204] Next, when the first stop operation is performed on the stop button 139, the right reel 112 stops (see time point c-6 in the upper row), and the effect image display device 157 displays an image d11 of the operation navigation after the first stop operation (see time point c-6 in the lower row).
[0205] Next, a second stop operation is performed on the stop button 138 (see time c-7 in the upper row), and a third stop operation is performed on the stop button 137 (see time c-8 in the upper row), and then at time c-9, all the reels 110 to 112 are stopped (see time c-9 in the upper and lower rows), and the effect image display device 157 displays an effect image d12 indicating the number of added coins (see time c-9 in the lower row). In the game shown in Figure 20, specifically, 321 coins are added based on the number 321 notified by the operation navigation.
[0206] As described above, according to the game shown in Figure 20, a freeze occurs upon start operation, which increases the expectation that the number of coins will be added in the game. Furthermore, since the operation navigation is executed after the freeze and the number of coins added is notified after the stop operation, the player can grasp the number of coins added before the stop operation. Furthermore, since the operation navigation is displayed before the stop button 138's unacceptable state ends, it is possible to prevent mistakes in operating the stop button 138.
[0207] 19 and 20 is an effect that prompts the player to operate the effect button 192, but ends after a predetermined time has elapsed, regardless of whether or not the effect button 192 is operated or the number of times it is operated. On the other hand, the second button operation prompt effect (operation navigation) described in FIGS. 19 and 20 is an effect that does not end after a predetermined time has elapsed. Therefore, the first button operation prompt effect has a more special feel than the second button operation prompt effect, and can increase the player's interest in the game. However, there is a concern that the first button operation prompt effect, which ends after a time has elapsed, may be easily overlooked by the player. Therefore, in this embodiment, the first button operation prompt effect is executed during a freeze to draw attention to the first button operation prompt effect.
[0208] Also, in Figures 18 to 20, volume setting can be performed (operation of the cross button 191 can be accepted) outside of the freeze period, but it is also possible to make it impossible to perform volume setting (operation of the cross button 191 cannot be accepted) even during play, such as when the reels 110 to 112 are rotating, and to make it possible to perform volume setting (operation of the cross button 191 can be accepted) during non-play times when the reels 110 to 112 are stopped.
[0209] <Summary of embodiment A> (1) As described above, according to the gaming machine (e.g., slot machine 100) of the above embodiment (e.g., embodiment A), the gaming machine is provided with game progression means (e.g., main control unit 300) for progressing a game, presentation control means (e.g., first sub-control unit 400, second sub-control unit 500) for executing presentations based on instructions from the game progression means, and operation means (e.g., presentation button 192, information display button 191, stop buttons 137 to 139, etc.) that can be operated by a player, and the game progression means is The first basic configuration is that the game progress means is capable of generating a freeze state that puts the progression of a technique on hold (for example, the freeze in Figures 18 to 20), and the presentation control means is capable of executing a first operation prompt presentation that may end based on the passage of a predetermined time (for example, the first button operation prompt presentation in Figures 9(b-2) and 20(c-2)), and the first operation prompt presentation may start after the freeze state is initiated by the game progress means (for example, Figures 19(b-2) and 20(c-2)).
[0210] According to the first basic configuration, a first operation prompting effect is executed which may end when a predetermined time has elapsed in a frozen state, so that the first operation prompting effect can be focused on without being overlooked, and the player can experience a sense of specialness.
[0211] In the first basic configuration, a preferred configuration 1 is that the presentation control means is a means for ending the first operation prompt presentation that started in the frozen state in the frozen state.
[0212] According to the preferred configuration 1, the first operation prompting effect that starts in the frozen state ends in the frozen state, so that the first operation prompting effect can be focused on without being overlooked, and the player can experience a sense of specialness.
[0213] In the first basic configuration, preferred configuration 1, the operating means includes a first operating means (e.g., an effect button 192) that can change the effect being executed based on the operation, and preferred configuration 2 is that the first operation promotion effect is an effect that encourages operation of the first operating means.
[0214] According to the preferred configuration 2, it is possible to draw attention to the first operation promotion effect that encourages the player to operate the first operating means, and to give the player a sense of specialness.
[0215] In the first basic configuration, preferred configurations 1 and 2, the presentation control means is capable of executing a second operation prompting presentation that does not end based on the passage of a predetermined time (for example, the second button operation prompting presentation in Figure 19(b-3) and Figure 20(c-3)), and preferred configuration 3 is that the presentation control means may start the second operation prompting presentation in the frozen state after ending the first operation prompting presentation that started after the freeze state was started (for example, Figure 19(b-3) and Figure 20(c-3)).
[0216] According to the preferred configuration 3, a second operation prompting effect is executed that does not end based on the passage of a predetermined time in a frozen state, so that the second operation prompting effect can be focused on without being overlooked, and the player can experience a sense of specialness.
[0217] In the preferred configuration 3, the second operation prompting effect is an effect that prompts the operation of the first operating means (for example, FIG. 19(b-3)).
[0218] According to the preferred configuration 4, two operation prompting effects that prompt the player to operate the same operating means are executed in succession, thereby increasing the sense of anticipation for the game.
[0219] In preferred configuration 3, a preferred configuration 5 is further provided with a plurality of reels (e.g., reels 110 to 112) that are provided with a plurality of types of patterns and are driven to rotate, and a start operation means (e.g., start lever 135) that is operated to start the rotation of the plurality of reels, the operation means including second operation means (e.g., stop buttons 137 to 139) that accepts a stop operation to individually stop the rotation of the plurality of reels, and the second operation prompting effect is an effect that prompts the stop operation of the second operation means (e.g., Figure 20 (c-3)).
[0220] According to the preferred configuration 5, two operation prompting effects that prompt the player to operate different operating means are executed in succession, which can promote the progress of the game and increase the sense of anticipation for the game.
[0221] (2) As described above, according to the gaming machine (e.g., slot machine 100) of the above embodiment (e.g., embodiment A), a lottery means (e.g., main control unit 300, winning role internal lottery processing) that determines whether or not multiple types of roles will be won by lottery, a gaming state transition means (e.g., main control unit 300, gaming state control processing) that controls the transition of the gaming state, and a performance execution means (e.g., first sub-control unit 400, second sub-control unit 500, performance image display device 157, etc.), the gaming state transition means is configured to transition to a second state when a first transition condition is met (e.g., when a weak cherry or a strong cherry is won and a win is made in the accompanying lottery processing, FIG. 10(a)) in a first state (non-accompanying state) in a first period (e.g., advantageous zone normal state). The second basic configuration is that the second state when the lottery means wins a first role (for example, a weak cherry or a strong cherry) is a more advantageous state than the first state when the lottery means wins the first role (for example, a higher probability of winning a CZ, Figure 10(b)), and the effect execution means, when the first role is won in the second state during the first period, executes a first suggestive effect suggesting that the first role has been won (for example, an effect announcing the winning of a corresponding role, image d3 in Figure 12(b)), while, when the first role is won in the first state during the first period, does not execute the first suggestive effect (for example, there is no image d3 in Figure 12(a)).
[0222] According to the second basic configuration, for a player who does not know that the second state is an advantageous state if the first role is won, a sense of specialness can be created by executing the first suggestive effect when the first role is won, and it can be suggested that the second state is an advantageous state if the first role is won. Also, for a player who knows that the second state is an advantageous state if the first role is won, it is possible to prevent the player from missing the fact that they have won the first role and to make them feel excited by executing the first suggestive effect when the first role is won.
[0223] In the second basic configuration, the game state transition means is a means for transitioning to a third state (for example, a state accompanied by an old man) when a second transition condition is met in the first state during the first period (for example, when a watermelon or a chance symbol is won and the accompanying lottery process is won, FIG. 10(a)), and the third state when a second role (for example, a watermelon or a chance symbol) is won by the lottery means is a more advantageous state than the first state when the second role is won by the lottery means (for example, the probability of winning a CZ is high, FIG. 10(b)), and the effect execution means, when the second role is won in the third state during the first period, executes a second suggestive effect suggesting that the second role has been won (for example, an effect announcing the winning of a corresponding role, image d5 in FIG. 13(a)), while when the second role is won in the first state during the first period, does not execute the second suggestive effect, which is a preferred configuration 11.
[0224] According to a preferred configuration 11, for a player who does not know that the third state is an advantageous state if the second role is won, a sense of specialness can be created by executing the second suggestive effect when the second role is won, and it can be suggested that the third state is an advantageous state if the second role is won. Also, for a player who knows that the third state is an advantageous state if the second role is won, the second suggestive effect can be executed when the second role is won, so that the player does not miss the fact that the second role has been won, and it can be made to feel excited.
[0225] In a preferred configuration 11, the game state transition means is a means for transitioning to a fourth state (for example, a state in which Grandpa & Princess accompany each other) when a third transition condition is met in the second state in the first period (for example, when a watermelon or a chance symbol is won and the accompanying lottery process is won, Figure 10(a)), and the fourth state when the first role is won by the lottery means is a more advantageous state than the second state when the first role is won by the lottery means (for example, the probability of winning CZ is high, Figure 10(b)), and the effect execution means, when the first role is won in the fourth state in the first period, executes a third suggestive effect (for example, an effect announcing the winning of a corresponding role, images d3 and d5 in Figure 13(a)) suggesting that the first role has been won, which is a preferred configuration 12.
[0226] According to a preferred configuration 12, for a player who does not know that the fourth state is a more advantageous state than the second state if the first role is won, a sense of specialness can be created by executing the third suggestive effect when the first role is won, and it can be suggested that the fourth state is an advantageous state if the first role is won. Also, for a player who knows that the fourth state is a more advantageous state than the second state if the first role is won, it is possible to prevent the player from missing the fact that the first role has been won and to create a sense of excitement by executing the third suggestive effect when the first role is won.
[0227] The third condition may be the same as the second condition.
[0228] In a preferred configuration 12, the first state is a state in which neither the first character image (e.g., a princess image) nor the second character image (e.g., an old man image) is displayed (e.g., Figure 9(a)), the second state is a state in which the first character image is displayed (e.g., Figure 9(b)), the third state is a state in which the second character image is displayed (e.g., Figure 9(c)), and the fourth state is a state in which both the first character image and the second character image are displayed (e.g., Figure 9(d)).
[0229] According to the preferred configuration 13, the player can clearly determine each state of the first period from the character image.
[0230] In preferred configuration 12 or 13, the game state transition means is a means for transitioning to the second state when a first downgrade condition is met in the fourth state of the first period (for example, when the lottery to end the Grandfather Accompanying Game after the guaranteed number of games has elapsed is won), the game state transition means is a means for transitioning to the third state when a second downgrade condition is met in the fourth state of the first period (for example, when the lottery to end the Princess Accompanying Game after the guaranteed number of games has elapsed is won), the game state transition means is a means for transitioning to the first state when the second downgrade condition is met in the second state of the first period, and the game state transition means is a means for transitioning to the first state when the first downgrade condition is met in the third state of the first period, which is preferred configuration 14.
[0231] According to the preferred configuration 14, there are cases where a situation can change from advantageous to disadvantageous, and therefore a more exciting, tense and entertaining game can be provided to the player.
[0232] In preferred configuration 11, 12, 13, or 14, a second period (e.g., CZ) different from the first period is provided, and the second state may be entered during the second period, and the third state may be entered during the second period, which is preferred configuration 15. According to preferred configuration 15, a transition to the second state or the third state occurs even during the second period different from the first period, thereby providing the player with more variety in the game and increasing interest.
[0233] In addition, if a third role (for example, a push order bell) different from either the first role or the second role is provided, and if the third role is won by the lottery means during the second period, the second state or the third state will be awarded a first benefit (for example, the probability of winning AT transition will be increased), and if the first role is won by the lottery means during the first period, the second state or the third state will be awarded a second benefit (for example, the probability of winning CZ transition will be increased).
[0234] According to this configuration, even if the state is the same, the conditions for granting a benefit and the benefit itself will differ depending on the period, so that a wide variety of presentations and games can be provided.
[0235] <Other gaming machines> In addition, the slot machine may be a slot machine that does not use medals but only exchanges electronic data, in which case the gaming medium includes electronic data equivalent to medals (hereinafter also referred to as gaming value), and the input of gaming value includes inputting electronic data from a specified external device (an electronic storage device that has the function of electronically storing the number of medals loaned and the function of electronically storing the number of medals won by winning), and the payout of gaming value includes outputting electronic data to the specified external device (electronic storage device).
[0236] Although the embodiments of the present invention have been described above, the present invention is not limited to the above-described embodiments, and various modifications and changes can be made to the embodiments of the present invention without departing from the gist of the present invention, and such modifications and changes are also included in the technical scope of the present invention. Furthermore, the actions and effects described in the embodiments of the invention are merely a list of the most preferable actions and effects resulting from the present invention, and the actions and effects of the present invention are not limited to those described in the embodiments of the present invention.
[0237] <Explanatory display according to the production situation> Next, explanation displays according to the performance situation will be described with reference to FIGS.
[0238] <Explanatory display according to the production situation (Example 1)> 21(a) to 21(h) are diagrams showing screen transitions in chronological order in the explanatory display (Example 1) in accordance with the performance situation.
[0239] <Explanatory display according to the performance status (Example 1) / Transition to CZ state> The state shown in Figure 21(a) is the state in which the presentation state in the advantageous zone has transitioned to the CZ state.
[0240] In this state, since the presentation state in the advantageous zone has transitioned to the CZ state, a state transition notification presentation MP (in this example, the string "CZ entry" is displayed) is performed in the display area of the presentation image display device 157 to notify that the presentation state has transitioned to the CZ state, and an explanation display possible notification TC (in this example, the string "Game explanation" is displayed, an image imitating the appearance of the presentation button 192 is displayed, and the string "PUSH") is displayed to notify that a game explanation display can be displayed, triggered by the transition to the CZ state.
[0241] <Explanatory display according to the production situation (Example 1) / Start of explanatory display> The state shown in Figure 21(b) is a state in which the effect button 192 is pressed while the explanation display possible notification TC shown in the same figure (a) is being executed, and an explanation display regarding the CZ state is being displayed.
[0242] In the slot machine of this example, when a certain operation (for example, pressing the effect button 192) is performed by the operating means during a first period (for example, the period during which the explanation display possible notification TC is being executed) of a certain effect state (for example, the CZ state), an explanatory display regarding the certain effect state is displayed.
[0243] In the state shown in Figure 21(b), during the period (first period, in this example, 10 seconds) when the explanation display possible notification TC is being executed in the CZ state (a certain presentation state), the presentation button 192 is pressed (a certain operation using the operating means), and therefore explanation display CP1 (explanation display related to a certain presentation state) regarding the CZ state is displayed.
[0244] In recent gaming machines, a wide variety of effects are being implemented, and the effects have become more complex, but according to this example, by displaying an explanatory display according to the effect state, the player can better understand the content of each effect state, thereby increasing the player's interest in the game and the effect of the effect. Also, by displaying an explanatory display according to the effect state when a certain operation is performed using the operating means, it is possible to provide an explanatory display that matches the timing at which the player performs a certain operation using the operating means, thereby increasing convenience for the player.
[0245] It should be noted that the "certain presentation state" according to the present invention is not limited to the "CZ state" and may be a presentation state other than the CZ state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.). Also, a certain presentation state is not limited to one presentation state, but may be a plurality of presentation states that can be transitioned to on a gaming machine, or may be all presentation states that can be transitioned to on a gaming machine.
[0246] Furthermore, the "first period" according to the present invention is not limited to "the period during which the explanation display possible notification TC is being executed" or "a predetermined time", but may be, for example, the period from transitioning to a certain presentation state (e.g., CZ state) until a predetermined number of games are played, or the period from transitioning to a certain presentation state (e.g., CZ state) until the certain presentation state (e.g., CZ state) ends, or the period from transitioning to a certain presentation state (e.g., CZ state) until transitioning to another presentation state (e.g., AT state), or the period from transitioning to a certain presentation state (e.g., CZ state) until the explanation display is displayed (until an operation is performed by the operating means).
[0247] Furthermore, the trigger for starting the explanatory display regarding the CZ state is not limited to "pressing the effect button 192", but may start, for example, when an operation is received using another operating means, or may start automatically (without being dependent on an operation using an operating means) when a transition to a certain effect state is made.
[0248] Here, the explanatory display of the slot machine in this example is composed of explanatory displays regarding the benefits and transition conditions in each presentation state, explanatory displays regarding the presentation content in each presentation state, explanatory displays regarding the story of the presentation in each presentation state, explanatory displays regarding the characters that appear in the presentation in each presentation state, explanatory displays regarding the motifs, etc.
[0249] Each explanatory display is made up of one or more pages, and in this example, the explanatory display for the normal state is made up of multiple (four) pages, and the explanatory display for the CZ state is made up of multiple (four) pages. It goes without saying that the explanatory display is not limited to a display made up of multiple pages.
[0250] In the example shown in Figure 21(b), the performance button 192 is pressed in the CZ state, and therefore, of the explanatory displays regarding the CZ state consisting of multiple (four) pages, the explanatory display regarding the CZ state (page 1) CP1 is displayed.
[0251] In this example, the explanatory display (page 1) CP1 regarding the CZ state explains the conditions for transitioning from the CZ state to the AT state (in this example, the text "The more points you accumulate, the more chances you have! Once you accumulate 500 points, you'll enter the AT!" is displayed).
[0252] The content of the explanatory display regarding the CZ state is not limited to this example, and may be, for example, a display explaining that "the CZ state is a gaming state in which the aim is to earn points over a predetermined period (in this example, 20 games)," or a display explaining that "the CZ state includes a princess-accompanying state and an old man-accompanying state," or a display explaining that "after the end of a predetermined period, the CZ executes an AT lottery process that determines whether or not to transition to the normal AT state based on the total value of points earned during the predetermined period," etc.
[0253] Also, as shown in Figure 21(b), in the display area to the right of the explanation display (page 1) CP1 regarding the CZ state, a guidance display (in this example, the string "CZ (2) explanation" and a right-pointing arrow) is displayed suggesting that the explanation display (page 2) regarding the CZ state will be displayed when a press of the right button (not shown) is received.
[0254] Then, when an explanatory display (page 1) CP1 regarding the CZ state is displayed and a right button press operation is received, an explanatory display (page 2) regarding the CZ state is displayed, and when this explanatory display (page 2) regarding the CZ state is displayed and a right button press operation is received, an explanatory display (page 3) regarding the CZ state is displayed, and when this explanatory display (page 3) regarding the CZ state is displayed and a right button press operation is received, an explanatory display (page 4) regarding the CZ state is displayed.
[0255] On the other hand, as shown in Figure 21(b), in the display area to the left of the explanatory display (page 1) CP1 regarding the CZ state, a guidance display (in this example, the string "Normal (4) Explanation" and a left-pointing arrow) is displayed suggesting that the explanatory display (page 4) regarding the normal state will be displayed when the left button (not shown) is pressed.
[0256] Then, when the left button is pressed while the explanatory display (1 page) CP1 regarding the CZ state is displayed, the explanatory display (4 pages) NP4 regarding the normal state is displayed, as shown in Figure 21 (c).
[0257] <Explanatory display according to the performance situation (Example 1) / Left button press operation> The state shown in FIG. 21(c) is a state in which the explanatory display (page 4) NP4 relating to the normal state is displayed.
[0258] In this state, when the explanatory display (1 page) CP1 regarding the CZ state shown in Figure 21(b) is displayed, the left button (not shown) is pressed, and the explanatory display (4 pages) NP4 regarding the normal state is displayed, as shown in the same Figure (c).
[0259] In this example, the explanation display (page 4) NP4 for the normal state explains the relationship between the character accompanying state in the normal state and the probability of winning a rare role (in this example, the text "Grandpa & Princess accompanying state In the Grandpa & Princess accompanying state, the probability of winning all rare roles is greatly increased." is displayed).
[0260] According to this example, when the presentation state is set to the first presentation state (in this example, the CZ state), even if the first explanatory display (in this example, the explanatory display relating to the CZ state) is displayed, by operating the operating means (in this example, the left button), the second explanatory display (in this example, the explanatory display relating to the normal state) can be displayed.Therefore, for example, it is possible to check the explanatory display relating to the next presentation state to be transitioned to or the previously set presentation state, allowing for preparation and review regarding the contents of the presentation state, and it is possible to provide the explanatory display that the player needs, thereby increasing player satisfaction and convenience.
[0261] The content of the explanatory display (second explanatory display) regarding the normal state is not limited to this example, and may be, for example, a display explaining that "in the normal state, a CZ transition lottery is held to determine whether or not to transition to the CZ state," or a display explaining that "in the normal state, there are a non-accompanying state, a princess-accompanying state, a grandfather-accompanying state, and a grandfather & princess-accompanying state."
[0262] In addition, the explanatory displays that can be displayed by pressing the left button (or the right button) are not limited to explanatory displays related to the normal state, but also other explanatory displays (for example, explanatory displays related to the AT state or explanatory displays related to the story).
[0263] <Explanatory display according to the production situation (Example 1) / End of explanatory display> The state shown in FIG. 21(d) is the state in which the explanatory display (page 4) NP4 relating to the normal state has been erased (ended).
[0264] In this state, when the explanatory display (page 4) NP4 regarding the normal state shown in Figure (c) is displayed, a predetermined condition is met (in this example, the effect button 192 is pressed), so the explanatory display (page 4) NP4 regarding the normal state is erased (ended) and only the state transition notification effect MP (display of the string ``CZ entry'') is performed.
[0265] <Explanatory display according to the production situation (Example 1) / Start of menu display> The state shown in FIG. 21(e) is a state in which the effect button 192 is pressed and the menu display MN is displayed.
[0266] In the slot machine of this example, even if a certain operation (for example, pressing the effect button 192) is performed using the operating means during the second period of a certain presentation state (for example, the CZ state), an explanatory display regarding the certain presentation state (for example, an explanatory display regarding the CZ state) is not displayed, and when a certain operation is performed using the operating means during the second period of a certain presentation state, a menu display is displayed.
[0267] In the state shown in Figure 21(e), during the period (second period) after the display of the explanation display possible notification TC for the CZ state (a certain presentation state) has ended, the presentation button 192 is pressed (a certain operation using the operating means), so the explanation display regarding the CZ state (explanation display regarding a certain presentation state) is not displayed, and the menu display MN is displayed.
[0268] If the explanation display is displayed again if the player accidentally performs a certain operation after viewing the explanation display, this may be annoying to the player. However, in this example, by providing a period (second period) in which the explanation display is not displayed even if a certain operation is performed, convenience for the player can be increased.
[0269] Furthermore, when a certain operation is performed using the operating means during a second period (in this example, the period after the display of the explanation display possible notification TC shown in Figure 21(a) has ended) of a certain presentation state (in this example, the CZ state), a menu display (in this example, the menu display MN) is displayed.Therefore, by providing a period (second period) during which the explanation display is not displayed even if a certain operation is performed, and by displaying the menu display when a certain operation is performed during that period, convenience for the player can be improved.
[0270] Furthermore, even if an explanatory display relating to a certain presentation state (for example, an explanatory display relating to a CZ state) is erased (terminated), if a certain operation (for example, pressing the presentation button 192) is performed again using the operating means during the first period of the certain presentation state (for example, the period during which the explanation display available notification TC is being executed (10 seconds)), the explanatory display relating to the certain presentation state may be configured to be displayed again.
[0271] As shown in Figure 21(e), in this example, the menu display MN displays a volume / light intensity setting button for switching to a volume / light intensity setting screen where the volume and light intensity of the presentation means can be set (adjusted), a custom setting button for switching to a custom setting screen where the player can customize the game content, a game explanation button for switching to an explanation display screen, and an exit button for closing the menu display.
[0272] Then, by using the up and down buttons (not shown) to select one of the buttons on the menu display MN, and then pressing the performance button 192, in this example, it is possible to move to either the volume / light intensity setting screen, the custom setting screen, or the explanation display, or to end the menu display MN.
[0273] In this example, the items in the menu display include an item that displays an explanatory display (in this example, a game explanation button) and an item for setting game settings (in this example, a volume / light setting button and a custom setting button). Therefore, even during a period (second period) when an explanatory display is not displayed even if a certain operation is performed, it is possible to display the explanatory display by going through the menu display, thereby increasing convenience for the player.
[0274] <Explanatory display according to the production situation (Example 1) / Start of explanatory display> The state shown in Figure 21(f) is the state in which the game explanation button in the menu display MN is selected, and the state shown in the following figure (g) is the state in which the game explanation button is selected in the menu display MN, the effect button 192 is pressed, and the explanation display is displayed.
[0275] In this example, when the game explanation button is selected in the menu display MN, the effect button 192 is pressed, which causes the display to transition to an explanation display screen, and on this explanation display screen, an explanation display (in this example, an explanation display SP relating to the story of the effect executed by the gaming machine) that is independent of the current effect state (in this example, the CZ state) is displayed.
[0276] In addition, explanatory displays that are not dependent on the current presentation state are not limited to "explanatory displays relating to the story of the presentation executed by the gaming machine," but may also be explanatory displays that are not related to playability, such as explanatory displays relating to characters that appear in various presentations, explanatory displays relating to motifs, explanatory displays relating to the operation of the gaming machine (for example, tutorial displays), explanatory displays relating to the opening hours and events of the gaming facility, explanatory displays relating to new machines, etc.
[0277] Also, as shown in Figure 21 (g), in the display area to the right of the story explanation display SP, when a press of the right button (not shown) is received, a guidance display (in this example, the string "Normal (1) Explanation" and a right-pointing arrow) is displayed suggesting that an explanation display (1 page) for the normal state will be displayed.
[0278] Then, when a press of the right button is accepted while the explanation display SP relating to the story is being displayed, an explanation display (1 page) relating to the normal state is displayed.
[0279] On the other hand, in the display area to the left of the story explanation display SP, when a press of the left button (not shown) is accepted, a guidance display (in this example, the string "ED explanation" and a left-pointing arrow) is displayed suggesting that an explanation display regarding the ED will be displayed.
[0280] Then, when a press operation of the left button is accepted while the explanatory display SP relating to the story is being displayed, an explanatory display relating to the ending is displayed.
[0281] According to this example, even when an explanatory display that is not dependent on the current presentation state (in this example, an explanatory display SP relating to the presentation story executed by the gaming machine) is displayed, it is possible to display a certain explanatory display by operating the operating means (in this example, pressing the right button can display an explanatory display relating to the normal state, and pressing the left button can display an explanatory display relating to the ED state), so that, for example, it is possible to check the explanatory display relating to the next presentation state to transition to or the presentation state that was previously set, and it is possible to prepare or review the contents of the presentation state, and it is possible to provide the explanatory display that the player needs, thereby increasing the satisfaction and convenience of the player.
[0282] <Explanatory display according to the production situation (Example 1) / End of explanatory display> The state shown in FIG. 21(h) is a state in which the effect button 192 is pressed and the top screen of the menu display MN is restored.
[0283] In this example, when the explanation display SP regarding the story shown in Figure 21 (g) is displayed, the effect button 192 is pressed, and the top screen of the menu display MN is displayed again, displaying the volume / light intensity setting button, custom setting button, game explanation button, and end button.
[0284] Then, by selecting the end button using the up and down buttons (not shown), and then pressing the effect button 192, it is possible to end the menu display MN and return to the game screen.
[0285] In the example shown in Figures 21(a) to (d), when the effect button 192 is pressed while the explanation display possible notification TC is being executed, an explanation display CP1 relating to the CZ state and an explanation display NP4 relating to the normal state are displayed, and then when the effect button 192 is pressed while the explanation display NP4 is being displayed, the display of the explanation display NP4 is erased (ended) and the game screen is restored.
[0286] In contrast to this, in the example shown in Figures 21(e) to (h), when the game explanation button is selected in the menu display MN, the effect button 192 is pressed, an explanation display SP regarding the story is displayed, and then while the explanation display SP is displayed, the effect button 192 is pressed, returning to the top screen of the menu display MN, and after selecting the end button using the up and down buttons, the effect button 192 is pressed, thereby closing the menu display MN and returning to the game screen.
[0287] In other words, the procedure for returning to the game screen after displaying the explanatory display (the method for erasing (terminating) the explanatory display) differs depending on whether the explanatory display is displayed via the menu display MN or not.
[0288] With this configuration, when the explanatory display is displayed, the player can clearly recognize whether or not the menu display has been used before operating the operating means, which prevents the player from becoming confused during operation and increases convenience for the player.
[0289] <Explanatory display according to the production situation (Example 2)> 21(i) to 21(l) are diagrams showing the screen transitions in chronological order in the explanatory display in accordance with the performance situation (Example 2).
[0290] <Explanation display according to the performance situation (Example 2) / Execution of notification that explanation display is possible> The state shown in FIG. 21(i) is a state in which a MAXBET operation is performed in the CZ state (accompanying princess state) and the explanation display possible notification TC is being executed.
[0291] In this state, the display area of the effect image display device 157 displays a message informing the player that the effect state is the CZ state (accompanying princess state) (in this example, the string "CZ~accompanying princess~" is displayed and a character image including the princess is displayed), and in response to a MAXBET operation, an explanation display possible notification TC is displayed (in this example, the string "Game explanation" is displayed, an image imitating the appearance of the effect button 192 is displayed, and the string "PUSH" is displayed).
[0292] <Explanation display according to the performance situation (Example 2) / End of notification that explanation display is possible> The state shown in FIG. 21(j) is a state in which the explanation display possible notification TC has ended in a game in which the explanation display possible notification TC has been executed.
[0293] In this state, pressing the start lever 135 triggers the start of the operation navigation display, while erasing (terminating) the explanation display possibility notification TC.
[0294] In the slot machine of this example, when a certain operation is performed using the operating means during a first period of a certain presentation state, an explanatory display regarding a certain presentation state is displayed.However, in the example shown in Figures 21(i) to 21(j), during the period (first period; in this example, the period from when the MAXBET operation is performed to when the start lever 135 is pressed) during which the explanation display possible notification TC is executed in the CZ state (a certain presentation state), the operation of pressing the presentation button 192 (a certain operation using the operating means) is not performed, so the explanatory display regarding the CZ state (an explanatory display regarding a certain presentation state) is not displayed.
[0295] It should be noted that the "first period" according to the present invention is not limited to this example, and may be, for example, the period from when one of the bet operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed until another operation is performed thereafter; the period from when one of the bet operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed until a certain amount of time has elapsed thereafter; the period from when a transition in the presentation state or a change in the presentation mode occurs until a certain operation of the operating means is performed thereafter; or the period from when a transition in the presentation state or a change in the presentation mode occurs until a certain amount of time has elapsed thereafter.
[0296] <Explanatory display according to the performance situation (Example 2) / Third stop operation> The state shown in FIG. 21(k) is a state in which the third stop operation is executed in a game in which the explanation display possible notification TC is executed.
[0297] In this state, the number of points acquired in the game (55 points in this example) is displayed.
[0298] <Explanatory display according to the production situation (Example 2) / Start of menu display> The state shown in FIG. 21(l) is a state in which the effect button 192 is pressed when no explanation display is displayed, and the menu display MN is displayed.
[0299] In the slot machine of this example, even if a certain operation (e.g., pressing the effect button 192) is performed using the operating means during a second period (e.g., the period after the display of the explanation display possible notification TC has ended) of a certain presentation state (e.g., CZ state), an explanation display regarding the certain presentation state (e.g., explanation display regarding the CZ state) is not displayed, and when a certain operation is performed using the operating means during the second period of a certain presentation state, a menu display MN is displayed.
[0300] In the state shown in Figure 21(l), during the period (second period) after the display of the explanation display possible notification TC for the CZ state (a certain presentation state) has ended, the presentation button 192 is pressed (a certain operation using the operating means), so the explanation display regarding the CZ state (explanation display regarding a certain presentation state) is not displayed, and the menu display MN is displayed.
[0301] If the explanation display is displayed again if the player accidentally performs a certain operation after viewing the explanation display, this may be annoying to the player. However, in this example, by providing a period (second period) in which the explanation display is not displayed even if a certain operation is performed, convenience for the player can be increased.
[0302] Furthermore, when a certain operation is performed using the operating means during a second period (in this example, the period after the display of the explanation display possible notification TC shown in Figure 21(i) has ended) of a certain presentation state (in this example, the CZ state), a menu display (in this example, menu display MN) is displayed.Therefore, by providing a period (second period) during which the explanation display is not displayed even if a certain operation is performed, and by displaying the menu display when a certain operation is performed during that period, convenience for the player can be improved.
[0303] <Explanatory display according to the production situation (Example 3)> 22(a) to 22(l) are diagrams showing screen transitions in chronological order in the explanatory display in accordance with the performance situation (Example 3).
[0304] <Explanatory display according to the performance situation (Example 3) / CZ state ends> The state shown in Figure 22(a) is the state in which the CZ state has ended and the normal state has been set as the presentation state.
[0305] In this state, since the CZ state has ended, a state transition notification effect (in this example, the string "CZ Ended" is displayed) is performed to notify the player that the CZ state has ended.
[0306] <Explanatory display according to the performance situation (Example 3) / Transition to normal state (non-accompanied state)> The state shown in FIG. 22(b) is a state in which the presentation state in the advantageous zone has transitioned to the normal state (non-accompanying state).
[0307] In this state, since the presentation state in the advantageous zone has transitioned to the normal state (non-accompanying state), a state transition notification presentation (in this example, the display of the string "●● stage") is performed to notify players that the presentation state has transitioned to the normal state (non-accompanying state), and the transition to the normal state (non-accompanying state) is triggered by an explanation display possible notification TC (in this example, the display of the string "Game Explanation", an image imitating the appearance of the presentation button 192, and the display of the string "PUSH").
[0308] <Explanatory display according to the production situation (Example 3) / Start of explanatory display> The state shown in Figure 22(c) is a state in which the effect button 192 is pressed while the explanation display possible notification TC shown in the same figure (b) is being executed, and an explanation display regarding the normal state (non-accompanying state) is displayed.
[0309] In the slot machine of this example, when a certain operation (for example, pressing the effect button 192) is performed by the operating means during a first period (for example, a period during which the explanation display possible notification TC is being executed) of a certain presentation state (for example, normal play (non-accompanying state)), an explanation display regarding the certain presentation state (for example, an explanation display regarding the normal state (non-accompanying state)) is displayed.
[0310] In the state shown in Figure 22(c), during the period (first period, in this example, 10 seconds) when the explanation display possible notification TC is being executed in the normal state (non-accompanied state) (certain presentation state), the presentation button 192 is pressed (a certain operation by the operating means), and therefore explanation display NP1 (explanation display related to a certain presentation state) related to the normal state (non-accompanied state) is displayed.
[0311] In recent gaming machines, a wide variety of effects are being implemented, and the effects have become more complex, but according to this example, by displaying an explanatory display according to the effect state, the player can better understand the content of each effect state, thereby increasing the player's interest in the game and the effect of the effect. Also, by displaying an explanatory display according to the effect state when a certain operation is performed using the operating means, it is possible to provide an explanatory display that matches the timing at which the player performs a certain operation using the operating means, thereby increasing convenience for the player.
[0312] Furthermore, according to Examples 1 and 3, when the presentation state is set to a first presentation state (e.g., a CZ state), if a predetermined condition is met (e.g., when an operation means is operated), a first explanatory display (e.g., an explanatory display related to the CZ state) related to the first presentation state is displayed as an explanatory display. When the presentation state is set to a second presentation state (e.g., a normal state), if the predetermined condition is met (e.g., when an operation means is operated), a second explanatory display (e.g., an explanatory display related to the normal state) related to the second presentation state is displayed as an explanatory display. While gaming machines these days offer a wide variety of presentations and have increasingly complex presentations, displaying explanatory displays according to the presentation state allows players to better understand the content of each presentation state, thereby enhancing the player's interest in the game and the presentation effects. Furthermore, displaying explanatory displays according to the presentation state allows explanatory displays to be provided to players at appropriate times, thereby enhancing player convenience.
[0313] In this example, the explanatory display regarding the normal state is composed of multiple (four) pages, and in the example shown in Figure 22(c), since the performance button 192 was pressed in the normal state (non-accompanied state), the explanatory display (1 page) NP1 regarding the normal state (non-accompanied state) is displayed out of the explanatory display regarding the normal state which is composed of multiple (four) pages.
[0314] In this example, the explanatory display (page 1) NP1 for the normal state (non-accompanying state) explains the conditions for transitioning from the normal state to the grandpa accompanying state or the princess accompanying state (in this example, the text "Watermelon, chance of grandpa accompanying with a chance eye, weak cherry, strong cherry with a chance of princess accompanying" is displayed).
[0315] Also, as shown in Figure 22(c), in the display area to the right of the explanation display (page 1) NP1 regarding the normal state (non-accompanied state), when a press of the right button (not shown) is received, a guidance display (in this example, the text "Normal (2) Explanation" and a right-pointing arrow) is displayed suggesting that the explanation display (page 2) regarding the normal state (accompanied state) will be displayed.
[0316] When the explanatory display (page 1) NP1 relating to the normal state (no accompanying state) is displayed, if the right button is pressed, an explanatory display (page 2) relating to the normal state (grandfather accompanying state) is displayed; when the explanatory display (page 2) relating to the normal state (grandfather accompanying state) is displayed, if the right button is pressed, an explanatory display (page 3) relating to the normal state (princess accompanying state) is displayed; and when the right button is pressed, an explanatory display (page 4) relating to the normal state (princess & grandpa accompanying state) is displayed.
[0317] On the other hand, in the display area on the left side of the explanation display (page 1) NP1 regarding the normal state (non-accompanied state), a guidance display (in this example, the text "ST explanation" and a left-pointing arrow) is displayed suggesting that an explanation display regarding ST (stock time) will be displayed when the left button (not shown) is pressed.
[0318] Then, when the left button is pressed while the explanatory display (1 page) NP1 relating to the normal state (non-accompanying state) is being displayed, an explanatory display relating to ST is displayed.
[0319] According to this example, when the presentation state is set to the first presentation state (in this example, the normal state (non-accompanying state)), even if the first explanatory display (in this example, the explanatory display relating to the normal state (non-accompanying state)) is displayed, by operating the operating means (in this example, the left button), the second explanatory display (in this example, the explanatory display relating to the ST) can be displayed. Therefore, for example, it is possible to check the explanatory display relating to the next presentation state to be transitioned to or the presentation state that was previously set, and it is possible to prepare or review the contents of the presentation state, and it is possible to provide the explanatory display that the player needs, thereby increasing the satisfaction and convenience of the player.
[0320] <Explanatory display according to the production situation (Example 3) / End of explanatory display> The state shown in FIG. 22(d) is a state in which the explanatory display (1 page) NP1 regarding the normal state (non-accompanying state) has been erased (ended).
[0321] In this state, when the explanatory display (1 page) NP1 regarding the normal state (non-accompanied state) shown in the same figure (c) is displayed, a predetermined condition is met (in this example, the performance button 192 is pressed), so the display of the explanatory display NP1 regarding the normal state (non-accompanied state) is erased (ended).
[0322] <Explanatory display according to the production situation (Example 3) / Start of menu display> The state shown in FIG. 22(e) is a state in which the effect button 192 is pressed and the menu display MN is displayed when the explanation display shown in FIG. 22(d) has been erased (ended).
[0323] In the slot machine of this example, even if a certain operation (e.g., pressing the effect button 192) is performed by the operating means during a second period (e.g., the period after the display of the explanation display possible notification TC has ended) of a certain presentation state (e.g., the normal state (non-accompanying state)), an explanation display regarding the certain presentation state (e.g., an explanation display regarding the normal state (non-accompanying state)) is not displayed, and when a certain operation is performed by the operating means during the second period of a certain presentation state, a menu display (e.g., menu display MN) is displayed.
[0324] In the state shown in Figure 22(e), during the period (second period) after the display of the explanation display possible notification TC for the normal state (non-accompanying state) (certain presentation state) has ended, the presentation button 192 is pressed (a certain operation by the operating means), so the explanation display (explanation display for a certain presentation state) for the normal state (non-accompanying state) is not displayed, and the menu display MN is displayed.
[0325] If the explanation display is displayed again if the player accidentally performs a certain operation after viewing the explanation display, this may be annoying to the player. However, in this example, by providing a period (second period) in which the explanation display is not displayed even if a certain operation is performed, convenience for the player can be increased.
[0326] Furthermore, when a certain operation is performed using the operating means during a second period (in this example, the period after the display of the explanation display possible notification TC shown in Figure 22(b) has ended) of a certain presentation state (in this example, the normal state (non-accompanying state)), a menu display (in this example, menu display MN) is displayed.Therefore, by providing a period (second period) during which the explanation display is not displayed even if a certain operation is performed, and by displaying the menu display when a certain operation is performed during that period, convenience for the player can be improved.
[0327] <Explanatory display according to the production situation (Example 3) / End of menu display> The state shown in FIG. 22(f) is the state in which the end button is selected in the menu display MN, and FIG. 22(g) is the state in which the menu display MN has disappeared (ended).
[0328] In this example, as shown in Figure 22 (f), when the top screen of the menu display MN is displayed, the end button is selected using the up and down buttons (not shown), and then the effect button 192 is pressed, causing the menu display MN to disappear (end) and return to the game screen.
[0329] <Explanatory display according to the performance situation (Example 3) / Demo performance> The state shown in FIG. 22(h) is the state when the demo effect has started, and the state shown in FIG. 22(i) is the state when the demo effect has ended.
[0330] In this example, the conditions for starting the demo presentation are met on the normal screen (for example, no bet operation is performed for a predetermined time), and after the demo presentation is started, the conditions for ending the demo presentation are met (for example, a bet operation is performed), so the demo presentation ends and the game screen is restored, and the return of the game screen (end of the demo presentation) triggers an explanation display available notification TC to notify the user that a game explanation display can be displayed.
[0331] <Explanatory display according to the production situation (Example 3) / Start of explanatory display> The state shown in Figure 22(j) is a state in which the effect button 192 is pressed while the explanation display possible notification TC shown in the same figure (i) is being executed, and an explanation display regarding the normal state (non-accompanying state) is displayed.
[0332] In the slot machine of this example, even if a certain operation (for example, pressing the effect button 192) is performed by the operating means during a second period (for example, the period after the display of the explanation display possible notification TC has ended) of a certain presentation state (for example, the normal state (non-accompanying state)), if a demo presentation is being performed before the certain operation by the operating means, the slot machine is configured to display an explanation display regarding the certain presentation state (for example, an explanation display regarding the normal state (non-accompanying state)) without displaying a menu display.
[0333] In the state shown in Figure 22(j), during the period (second period) after the display of the explanation display possible notification TC for the normal state (non-accompanied state) (certain presentation state) has ended, the presentation button 192 is pressed (a certain operation by the operating means), but since a demo presentation is being performed before the certain operation by the operating means, the explanation display NP1 (explanation display for a certain presentation state) for the normal state (non-accompanied state) is displayed without displaying a menu.
[0334] According to this example, by executing the demo effect, the state in which the game instruction display can be displayed is restored without going through the menu display, thereby increasing convenience for the player.
[0335] <Explanatory display according to the performance situation (Example 3) / Transition to normal state (Princess accompanied state)> The state shown in FIG. 22(k) is a state in which the presentation state in the advantageous zone has transitioned to the normal state (accompanying princess state).
[0336] In this state, since the presentation state in the advantageous zone has transitioned to the normal state (Princess Accompanying State), a state transition notification display (in this example, the string "●● Stage ~ Princess Accompanying ~" is displayed) is performed to notify that the presentation state has transitioned to the normal state (Princess Accompanying State), and an explanation display available notification TC is performed to notify that a game explanation display can be displayed, triggered by the transition to the normal state (Princess Accompanying State).
[0337] <Explanatory display according to the production situation (Example 3) / Start of explanatory display> The state shown in FIG. 22(l) is a state in which the effect button 192 is pressed during the execution of the explanation display possible notification TC shown in FIG. 22(k), and an explanation display regarding the normal state (accompanying princess state) is displayed.
[0338] In the slot machine of this example, when a certain operation (for example, pressing the effect button 192) is performed by the operating means during a first period (for example, a period during which the explanation display possible notification TC is being executed) of a certain presentation state (for example, a normal state (accompanying a princess)), an explanation display relating to the certain presentation state (for example, an explanation display relating to the normal state (accompanying a princess)) is displayed.
[0339] In the state shown in Figure 22(l), during the period (first period, in this example, 10 seconds) when the explanation display possible notification TC is being executed in the normal state (princess accompanied state) (certain presentation state), the presentation button 192 is pressed (a certain operation using the operating means), and therefore explanation display NP3 (explanation display related to a certain presentation state) regarding the normal state (princess accompanied state) is displayed.
[0340] In recent gaming machines, a wide variety of effects are being implemented, and the effects have become more complex, but according to this example, by displaying an explanatory display according to the effect state, the player can better understand the content of each effect state, thereby increasing the player's interest in the game and the effect of the effect. Also, by displaying an explanatory display according to the effect state when a certain operation is performed using the operating means, it is possible to provide an explanatory display that matches the timing at which the player performs a certain operation using the operating means, thereby increasing convenience for the player.
[0341] In this example, the explanatory display for the normal state is made up of multiple (four) pages, and in the example shown in Figure 22(l), since the performance button 192 is pressed in the normal state (state where the princess is accompanied), the explanatory display (3 pages) NP3 for the normal state (state where the princess is accompanied) is displayed out of the explanatory display for the normal state which is made up of multiple (four) pages.
[0342] In this example, the explanatory display (page 3) NP3 for the normal state (state accompanied by a princess) provides an explanation of the state accompanied by a princess in the normal state (in this example, the text "State accompanied by a princess In state accompanied by a princess, the probability of winning is greatly increased with weak cherries and strong cherries." is displayed).
[0343] Also, as shown in Figure 22(l), in the display area to the right of the explanation display (page 3) NP3 regarding the normal state (state accompanied by a princess), when a press of the right button (not shown) is received, a guidance display (in this example, the text "Normal (4) Explanation" and a right-pointing arrow) is displayed suggesting that the explanation display (page 4) regarding the normal state (state accompanied by an old man and a princess) will be displayed.
[0344] Then, when the right button is pressed while the explanatory display (page 3) NP3 regarding the normal state (state accompanied by princess) is displayed, the explanatory display (page 4) regarding the normal state (state accompanied by princess and grandfather) is displayed.
[0345] On the other hand, in the display area on the left side of the explanation display (page 3) NP3 regarding the normal state (state accompanied by a princess), when a press of the left button (not shown) is received, a guidance display (in this example, the text "Normal (2) Explanation" and a left-pointing arrow) is displayed suggesting that an explanation display regarding the normal state (state accompanied by an old man) will be displayed.
[0346] Then, when the left button is pressed while the explanatory display (page 3) NP3 regarding the normal state (state accompanied by a princess) is displayed, an explanatory display regarding the normal state (state accompanied by an old man) is displayed.
[0347] According to this example, even in the same presentation state (in this example, the same stage in the normal state), the explanatory display differs depending on the timing of operation of the operating means, so that when a certain operation is performed by the player using the operating means, an explanatory display that matches that timing can be provided, thereby increasing convenience for the player.
[0348] Furthermore, according to this example, when the presentation state is set to a first presentation state (e.g., normal state (non-accompanied state)), if a predetermined condition is met (e.g., when the operating means is operated), a first explanatory display (e.g., explanatory display related to the normal state (non-accompanied state)) related to the first presentation state is displayed as an explanatory display. Furthermore, when the presentation state is set to the second presentation state (e.g., normal state (accompanied by a princess) normal state), if the predetermined condition is met (e.g., when the operating means is operated), a second explanatory display (e.g., explanatory display related to the normal state (accompanied by a princess) normal state) related to the second presentation state is displayed as an explanatory display. While gaming machines these days offer a wide variety of presentations and have increasingly complex presentations, displaying explanatory displays according to the presentation state allows players to better understand the content of each presentation state, thereby increasing the player's interest in the game and the presentation effects. Furthermore, displaying explanatory displays according to the presentation state allows explanatory displays to be provided to players at appropriate times, thereby improving player convenience.
[0349] <Explanatory display according to the production situation (Example 4)> 23(a) to 23(l) are diagrams showing the screen transitions in chronological order in the explanatory display in accordance with the performance situation (Example 4).
[0350] <Explanatory display according to the performance situation (Example 4) / Transition to CZ state> The state shown in Figure 23(a) is the state in which the presentation state in the advantageous zone has transitioned to the CZ state.
[0351] In the slot machine of this example, when a first operation (e.g., pressing the effect button 192) is performed using the operating means during a first period of a certain presentation state (e.g., a CZ state) (e.g., the period from the game in which a certain presentation state (CZ state) is set to the transition to the next game), an explanatory display (first explanatory display) is displayed (or can be displayed), and a first display related to the explanatory display (e.g., the explanation display available notification TC shown in Figure 23(a)) can be displayed during the first period.
[0352] In the state shown in Figure 23(a), since the presentation state in the advantageous zone has transitioned to the CZ state, a state transition notification presentation MP (in this example, the display of the string "CZ entry") is performed in the display area of the presentation image display device 157 to notify that the presentation state has transitioned to the CZ state, and an explanation display possible notification TC (the first display related to the explanation display; in this example, the display of the string "Game explanation", the display of an image imitating the appearance of the presentation button 192, and the display of the string "PUSH") is performed to notify that an explanation display can be displayed, triggered by the transition to the CZ state.
[0353] It is expected that players who need an explanatory display will be players who are not familiar with this gaming machine, but by making it possible to display the explanatory display available notification TC (first display), even players who are not familiar with this gaming machine can obtain information about the explanatory display, thereby increasing convenience for the player. Moreover, by making it possible to display an explanatory display by performing a first operation based on the explanatory display available notification TC (first display), convenience for the player can be increased.
[0354] The "first display" according to the present invention may be any "display relating to explanatory display" (a display capable of informing that an explanatory display can be displayed), and may be, for example, simply a display of a string such as "Press button to display explanatory display," or a display that is displayed for a predetermined time (for example, 10 seconds) and then erased after the predetermined time has elapsed, or a scrolling display that moves from one side of the display area of the performance image display device 157 to the other, or a display displayed on a display means other than the performance image display device 157 (for example, a sub-LCD or LED).
[0355] Furthermore, the conditions for starting the display of the "first display" according to the present invention are not limited to "transition to a certain presentation state (CZ state)", but may be, for example, when the first display has never been displayed after transition to a certain presentation state, when the explanatory display has never been displayed after transition to a certain presentation state, when no game is played (no operation is performed using the operating means) for a predetermined period of time (for example, 30 seconds), when the demo presentation has ended, when a certain operating means is operated, etc.
[0356] <Explanatory display according to the production situation (Example 4) / Start of explanatory display> The state shown in Figure 23(b) is a state in which the effect button 192 is pressed during the execution of the explanation display possible notification TC shown in the same figure (a), and an explanation display regarding the CZ state is displayed.
[0357] In the slot machine of this example, when a first operation (e.g., pressing the effect button 192) is performed by the operating means during a first period of a certain effect state (e.g., a CZ state) (e.g., the period from the game in which a certain effect state (CZ state) is set to the transition to the next game), an explanatory display (first explanatory display) is displayed (or can be displayed).
[0358] In the state shown in Figure 23(b), during the period (first period) from the game in which the CZ state (a certain presentation state) is set to the transition to the next game, the presentation button 192 is pressed (first operation by the operating means), and therefore an explanatory display CP1 (first explanatory display) regarding the CZ state is displayed.
[0359] In recent years, gaming machines have implemented a wide variety of effects, making them increasingly complex. However, according to this example, by displaying an explanatory display according to the effect state, the player can better understand the content of each effect state, thereby increasing the player's interest in the game and the effect of the effect. Furthermore, by displaying an explanatory display according to the effect state when a first operation is performed using the operating means, an explanatory display that matches the timing at which the player performs the first operation using the operating means can be provided, thereby increasing convenience for the player. Furthermore, this gaming machine can be provided as an easy-to-use machine for players both familiar with the gaming machine and those not familiar with it.
[0360] The display format of the explanatory display is not particularly limited, but in this example, as shown in Figure 23(b), an explanatory display CP1 regarding the CZ state is displayed first, and in the display area to the right of the explanatory display (page 1) CP1 regarding the CZ state, a guidance display (in this example, the string ``CZ (2) Explanation'' and a right-pointing arrow) is displayed suggesting that an explanatory display (page 2) regarding the CZ state will be displayed when a press of the right button (not shown) is received.
[0361] Then, when an explanatory display (page 1) CP1 regarding the CZ state is displayed and a right button press operation is received, an explanatory display (page 2) regarding the CZ state is displayed, and when this explanatory display (page 2) regarding the CZ state is displayed and a right button press operation is received, an explanatory display (page 3) regarding the CZ state is displayed, and when this explanatory display (page 3) regarding the CZ state is displayed and a right button press operation is received, an explanatory display (page 4) regarding the CZ state is displayed.
[0362] On the other hand, as shown in Figure 23(b), in the display area to the left of the explanatory display (page 1) CP1 regarding the CZ state, a guidance display (in this example, the string "Normal (4) Explanation" and a left-pointing arrow) is displayed suggesting that the explanatory display (page 4) regarding the normal state will be displayed when the left button (not shown) is pressed.
[0363] Then, when the left button is pressed while the explanatory display (1 page) CP1 regarding the CZ state is displayed, the explanatory display (4 pages) NP4 regarding the normal state is displayed, as shown in Figure 23 (c).
[0364] It should be noted that the "first period (of a certain state)" according to the present invention is not limited to "the period from the game in which a certain presentation state (CZ state) is set (transitioned to) until the next game is set (transitioned to)", and may include, for example, the period from when a certain presentation state is set until an explanation display (first explanation display) is displayed once, the period from when an explanation display possible notification TC starts until it ends, the period from when a certain presentation state is transitioned to until a predetermined number of games are played, the period from when a certain presentation state is transitioned to until the certain presentation state ends, the period from when a certain presentation state is transitioned to until a certain presentation state is transitioned to another presentation state, the period from when a certain presentation state is transitioned to until an explanation display (first explanation display) is displayed once, the period from when a certain presentation state is transitioned to until the end of the certain presentation state, the period from when a certain presentation state is transitioned to until the next presentation state is transitioned to, It may be the period until the display is displayed (until an operation is performed by the operating means), the period after one of the bet operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed and until another operation is performed thereafter, the period after one of the bet operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed and until a certain amount of time has passed, the period after a transition in the presentation state or a change in the presentation mode, etc. occurs and until a certain operation of the operating means is performed, or the period after a transition in the presentation state or a change in the presentation mode, etc. occurs and until a certain amount of time has passed.
[0365] Furthermore, the "first operation" according to the present invention is not limited to "pressing effect button 192," but may be an operation using other operating means (for example, any one of the buttons on the cross key buttons 191a or OK button 191b), an operation using a touch panel, or an operation using multiple operating means (for example, pressing any one of the buttons on the cross key buttons 191a and then pressing effect button 192), or a long press of a certain operating means, or a continuous press of a certain operating means, etc.
[0366] Furthermore, the "first explanatory display" of the present invention is not limited to an explanatory display regarding a certain presentation state (in this example, the CZ state), but may also be, for example, an explanation regarding a presentation state other than the certain presentation state (the CZ state), an explanatory display regarding a winning role, an explanation regarding the reel patterns, an explanation regarding the game state, an explanation regarding the game method, a tutorial, etc.
[0367] Furthermore, when the "first explanatory display" according to the present invention is configured with multiple displays, the operating means capable of switching between the multiple displays is not limited to the left button or the right button, but may be, for example, other operating means (for example, one of the buttons on the cross key button 191a or the OK button 191b), a touch panel, etc.
[0368] <Explanatory display according to the performance situation (Example 4) / Left button press operation> The state shown in FIG. 23(c) is a state in which the explanatory display (page 4) NP4 relating to the normal state is displayed.
[0369] In this state, when the explanatory display (1 page) CP1 regarding the CZ state shown in Figure 23(b) is displayed, the left button (not shown) is pressed, and the explanatory display (4 pages) NP4 regarding the normal state is displayed, as shown in the same Figure (c).
[0370] In this example, the explanation display (page 4) NP4 for the normal state explains the relationship between the character accompanying state in the normal state and the probability of winning a rare role (in this example, the text "Grandpa & Princess accompanying state In the Grandpa & Princess accompanying state, the probability of winning all rare roles is greatly increased." is displayed).
[0371] According to this example, when the presentation state is set to the first presentation state (in this example, the CZ state), even if the explanatory display for the first presentation state (in this example, the explanatory display relating to the CZ state) is displayed, by operating the operating means (in this example, the left button), the explanatory display for the second presentation state (in this example, the explanatory display relating to the normal state) can be displayed.Therefore, for example, it is possible to check the explanatory display relating to the next presentation state to transition to or the previously set presentation state, allowing for preparation and review of the contents of the presentation state, and it is possible to provide the explanatory display that the player needs, thereby increasing player satisfaction and convenience.
[0372] <Explanatory display according to the production situation (Example 4) / End of explanatory display> The state shown in FIG. 23(d) is the state in which the explanatory display (page 4) NP4 relating to the normal state has been erased (ended).
[0373] In this state, when the explanatory display (page 4) NP4 regarding the normal state shown in Figure 23(c) is displayed, a predetermined condition is met (in this example, the effect button 192 is pressed), so the explanatory display (page 4) NP4 regarding the normal state is erased (ended) and only the state transition notification effect MP (display of the string ``CZ entry'') is performed.
[0374] In addition, in this example, since the explanation display CP1 regarding the CZ state is displayed once in the state shown in Figure 23(b), the explanation display possible notification TC that was displayed in the state shown in Figure 23(a) is hidden (configured not to be displayed).
[0375] The explanation display available notification TC (first display) may be an annoying display for players who are familiar with this gaming machine, but by not displaying the explanation display available notification TC (first display) until a certain condition is met after the explanation display is erased (for example, until the demo performance shown in Figure 23 (h) ends), it is possible to improve convenience for players who are not familiar with this gaming machine while reducing the annoyance for players who are familiar with this gaming machine.
[0376] <Explanatory display according to the production situation (Example 4) / Start of explanatory display> The state shown in Figure 23(e) is a state in which the explanation display possible notification TC shown in the same figure (d) is not displayed, and the performance button 192 is pressed, causing an explanation display regarding the CZ state to be displayed.
[0377] In the slot machine of this example, when a first operation (e.g., pressing the effect button 192) is performed using the operating means during a first period of a certain presentation state (e.g., a CZ state) (e.g., the period from the game in which a certain presentation state (CZ state) is set to the transition to the next game), the slot machine is configured to display (or be able to display) an explanation display (first explanation display) even if an explanation display available notification TC (first display) that notifies that an explanation display can be displayed has not been performed.
[0378] In the state shown in Figure 23(d), the explanation display possible notification TC described using Figure 23(a) has not been made, but during the period (first period) from the game in which the CZ state (a certain presentation state) is set to the transition to the next game, the presentation button 192 is pressed (first operation by the operating means), and therefore the explanation display CP1 (first explanation display) regarding the CZ state is displayed.
[0379] 23(c), the explanatory display (page 4) NP4 relating to the normal state was the last explanatory display to be displayed, but at the timing shown in the same figure (e), the explanatory display (page 1) CP1 relating to the current presentation state (in this example, the CZ state) is displayed first without displaying the explanatory display relating to normal play that was last displayed (without displaying the continuation of the explanatory display). Note that the explanatory display may start from the explanatory display that was last displayed in the most recent explanatory display (in this example, the explanatory display relating to normal play).
[0380] <Explanatory display according to the production situation (Example 4) / End of explanatory display> The state shown in FIG. 23(f) is the state in which the explanatory display (1 page) CP1 relating to the CZ state has been erased (ended).
[0381] In this state, when the explanatory display (1 page) CP1 regarding the CZ state shown in Figure (e) is displayed, a predetermined condition is met (in this example, the effect button 192 is pressed), so the explanatory display (1 page) CP1 regarding the CZ state is erased (ended) and the state transition notification effect MP (display of the string ``CZ entry'') is resumed.
[0382] <Explanatory display according to the performance situation (Example 4) / Start of demo performance> The state shown in FIG. 23(g) is the state in which the demo effect (customer waiting demo effect) has started.
[0383] In this state, the demo effect is started when no game is played (no operation is performed by the operating means) for a predetermined time (for example, 30 seconds).
[0384] The form of the demo performance is not particularly limited, but in this example, the state transition notification performance MP is erased and a moving image is displayed that includes a demo performance notification (in this example, the display of the string "Demo in progress") that notifies that the demo performance is being performed.
[0385] <Explanatory display according to the performance situation (Example 4) / Start of demo performance> The state shown in FIG. 23(h) is the state after the demo effect has ended.
[0386] In this state, when a predetermined condition is met during the demo performance (in this example, the performance button 192 is pressed), the demo performance ends, and the explanation display notification TC described using Figure 23(a) is re-displayed.
[0387] In addition, in the state shown in Figure 23(d), even if the performance button 192 is pressed, the explanation display CP1 regarding the CZ state may not be displayed. In other words, the explanation display CP1 regarding the CZ state may be displayed only when the performance button 192 is pressed while the explanation display possible notification TC is displayed. Even in this case, after the demo performance is executed, the explanation display possible notification TC may be displayed as in Figure 23(h), and when the performance button 192 is pressed, the explanation display CP1 regarding the CZ state may be displayed.
[0388] Furthermore, the trigger for re-displaying the explanation display possible notification TC may not be the execution of a demo effect, but may be when no game is played or no operation of the operation means such as the effect button 192 is performed for a certain period of time.
[0389] <Explanatory display according to the presentation situation (Example 4) / Several games after the CZ state is set> The state shown in Figure 23(i) is the state after several games have been played since the game in which the CZ state shown in Figure 23(a) was set.
[0390] In this state, the CZ state continues, and a CZ state presentation is being executed, including a game state display indicating that the state is CZ (in this example, the display of the string "CZ~Princess Accompanying~"); however, since several games have passed since the CZ state was set (the period (first period) from the game in which the CZ state was set to the transition to the next game has passed), the explanation display notification TC that was displayed at the timing shown in Figure 23(a) is not displayed.
[0391] <Explanatory display according to the production situation (Example 4) / Start of menu display> The state shown in FIG. 23(j) is a state in which the effect button 192 is pressed and the menu display MN is displayed.
[0392] In the slot machine of this example, when a first operation (e.g., pressing the effect button 192) is performed by the operating means during a second period of a certain effect state (e.g., a CZ state) (e.g., the period until the CZ state ends in the game following the game in which the CZ state is set, or the period until the time during which no play has been made in the game in which the CZ state is set reaches a predetermined time (e.g., 30 seconds)), the slot machine is configured to display (or be able to display) a menu display without displaying a first explanatory display (e.g., an explanatory display regarding the CZ state).
[0393] In the state shown in Figure 23(i), during the period (second period) from the game following the game in which the CZ state (a certain presentation state) was set until the CZ state ends, the presentation button 192 was pressed (first operation by the operating means), so the explanatory display (first explanatory display) regarding the CZ state is not displayed, and the menu display MN is displayed.
[0394] If the explanation display is displayed again if the player accidentally performs the first operation after viewing the explanation display, this may cause annoyance to the player. However, in this example, by providing a period (second period) in which the explanation display is not displayed even if the first operation is performed, convenience for the player can be increased.
[0395] In addition, the condition for starting the display of the ``menu display'' of the present invention is not limited to a first operation (pressing the effect button 192) by the operating means during the second period of a certain presentation state (CZ state) (the period until the CZ state ends after the game following the game in which the CZ state was set), but may also be, for example, when an operation is performed by the operating means when an explanatory display is displayed once after transitioning to a certain presentation state, or when an operating means dedicated to menu display is operated during the second period of a certain presentation state.
[0396] Also, as explained using Figures 21(f) and (g), when the game explanation button is selected in the menu display MN using the left and right arrow keys of the cross key button 191a and then the effect button 192 is pressed (second operation), the display transitions to an explanation display screen, and on this explanation display screen, an explanation display (second explanation display; in this example, an explanation display SP relating to the story of the effect executed by the gaming machine) that is independent of the current effect state (in this example, the CZ state) is displayed.
[0397] The explanatory display CP1 (first explanatory display) described using Figures 23(b) and (e) is a display that displays explanatory content regarding a certain presentation state (in this example, an explanation regarding the CZ state) when the display of this explanatory display CP1 begins, whereas the explanatory display SP (second explanatory display) described using Figure 21(g) is a display that displays explanatory content (in this example, an explanation regarding the story of the presentation executed by the gaming machine) that is different from the explanatory content regarding a certain presentation state (in this example, an explanation regarding the CZ state) when the display of this explanatory display SP begins.
[0398] In other words, the content of the explanation when the display of the explanation display CP1 (first explanation display) shown in Figure 23(b) or (e) starts (in this example, an explanation regarding the CZ state) is different from the content of the explanation when the display of the explanation display SP (second explanation display) shown in Figure 21(g) starts (in this example, an explanation regarding the story of the presentation executed by the gaming machine).
[0399] According to this example, the content of the explanation when the explanation display starts can be made different between when an explanation display (first explanation display) is displayed without going through a menu display and when an explanation display (second explanation display) is displayed via a menu display, so that the player can select the explanation display they want by operating the player themselves, thereby increasing the satisfaction and convenience of the player.
[0400] Furthermore, when an explanatory display (first explanatory display) is displayed without going through a menu display, an explanation according to the current presentation state is displayed, allowing the player to confirm an explanation that is in line with the current situation, which not only improves convenience for the player but also allows the player to better understand the content of each presentation state, thereby increasing the player's interest in the game and the presentation effect.
[0401] On the other hand, when an explanatory display (second explanatory display) is displayed via a menu display, it is highly likely that the player has already checked the explanation that corresponds to the current presentation state, and therefore there is a high possibility that the player would like to check an explanation that does not correspond to the current presentation state. Therefore, by displaying an explanatory display that differs from the explanation that corresponds to the current presentation state, it is possible to provide a display that meets the player's needs, thereby increasing the player's convenience and satisfaction.
[0402] <Explanatory display according to the production situation (Example 4) / End of menu display> The state shown in FIG. 23(k) is the state in which the menu display MN has been erased (ended).
[0403] In this state, when the menu display MN shown in the same figure (j) is displayed, a predetermined condition is met (in this example, the end button is selected in the menu display MN, and then the effect button 192 is pressed), so the menu display MN is erased (ended) and the CZ state effect is resumed, including a game state display indicating that the game is in the CZ state (in this example, the display of the string ``CZ~Accompanying the Princess~'').
[0404] Although not shown in the drawings, in this example, in the same state, when no operation is performed by the operating means for a predetermined time (for example, 30 seconds), a demo effect is started.
[0405] <Explanatory display according to the performance situation (Example 4) / Start of demo performance> The state shown in FIG. 23(l) is the state after the demo effect has ended.
[0406] In this state, the demo performance is terminated when a predetermined condition is met (in this example, the performance button 192 is pressed) during the demo performance that started after the CZ state shown in Figure 23(k).
[0407] In addition, in this state, since the demo effect has ended, the explanation display possible notification TC explained with reference to FIG. 23(a) is displayed.
[0408] Then, when this explanation display possible notification TC is displayed, if the performance button 192 is pressed (first operation by the operating means), an explanation display CP1 (first explanation display) regarding the CZ state is displayed, similar to the state shown in Figure 23(b).
[0409] According to this example, if the previous player stops playing midway through, explanatory displays can be provided at the appropriate time to a player who picks up the game halfway through, thereby increasing player satisfaction and convenience.
[0410] <Explanatory display / summary according to the production situation> As explained above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (for example, a game state control process) capable of setting one of a plurality of presentation states, and an operation means (for example, the presentation button 192), and the plurality of presentation states include a certain presentation state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.), and a first period of the certain presentation state (for example, a period during which an explanation display notification TC is being executed, a period from transitioning to a certain presentation state until a predetermined number of games are played, a period from transitioning to a certain presentation state until the certain presentation state ends, a period from transitioning to a certain presentation state until transitioning to another presentation state, a period from transitioning to a certain presentation state until an explanation display is displayed (until an operation is performed by the operation means), a BET operation, a start lever This gaming machine is characterized in that when a certain operation is performed using the operating means during the period from when one of the operations of the first operation, the first stop operation, the second stop operation, and the third stop operation is performed until another operation is performed thereafter, the period from when one of the operations of the bet operation, the start lever operation, the first stop operation, the second stop operation, and the third stop operation is performed until a certain amount of time has passed, the period from when a transition in the presentation state or a change in the presentation mode occurs until a certain operation of the operating means is performed, or the period from when a transition in the presentation state or a change in the presentation mode occurs until a certain amount of time has passed), an explanatory display related to the certain presentation state (for example, explanatory display CP1 related to the CZ state shown in Figure 21(b), explanatory display NP1 related to the normal state (non-accompanied state) shown in Figure 22(c), and explanatory display NP3 related to the normal state (princess-accompanied state) shown in Figure 22(l)) is displayed.
[0411] In recent gaming machines, a wide variety of effects are being implemented, and the effects have become more complex, but the gaming machine according to this embodiment displays an explanatory display according to the effect state, allowing the player to better understand the content of each effect state, thereby increasing the player's interest in the game and the effect of the effect. Furthermore, by displaying an explanatory display according to the effect state when a certain operation is performed using the operating means, it is possible to provide an explanatory display that matches the timing at which the player performs a certain operation using the operating means, thereby increasing convenience for the player.
[0412] Furthermore, even if the certain operation is performed by the operating means during a second period of the certain presentation state (for example, the period after the display of the explanation display possible notification TC has ended), the explanation display regarding the certain presentation state may not be displayed.
[0413] If an explanation display is displayed again if a player accidentally performs a certain operation after viewing the explanation display, the player may feel annoyed. However, with this configuration, convenience for the player can be increased by providing a period (second period) in which the explanation display is not displayed even if a certain operation is performed.
[0414] Furthermore, when the certain operation is performed by the operating means during the second period of the certain effect state, a menu display (for example, menu display MN shown in FIG. 21(e)) may be displayed.
[0415] With this configuration, a period (second period) is set in which an explanatory display is not displayed even if a certain operation is performed, while a menu display is displayed if a certain operation is performed during that period, thereby increasing convenience for players.
[0416] In other words, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (for example, a gaming state control process) capable of setting one of a plurality of presentation states, and the plurality of presentation states (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.) include a first presentation state (for example, a CZ state) and a second presentation state (for example, a normal state), and in the first presentation state and the second presentation state, an explanatory display can be displayed, and when the presentation state is set to the first presentation state, if a predetermined condition is met (for example, when an operation means is operated, or when a transition is made to a new presentation state set by the setting means), the explanatory display a first explanatory display relating to the first presentation state (for example, explanatory display CP1 relating to the CZ state shown in Figure 21(b)) is displayed as the explanatory display, and when the presentation state is set to the second presentation state and the predetermined condition is met, a second explanatory display relating to the second presentation state (for example, explanatory display NP1 relating to the normal state (non-accompanying state) shown in Figure 22(c)) is displayed as the explanatory display, and when the certain operation is performed by the operating means during the second period of the certain presentation state (for example, the period after the display of the explanation display possible notification TC has ended), a menu display (for example, menu display MN shown in Figure 21(e)) is displayed without displaying the explanatory display relating to the certain presentation state.
[0417] Recent gaming machines have implemented a wide variety of effects, resulting in increasingly complex effects. However, the gaming machine according to this embodiment displays explanatory displays according to the effect state, allowing players to better understand the content of each effect state and enhancing the player's interest in the game and the effect of the effects. Furthermore, by displaying explanatory displays according to the effect state when a certain operation is performed using the operating means, an explanatory display that matches the timing of the player's operation using the operating means can be provided, thereby enhancing player convenience. Furthermore, if an explanatory display is displayed again after a player accidentally performs a certain operation after viewing the explanatory display, this may be annoying to the player. However, with this configuration, by providing a period (second period) in which the explanatory display is not displayed even when a certain operation is performed, player convenience can be enhanced. Furthermore, by providing a period (second period) in which the explanatory display is not displayed even when a certain operation is performed, while displaying a menu display when a certain operation is performed during that period, player convenience can be enhanced.
[0418] In addition, the items of the menu display may include items that display the explanation display (for example, a game explanation button for moving to an explanation display screen) and items that display setting displays related to the game (for example, a volume / light intensity setting button for moving to a volume / light intensity setting screen where the volume and light intensity of the presentation means can be set (adjusted), and a custom setting button for moving to a custom setting screen where the player can customize the game content).
[0419] With this configuration, even during a period (second period) in which an explanatory display is not displayed even when a certain operation is performed, it is possible to display the explanatory display by going through the menu display, thereby increasing convenience for the player.
[0420] The second period may be a period that comes after the first period of the certain performance state.
[0421] Furthermore, a gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (for example, a game state control process) capable of setting one of a plurality of presentation states, and an operation means (for example, a presentation button 192, any of the up, down, left, and right arrow keys of the cross key button 191a, an OK button 191b, a touch panel), and the plurality of presentation states include a certain presentation state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.), and when a first operation (for example, pressing the presentation button 192) is performed by the operation means during a first period of the certain presentation state (for example, the period from a game in which a certain presentation state (CZ state) is set to the transition to the next game), an explanatory display (hereinafter referred to as a "first explanatory display"; for example, explanatory display CP1 relating to the CZ state shown in FIG. 23(b) and FIG. 23(e)) is displayed, and the certain presentation state is This is a gaming machine characterized in that when the first operation is performed using the operating means during a second period (for example, N (N is a positive integer) + 1 or later plays in the CZ state), a menu display (for example, menu display MN shown in Figure 23(j)) is displayed without displaying the first explanatory display, and when a second operation is performed using the operating means while the menu display is being displayed (for example, pressing the performance button 192 after selecting the game explanation button using the left and right arrow keys on the directional pad button 191a), an explanatory display (hereinafter referred to as the "second explanatory display"; for example, explanatory display SP shown in Figure 21(g)) is displayed, and the explanatory content when the display of the first explanatory display begins (in this example, an explanation regarding the CZ state) is different from the explanatory content when the display of the second explanatory display begins (in this example, an explanation regarding the story of the performance executed by the gaming machine).
[0422] According to the gaming machine of this embodiment, the content of the explanation when the explanation display starts can be made different depending on whether the explanation display is displayed without going through a menu (first explanation display) or via a menu (second explanation display), so that the player can select the explanation display they want by operating the machine themselves, thereby increasing the satisfaction and convenience of the player.
[0423] Furthermore, the first explanatory display may be a display that displays explanatory content regarding the certain performance state when the display of the first explanatory display begins.
[0424] With this configuration, when an explanatory display (first explanatory display) is displayed without going through a menu display, an explanation according to the current presentation state is displayed, allowing the player to confirm an explanation that is in line with the current situation, which not only improves convenience for the player but also allows the player to better understand the content of each presentation state, thereby increasing the player's interest in the game and the presentation effect.
[0425] Furthermore, the second explanatory display may be a display that displays explanatory content that is different from the explanatory content regarding the certain performance state when the display of the second explanatory display begins.
[0426] With this configuration, when an explanatory display (second explanatory display) is displayed via a menu display, it is highly likely that the player has already checked the explanation that corresponds to the current presentation state, and therefore there is a high possibility that the player would like to check an explanation that does not correspond to the current presentation state. Therefore, by displaying an explanatory display that differs from the explanation that corresponds to the current presentation state, it is possible to provide a display that meets the player's needs, thereby increasing the convenience and satisfaction of the player.
[0427] In addition, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (for example, a gaming state control process) capable of setting one of a plurality of presentation states, and an operation means (for example, a presentation button 192, any of the up, down, left, and right arrow keys of the cross key button 191a, an OK button 191b, a touch panel), and the plurality of presentation states include a certain presentation state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.), and a first period (for example, a period when an explanation display possible notification TC is executed) of the certain presentation state. the period from transitioning to a certain presentation state until a predetermined number of games are played, the period from transitioning to a certain presentation state until the certain presentation state ends, the period from transitioning to a certain presentation state until transitioning to another presentation state, the period from transitioning to a certain presentation state until an explanatory display is displayed (until an operation is performed by the operating means), the period from one operation among a bet operation, start lever operation, first stop operation, second stop operation, and third stop operation until another operation is performed thereafter, the period from a bet operation, start lever operation, first stop operation, second stop operation, and third stop operation until the other operation is performed thereafter, When a certain operation (for example, pressing the effect button 192) is performed by the operation means during the period from when one of the operations of the first operation, the second operation, the third stop operation, and the third stop operation is performed until a certain time has elapsed, from when a transition in the effect state or a change in the effect mode occurs until a certain operation of the operation means is performed, or from when a transition in the effect state or a change in the effect mode occurs until a certain time has elapsed), an explanatory display relating to the certain effect state (for example, explanatory display CP1 relating to the CZ state shown in FIG. 21(b), explanatory display CP2 relating to the normal state (non-accompanying state) shown in FIG. 22(c)) is displayed. 22(l)) and when the certain operation is performed by the operating means during the second period of the certain presentation state, a menu display (for example, menu display MN shown in FIG. 23(j)) is displayed without displaying the explanation display regarding the certain presentation state, and a first display regarding the explanation display (for example, explanation display available notification TC shown in FIG. 23(a), (h) and (l) which notifies that the explanation display can be displayed) can be displayed during the first period.
[0428] According to the gaming machine of this embodiment, by displaying an explanatory display according to the presentation state, the player can better understand the content of each presentation state, thereby increasing the player's interest in the game and the presentation effect. Furthermore, by displaying an explanatory display according to the presentation state when a certain operation is performed using the operating means, an explanatory display that matches the timing at which the player performs a certain operation using the operating means can be provided, thereby increasing player convenience. Furthermore, since players who need an explanatory display are expected to be players who are not familiar with this gaming machine, by making it possible to display a first display related to the explanatory display during the first period, even players who are not familiar with this gaming machine can obtain information about the explanatory display through the first display, thereby increasing player convenience.
[0429] The first display may be a display that notifies the user that the explanation display will be displayed by performing the certain operation using the operating means.
[0430] It is expected that players who need an explanatory display are players who are not familiar with this gaming machine, but by making it possible to display a first display that notifies that an explanatory display can be displayed by performing a certain operation, even players who are not familiar with this gaming machine can easily display the explanatory display, thereby increasing convenience for players.
[0431] Furthermore, the first display can be displayed before the certain operation is performed by the operating means during the first period, but the first display may not be displayed until a certain condition is met after the explanatory display is erased during the first period (for example, until the demo presentation shown in Figure 23(h) ends, until a predetermined time has passed after the explanatory display is displayed once, or until the game state changes).
[0432] The first display may be bothersome to players who are familiar with the gaming machine, but by not displaying the first display until a certain condition is met after the explanatory display is erased, it is possible to improve convenience for players who are not familiar with the gaming machine while reducing the bother for players who are familiar with the gaming machine.
[0433] Furthermore, a gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with setting means (for example, game state control processing) capable of setting one of a plurality of presentation states, and operation means (for example, the presentation button 192, any of the up, down, left, and right arrow keys of the cross key button 191a, the OK button 191b, a touch panel), and the plurality of presentation states include a certain presentation state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.), and the first period of the certain presentation state (for example, a period during which an explanation display possible notification TC is being executed, a period from transitioning to a certain presentation state until a predetermined number of games are played, a period from transitioning to a certain presentation state until the certain presentation state ends, a period from transitioning to a certain presentation state until transitioning to another presentation state, a period from transitioning to a certain presentation state until an explanation display is displayed (until an operation is performed by the operation means), a BET operation, a start lever operation, a first stop operation, a second stop operation, a third stop operation, a When a certain operation (for example, pressing the effect button 192) is performed by the operation means during the period from when one of the operations above is performed until another operation is performed thereafter, the period from when one of the operations above is performed until a certain time has elapsed after a BET operation, start lever operation, first stop operation, second stop operation, or third stop operation is performed, the period from when a transition in the presentation state or a change in the presentation mode occurs until a certain operation of the operation means is performed, or the period from when a transition in the presentation state or a change in the presentation mode occurs until a certain time has elapsed after that), an explanatory display regarding the certain presentation state (for example, explanatory display CP1 regarding the CZ state shown in FIG. 21(b), explanatory display NP1 regarding the normal state (non-accompanied state) shown in FIG. 22(c), explanatory display NP3 regarding the normal state (princess-accompanied state) shown in FIG. 22(l)) is displayed, and when the certain operation is performed by the operation means during the second period of the certain presentation state, a menu display (for example, FIG. 21(e),This gaming machine displays a menu display MN shown in FIG. 23(j), and the items on the menu display include items that can display the explanation display (for example, a game explanation button for switching to an explanation display screen) and items that display setting displays related to the game (for example, a volume / light intensity setting button for switching to a volume / light intensity setting screen where the volume and light intensity of the performance means can be set (adjusted), and a custom setting button for switching to a custom setting screen where the player can customize the game content).
[0434] According to the gaming machine of this embodiment, by displaying an explanatory display according to the presentation state, the player can better understand the content of each presentation state, thereby increasing the player's interest in the game and the presentation effect. Furthermore, if the explanatory display is always displayed during a period, it may be difficult to easily display the menu, which may reduce convenience. However, by providing a period during which the explanatory display is not displayed by the first operation and making it possible to easily display the menu during that period, convenience can be improved. Furthermore, even during a period during which the explanatory display is not displayed by the first operation, the explanatory display can be displayed by going through the menu, thereby increasing convenience for the player.
[0435] Furthermore, a gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (for example, a gaming state control process) capable of setting one of a plurality of presentation states, and the plurality of presentation states (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.) include a first presentation state (for example, a CZ state) and a second presentation state (for example, a normal state), and an explanatory display can be displayed in the first presentation state and the second presentation state, and when the presentation state is set to the first presentation state, This gaming machine is characterized in that when a predetermined condition is met (for example, when the operating means is operated and a transition to a new presentation state set by the setting means occurs), a first explanatory display regarding the first presentation state (for example, explanatory display CP1 regarding the CZ state shown in Figure 21(b)) is displayed as the explanatory display, and when the presentation state is set to the second presentation state and the predetermined condition is met, a second explanatory display regarding the second presentation state (for example, explanatory display NP1 regarding the normal state (non-accompanying state) shown in Figure 22(c)) is displayed as the explanatory display.
[0436] In recent years, gaming machines have implemented a wide variety of effects, making the effects more complex, but the gaming machine according to this embodiment displays explanatory displays according to the effect state, allowing the player to better understand the content of each effect state, thereby increasing the player's interest in the game and the effect of the effects.Furthermore, by displaying explanatory displays according to the effect state, explanatory displays can be provided to the player at appropriate times, improving convenience for the player.
[0437] In addition, when an operation means (e.g., an effect button 192) is provided and the effect state is set to the first effect state, even if the first explanation display is displayed, the second explanation display may be displayed by operating the operation means.
[0438] With this configuration, for example, it is possible to check the explanatory display relating to the next presentation state to be transitioned to and the previously set presentation state, and it is possible to prepare or review the contents of the presentation state, and it is also possible to provide the explanatory display that the player needs, thereby increasing the satisfaction and convenience of the player.
[0439] Furthermore, the game device may be provided with an operation means (for example, a performance button 192), and the predetermined condition may be that the operation means is operated. Also, the predetermined condition may be that a transition to a new performance state set by the setting means occurs.
[0440] <Display of remaining G count> Next, the display mode of the AT remaining G number (number of remaining games) in the AT state will be described with reference to Figure 24. Note that Figure 24 is a diagram showing an example of changes in the display mode of the AT remaining G number display, the number of acquired medals display, etc.
[0441] <Display of remaining Gs / AT status (38 remaining Gs)> The state shown in FIG. 24(a) is a state in which a start operation (pressing the start lever 135) is performed in a game in the AT state (38 remaining Gs), and an internal win is made in the push order bell.
[0442] In the slot machine of this example, in a certain game state (for example, an AT state), it is possible to display a play count display (for example, an AT remaining G number display) showing the number of plays in that certain game state, and an acquisition number display (for example, an acquired medal number display) showing the number of game values acquired, as well as an awarded play count display (for example, an AT added G number display) showing the number of plays newly awarded in that certain game state.
[0443] In the state shown in Figure 24(a), since the number of remaining AT Gs in the AT state is 38 games, the string "38G remaining" is displayed in normal color (black in this example) in the display area in the upper left of the performance image display device 157 as the AT remaining G number display RG (number of games displayed) indicating the number of games in the AT state (a certain game state).
[0444] Also, in this state, since the number of medals acquired in the AT state is six, the string "6" is displayed in normal color (black in this example) in the display area in the upper right corner of the performance image display device 157 as the number of medals acquired display MC (number of medals acquired display) indicating the number of medals (game value) acquired.
[0445] The state shown in FIG. 24(b) is a state in which the third stop operation is performed during a game in the AT state (38 remaining Gs) and the push order bell is won.
[0446] In this state, since the number of remaining AT Gs in the AT state remains unchanged at 38 games, the string "38G remaining" is displayed in normal color (black in this example) in the display area at the top left of the performance image display device 157 as the remaining AT G number display RG (number of games displayed), which indicates the number of games in the AT state (a certain game state).
[0447] On the other hand, in the same state, 13 medals are acquired by winning the push order bell, and the total number of medals acquired in the AT state becomes 19 (= 6 + 13), so the string "19" is displayed in normal color (black in this example) in the display area at the top right of the performance image display device 157 as the acquired medal count display MC (acquired medal count display) indicating the number of medals (game value) acquired.
[0448] <Display of remaining Gs / AT state (37 remaining Gs) / 10G bonus> The state shown in Figure 24 (c-1) is a state in which a start operation (pressing the start lever 135) is performed during a game in the AT state (37 remaining Gs), the bonus lottery is won, and 10 Gs are awarded.
[0449] In this state, since the number of remaining AT Gs in the AT state is 37 games, the string "37G remaining" is displayed in normal color (black in this example) in the upper left display area of the performance image display device 157 as the AT remaining G number display RG (number of games displayed), which indicates the number of games in the AT state (a certain game state).
[0450] Also, in this state, since the number of medals acquired in the AT state is 17, the string "17" is displayed in normal color (black in this example) in the display area in the upper right corner of the performance image display device 157 as the acquired medal count display MC (acquired medal count display) indicating the number of medals (game value) acquired.
[0451] Also, in this state, since the player wins the additional lottery in the AT state and is awarded 10 new games, an additional effect is executed to announce the AT additional G number display AG, which indicates the number of AT additional Gs, and the string "+10G" is displayed in normal color (black in this example) as the AT additional G number display AG in this additional effect.
[0452] The state shown in FIG. 24(d-1) is a state in which the third stop operation is performed in a game in the AT state (37 remaining Gs), and a certain winning combination with a payout number of 2 coins is won.
[0453] In this state, 10 new games are awarded due to the winning of the additional lottery, and the number of remaining AT Gs in the AT state becomes 47G (=37G+10G), so in the display area at the top left of the performance image display device 157, the string "47G remaining" is displayed in normal color (black in this example) as the AT remaining G number display RG (number of games displayed), which indicates the number of games in the AT state (a certain game state).
[0454] Also, in the same state, two medals are acquired by winning a certain winning combination, and the number of medals acquired in the AT state becomes 19 (= 17 + 2), so the string "19" is displayed in normal color (black in this example) in the display area at the top right of the performance image display device 157 as the acquired medal count display MC (acquired medal count display) indicating the number of medals (game value) acquired.
[0455] <Display of remaining Gs / AT mode (37 remaining Gs) / 300G bonus> The state shown in Figure 24 (c-2) is a state in which, during play in the AT state (37 remaining Gs), the start operation (pressing the start lever 135) is performed, the additional lottery is won, and 300 Gs are awarded, which is a modified version of the state shown in the same figure (c-1).
[0456] In this state, the number of remaining AT Gs in the AT state is 37 games, and the number of medals won in the AT state is 17, so similar to the state shown in Figure 24 (c-1), the AT remaining G number display RG (number of games played display) displays the string "37G remaining" in normal color (in this example, black), and the number of medals won display MC (number won display) displays the string "17 medals" in normal color (in this example, black).
[0457] On the other hand, in the state shown in Figure 24 (c-2), the player wins the additional lottery in the AT state, and unlike the state shown in the same figure (c-1), 300 new games are awarded.
[0458] In the slot machine of this example, when a predetermined condition is met in a certain game state (for example, an AT state) (for example, when the newly awarded number of additional Gs becomes 300G or more), the awarded number of games display (for example, an AT added G number display AG) showing the number of games newly awarded in a certain game state is configured to change from a fifth display mode (for example, black) to a sixth display mode (for example, rainbow color).
[0459] In the state shown in Figure 24 (c-2), the additional lottery is won in the AT state and a specified condition is met (the newly awarded number of additional Gs is 300G or more), so an additional effect is executed to notify the AT additional G number display AG, and the AT additional G number display AG in the additional effect is displayed in a special color (rainbow in this example), changing the AT additional G number display AG from black (fifth display mode) to rainbow (sixth display mode).
[0460] According to this example, when a predetermined condition is met in a certain game state, the display mode of the awarded number of plays display, which indicates the number of plays newly awarded in that certain game state, is changed, thereby adding variety to the number of plays display, which tends to be monotonous, thereby livening up the game and increasing the player's interest.
[0461] In addition, the "predetermined condition" is not limited to a condition that is met when the newly awarded number of additional Gs is 300G or more, but may also be a condition that is met when the newly awarded number of additional Gs is a certain value other than 300G or more, or a condition that is met when the newly awarded number of additional Gs is a specific value (for example, 500G), or a condition that is met when the newly awarded number of additional Gs is within a certain numerical range (for example, 300G or more and 500 or less), or a condition that is met when the most advantageous number of Gs for the player (maximum number of additional Gs) is newly awarded.
[0462] Furthermore, the change in the display mode of the number of games awarded (AT additional G number display) is not limited to this example, and for example, one, more than one, or all of the color, pattern, size, shape, and font of the number of games awarded (AT additional G number display) may be changed.
[0463] Furthermore, when changing the color of the display of the number of games awarded (display of the number of Gs added to the AT), colors other than black and rainbow may be applied, or three or more colors may be applied. For example, when the number of games awarded (number of Gs added to the AT) exceeds a first value, the display of the number of games awarded (display of the number of Gs added to the AT) may be changed from black to red, and when the number of games awarded (number of Gs added to the AT) exceeds a second value, the display mode of the display of the number of games awarded (display of the number of Gs added to the AT) may be changed multiple times.
[0464] The state shown in Figure 24 (d-2) is a state in which the third stop operation is performed during play in the AT state (37 remaining Gs) and a certain winning combination with a payout of 2 coins is won, which is a modified version of the state shown in the same figure (d-1).
[0465] In this state, two medals are acquired by winning a certain winning combination, and the total number of medals acquired in the AT state becomes 19 (= 17 + 2), so the string "19" is displayed in normal color (black in this example) in the display area at the top right of the performance image display device 157 as the acquired medal count display MC (acquired medal count display) indicating the number of medals (game value) acquired.
[0466] In the slot machine of this example, when a first condition is met in a certain game state (for example, an AT state) (for example, when the number of remaining AT Gs becomes 300G or more), the number of games displayed (for example, the AT remaining Gs display RG) indicating the number of games played in the certain game state is configured to change from a first display mode (for example, black) to a second display mode (for example, rainbow color).
[0467] In the state shown in Figure 24 (d-2), unlike the state shown in the same figure (d-1), 300 new games are awarded due to the winning of the additional lottery, and the number of remaining AT Gs in the AT state becomes 337G (=37G+300G), and the first condition is met (the number of remaining AT Gs becomes 300G or more), so in the display area at the top left of the performance image display device 157, the AT remaining G number display RG (number of games played display) indicating the number of games played in the AT state (a certain game state) is displayed in a special color (rainbow in this example) with the text "337G remaining," thereby changing the AT remaining G number display RG from black (first display mode) to rainbow (second display mode).
[0468] According to this example, when a first condition is met in a certain game state, the display mode of the game count display showing the number of games played in that certain game state is changed, thereby adding variety to the game count display which tends to be monotonous, thereby making the game more exciting and increasing the player's interest.
[0469] In addition, the "first condition" according to the present invention is not limited to a condition that is met when the number of remaining AT Gs becomes 300G or more, but may also be a condition that is met when the number of remaining AT Gs becomes a certain value other than 300G or more, or a condition that is met when the number of remaining AT Gs becomes a specific value (for example, 500G), or a condition that is met when the number of remaining AT Gs becomes a certain numerical range (for example, 300G or more and 500G or less), or a condition that is met when the number of Gs that is most advantageous to the player (maximum additional number of Gs) is added to the number of remaining AT Gs.
[0470] Furthermore, the change in the display mode of the number of games played (AT remaining G number display RG) is not limited to this example, and for example, one, more than one, or all of the color, pattern, size, shape, and font of the number of games played (AT remaining G number display RG) may be changed.
[0471] Furthermore, when changing the color of the AT remaining G number display RG (number of times played) it is possible to apply colors other than black and rainbow, or to apply three or more colors, and for example, when the AT remaining G number (number of times played) exceeds a first value, the AT remaining G number display RG (number of times played) is changed from black to red, and when it exceeds a second value, the AT remaining G number display RG (number of times played) is changed from red to rainbow, and the display mode of the AT remaining G number display RG (number of times played) may be changed multiple times.
[0472] <Display of remaining Gs / AT status (remaining Gs 300 → 299)> The state shown in Figure 24(e) is the state where play in the AT state (300 remaining Gs) has ended, and the state shown in the same figure (f) is the state where the start operation (pressing the start lever 135) has been performed in play in the AT state (299 remaining Gs).
[0473] In the state shown in Figure 24(f), three medals are inserted and the number of medals won in the AT state is 238 (=241 - 3), so in the display area at the top right of the performance image display device 157, the string "238" is displayed in normal color (black in this example) as the number of medals won display MC (number of medals won display) indicating the number of medals (game value) won.
[0474] In the slot machine of this example, when the number of plays display is displayed in a second display mode (e.g., rainbow colors), if a second condition is met (e.g., when the number of remaining AT Gs falls below 300 G), the number of plays display is configured to change (return) to a first display mode (e.g., black).
[0475] In the state shown in Figure 24(f), the number of remaining AT Gs has changed from 300G to 299G, and the second condition has been met (the number of remaining AT Gs has fallen below 300G), so in the display area at the top left of the performance image display device 157, the AT remaining Gs display RG (number of games played display) indicating the number of games played in the AT state (a certain game state) is displayed in normal color (black in this example), thereby changing (returning) the AT remaining Gs display RG from rainbow color (second display mode) to black (first display mode).
[0476] If the number of games played is continued to be displayed in the second display mode, it may become a nuisance to the player, and the excitement of the game may decrease. However, according to this example, when the number of games played is displayed in the second display mode, if the second condition is met, the number of games played display changes to the first display mode, thereby preventing the number of games played from becoming a nuisance to the player and avoiding a situation in which the player's motivation to play decreases.
[0477] <Display of remaining G number / AT state (remaining G number 179)> The state shown in FIG. 24(g) is a state in which the third stop operation is performed in the AT state (remaining G number: 179).
[0478] In the slot machine of this example, when a third condition is met (for example, when the number of medals acquired becomes 1,000 or more) in a certain game state (for example, an AT state), the acquired number display (for example, the acquired medal number display MC) showing the number of game value acquired changes from the third display mode (for example, black) to the fourth display mode (for example, rainbow color).
[0479] In the state shown in Figure 24(g), the number of medals won in the AT state in the game reaches 1,000, and the third condition is met (the number of medals won exceeds 1,000), so in the display area at the top right of the performance image display device 157, the number of medals won display MC (number of medals won display), which indicates the number of medals (game value) won, is displayed in a special color (rainbow in this example) with the text "1,000", thereby changing the number of medals won display MC from black (third display mode) to rainbow color (fourth display mode).
[0480] According to this example, when the third condition is met in a certain game state, the display mode of the number of acquisitions display, which indicates the number of acquisitions of game value, is changed, thereby adding variety to the number of acquisitions display, which tends to be monotonous, thereby livening up the game and increasing the interest of the player.
[0481] It should be noted that the "third condition" according to the present invention is not limited to a condition that is met when the number of medals acquired is 1,000 or more, but may also be a condition that is met when the number of medals acquired is a certain number other than 1,000, or when the number of medals acquired is a specific number (for example, 200, 400, 600, 800, 1,000, etc.), or when the number of medals acquired is within a certain numerical range (for example, 500 or more and 1,000 or less), or when the upper limit of medals that can be acquired in a certain game state is reached.
[0482] Furthermore, the change in the display mode of the number of medals acquired (number of medals acquired) display is not limited to this example, and for example, one, more than one, or all of the color, pattern, size, shape, and font of the number of medals acquired (number of medals acquired) display may be changed.
[0483] Furthermore, when changing the color of the display of the number of medals acquired (display of the number of medals acquired), colors other than black and rainbow colors may be applied, or three or more colors may be applied, and the display mode of the display of the number of medals acquired (display of the number of medals acquired) may be changed multiple times, for example, when the number of medals acquired (number of medals acquired) exceeds a first value (for example, 500), the display of the number of medals acquired (display of the number of medals acquired) may be changed from black to red, and when the number of medals acquired (number of medals acquired) exceeds a second value (for example, 1000), the display of the number of medals acquired (display of the number of medals acquired) may be changed from red to rainbow colors.
[0484] Furthermore, in the slot machine of this example, when a predetermined condition is met (for example, when the number of medals won reaches 1,000 or more) in a certain game state (for example, an AT state), a predetermined number breaking effect (for example, displaying a string of characters such as "Breakthrough 1,000 medals" or "Over 1,000 medals") indicating that the number of game values won has reached a certain value (for example, 1,000 medals) is executed in a fourth display mode (for example, rainbow colors).
[0485] In the state shown in Figure 24(g), the number of medals won in the AT state reaches 1,000, and since the specified condition is met (the number of medals won exceeds 1,000), the string "OVER 1,000" is displayed in a special color (rainbow in this example) as a specified number breaking effect OP, indicating that the number of game value won has reached a certain value (1,000 in this example).
[0486] According to this example, the preset number exceeding effect, which indicates that the number of acquired game values has reached a certain value, can be made to stand out, thereby increasing the player's motivation to play. In particular, if the display mode of the preset number exceeding effect is made the same as the acquired number display (for example, rainbow color), which tends to be a monotonous display, both the acquired number display and the preset number exceeding effect can be made to stand out, thereby further increasing the player's motivation to play.
[0487] In addition, the effect of exceeding the specified number is not limited to 1,000 coins, but is performed in increments of 250 coins, such as 250 coins, 500 coins, or 750 coins, and even in this effect of exceeding the specified number, if the number of coins is 1,000 or less, the normal color (black) will be used.
[0488] <Display of remaining Gs / AT status (200 remaining Gs)> The state shown in FIG. 24(h) is a state in which a start operation (depression of start lever 135) is performed in the AT state (remaining G number: 200).
[0489] In the slot machine of this example, the display of the number of medals won (e.g., the display MC of the number of medals won) is configured so as not to change (return) from the fourth display mode (e.g., rainbow color) to the third display mode (e.g., black) before a certain game state (e.g., AT state) ends.
[0490] In the state shown in Figure 24(h), the number of medals acquired in the AT state is 997, and the third condition is no longer met (the number of medals acquired is less than 1,000), but the string "997" is displayed in a special color (rainbow in this example) as the number of medals acquired display MC (number acquired display) in the display area at the top right of the performance image display device 157.
[0491] If a certain gaming state continues, the number of gaming values acquired will generally increase, but if the number of acquired values temporarily decreases, for example, due to pressing the buttons in the wrong order or getting a losing hand, if the display of the number of acquired values in the fourth display mode is returned to the third display mode, this will result in emphasizing the decrease in the number of acquired values, which could dampen the excitement of the game.However, according to this example, even if the third condition is no longer met, the display of the number of acquired values continues to be in the fourth display mode and is not returned to the third display mode, thereby avoiding a situation in which the player's motivation to play decreases.
[0492] Incidentally, the acquired medal count display MC (acquired medal count display) is set to continue to display a special color (rainbow in this example) even when the number of acquired medals falls below 1000, but it may be set to return to the normal color (black in this example) when the number falls below a certain value (for example, 900). A preferable value for this certain value is one that will not be reached even if no medals are acquired for several games after the number of acquired medals reaches 1000.
[0493] By doing this, even if a player gets a losing combination consecutively, it is possible to avoid a situation in which the player's motivation to play decreases, and it is also possible to prevent the display of the number of medals acquired MC (number acquired display) from becoming bothersome to the player when the number of medals acquired decreases significantly for some reason, thereby avoiding a situation in which the player's motivation to play decreases.
[0494] <Display of remaining G count / Summary> As described above, the gaming machine of this embodiment (for example, the slot machine shown in Figure 1) is a gaming machine equipped with a setting means (for example, a gaming state control process) that can set one of a plurality of gaming states, and the plurality of gaming states includes a certain gaming state (for example, an AT state), and in the certain gaming state, a play count display (for example, the AT remaining G number display RG shown in Figure 24) that indicates the number of plays in the certain gaming state can be displayed, and when a first condition is met in the certain gaming state (for example, when the AT remaining G number becomes 300G or more), the play count display changes from a first display mode (for example, black) to a second display mode (for example, rainbow colors).
[0495] According to the gaming machine of this embodiment, it is possible to add variety to the display of the number of games played, which tends to be monotonous, thereby making the game more exciting and increasing the interest of the player.
[0496] Furthermore, when the number of games played display is displayed in the second display mode (for example, rainbow colors), if the first condition is no longer met (for example, if the number of remaining AT Gs falls below 300 G), the number of games played display may change to the first display mode (for example, black).
[0497] If the display of the number of games played in the second display mode is continued, it may become a bothersome display for the player and cause the game to lose excitement, but with this configuration, it is possible to prevent the display of the number of games played from becoming a bothersome display for the player and avoid a situation in which the player loses motivation to play.
[0498] In addition, in the certain game state, it is possible to display an acquired number display (for example, the acquired medal number display MC shown in Figure 24) showing the number of game values acquired, and when a second condition is met in the certain game state (for example, when the number of acquired medals becomes 1,000 or more), the acquired number display changes from a third display mode (for example, black) to a fourth display mode (for example, rainbow color), and the acquired number display may not change from the fourth display mode to the third display mode when the second condition is no longer met before the certain game state ends.
[0499] If a certain game state continues, the number of game values acquired will generally increase, but if the number acquired temporarily decreases, for example, due to pressing the buttons in the wrong order or getting a losing hand, if the display of the number acquired in the fourth display mode is returned to the third display mode, this will result in emphasizing the decrease in the number acquired, which could dampen the excitement of the game.However, with this configuration, it is possible to avoid a situation in which the player's motivation to play decreases.
[0500] The configuration of the gaming machine according to the present invention is not limited to the configuration of the gaming machine according to the above embodiment, and for example, the "certain gaming state" according to the present invention is not limited to the AT state, but may be a normal advantageous zone state, a CZ, a specialized zone, a pullback chance zone, an ending state, etc.
[0501] <Stock Priority> Next, the priority order of stocks will be described with reference to FIGS.
[0502] Before explaining the priority of stocks, let us explain the game state. As mentioned above, the game state of the slot machine in this example has non-advantageous zones and advantageous zones, and the advantageous zones include the normal advantageous zone state (normal state), CZ state, normal AT state (AT state), specialized zone, pullback chance zone, and ending state (ED).
[0503] A specialized zone is a gaming state in which additional games are likely to be awarded (or are always awarded), and in this example, there is a red 7 specialized zone (hereinafter sometimes referred to as the specialized zone (red 7)) and a blue 7 specialized zone (hereinafter sometimes referred to as the specialized zone (blue 7)), which is a gaming state that is more advantageous to the player than the red 7 specialized zone (in this example, a gaming state in which additional games are likely to be awarded).
[0504] The specialized zone may be any gaming state that allows the player to acquire advantageous rights, such as a gaming state in which a specific winning combination is won (or is likely to be won), a gaming state in which points are likely to be awarded, or a gaming state in which it is likely to transition to a state advantageous to the player (for example, a bonus). Furthermore, the specialized zone is not limited to two types, and there may be zones other than the specialized zone (red 7) and the specialized zone (blue 7) (for example, a zone that is more advantageous to the player than the specialized zone (red 7) or the specialized zone (blue 7), or a zone that is less advantageous to the player than the specialized zone (red 7) or the specialized zone (blue 7)).
[0505] In the AT state, a specialized zone lottery is held for each play to determine whether or not to move to the specialized zone, and if the player wins the specialized zone (red 7) in the specialized zone lottery in the AT state, the player can acquire the right (first right) to move to the specialized zone (red 7).
[0506] The state in which a right (first right) that can be transferred to this specialized zone (red 7) has been acquired (stocked) is sometimes referred to as the "red 7 stock state," the first right that has been acquired (stocked) is sometimes referred to as the "red 7 stock," and the number of first rights that have been acquired (stocked) is sometimes referred to as the "number of red 7 stocks."
[0507] In addition, if the player wins the specialized zone (blue 7) in the specialized zone lottery during the AT state, the player can acquire the right to move to the specialized zone (blue 7) (a second right that is more advantageous than the first right).
[0508] The state of acquiring (stocking) a right (second right) that can be transferred to this specialized zone (blue 7) is sometimes referred to as the "blue 7 stock state," the acquired (stocked) second right is sometimes referred to as the "blue 7 stock," and the number of second rights is sometimes referred to as the "number of blue 7 stocks."
[0509] Furthermore, the state in which a player has acquired (stocked) the right (second right) to move to the specialized zone (blue 7) while in the red 7 stock state, or the state in which a player has acquired the right (first right) to move to the specialized zone (red 7) while in the blue 7 stock state, is sometimes referred to as the "red 7 blue 7 stock state."
[0510] In this example, even if a player wins the lottery for a specialized zone during AT play, they will not immediately move to the specialized zone. Instead, if they have acquired the right (first right) to move to the specialized zone (red 7) (red 7 stock state), and a predetermined condition is met (for example, when the number of remaining AT Gs in the AT state reaches 0), the first right may be used; if they have acquired the right (second right) to move to the specialized zone (blue 7) (blue 7 stock state), and a predetermined condition is met (for example, when the number of remaining Gs in AT1 set in the AT state reaches 0), the second right will be used.
[0511] <Stock Priority (Example 1)> FIG. 25 is a diagram showing the flow of a game in the stock priority order (Example 1).
[0512] In this first embodiment, when a blue 7 is stocked in a red 7 stock state, the blue stock is consumed in preference to the red 7 stock.
[0513] <Stock Priority (Example 1) / Red 7 Stock Status> In FIG. 25, the state indicated by the symbol T1 is a state in which the Mth game (AT state) has started.
[0514] In this state, the specialized zone (red 7) was won in the specialized zone lottery in the game before the Mth game (AT state), and the red 7 stock state (number of red 7 stocks = 1) is entered, so as shown in Figure 25 (a), the red 7 stock display RS (in this example, an image of the decorative pattern "red 7") indicating that the red 7 stock state is entered is displayed in the stock display area at the bottom right of the performance image display device 157.
[0515] <Stock Priority (Example 1) / Red 7 Blue 7 Stock Status> The state indicated by the symbol T2 in FIG. 25 is a state in which the (M+1)th game (AT state) has started.
[0516] In this state, the specialized zone (blue 7) is won in the specialized zone lottery on the M+1th play (AT state), resulting in a red 7 and blue 7 stock state (number of red 7 stocks = 1, number of blue 7 stocks = 1), but in this example, the blue 7 stock display BS (in this example, the image of the decorative pattern "blue 7") is displayed with priority over the red 7 stock display RS (in this example, the image of the decorative pattern "red 7").
[0517] Therefore, at the timing indicated by symbol T3 in Figure 25, as shown in Figure 25(b), in the stock d...
Claims
1. a plurality of reels on which a plurality of types of symbols are applied and which are driven to rotate; a plurality of stop operation means capable of performing a stop operation for individually stopping the rotation of the plurality of reels; stop control means for stopping the plurality of reels based on the stop operation; an internal winning result determination means for determining the result of the internal winning based on the lottery information; a game state control means for controlling a game state; a value imparting means for imparting value; A production means for executing a production; A gaming machine equipped with The gaming state includes a first gaming state, a second gaming state that is more advantageous than the first gaming state, and a predetermined state; The effect means is capable of executing a predetermined effect when the result of the internal winning in the predetermined state is a first result (hereinafter referred to as the "first case"); The effect means is capable of executing the predetermined effect when the result of the internal win in the predetermined state is a second result (hereinafter referred to as the "second case"); The predetermined effect is an effect that suggests that an operation to stop the first reel first is not recommended, and is an effect that encourages an operation to stop the second reel or the third reel first, The game state control means is a means for not starting the second game state when the stop operation means is operated by an operation for first stopping the first reel (hereinafter referred to as the "first operation mode") in a game in which the predetermined effect is executed in the first case, The game state control means is a means capable of starting the second game state when the stop operation means is operated in an operation for first stopping the second reel (hereinafter referred to as the "second operation mode") in a game in which the predetermined effect in the first case is executed, The game state control means is a means capable of starting the second game state when the stop operation means is operated in an operation to first stop the third reel (hereinafter referred to as the "third operation mode") in a game in which the predetermined effect in the first case is executed, the game state control means is a means for not starting the second game state when the stop operation means is operated in the first operation mode in a game in which the predetermined effect in the second case is executed, the game state control means is a means capable of starting the second game state when the stop operation means is operated in the second operation mode in a game in which the predetermined effect in the second case is executed, the game state control means is a means capable of starting the second game state when the stop operation means is operated in the third operation mode in a game in which the predetermined effect in the second case is executed, the gaming state control means is means capable of starting the second gaming state when a predetermined period of time has elapsed since the start of the predetermined state, even if the stop operation means is not operated in the second operation mode or the third operation mode; the game state control means is means for starting the second game state after a period shorter than the predetermined period has elapsed when the stop operation means is operated in the second operation mode or the third operation mode in a game in which the predetermined effect in the first case has been executed, the game state control means is means for starting the second game state after a period shorter than the predetermined period has elapsed when the stop operation means is operated in the second operation mode or the third operation mode in a game in which the predetermined effect has been executed in the second case, The value granting means may grant a first value when the stop operation means is operated in the second operation mode in a game in which the predetermined effect in the first case is executed, The value granting means may grant the first value when the stop operation means is operated in the third operation mode in a game in which the predetermined effect in the second case is executed, When the stop operation means is operated in the third operation mode in a game in which the predetermined effect in the first case is executed, the value granting means may grant a second value but may not acquire the first value, When the stop operation means is operated in the second operation mode in a game in which the predetermined effect in the second case is executed, the value granting means may grant the second value but may not grant the first value; The first value is greater than the second value. A gaming machine characterized by the above.
2. 2. The gaming machine according to claim 1, the predetermined state includes a first predetermined state and a second predetermined state; the second predetermined state is a state that is more disadvantageous to the player than the first predetermined state, In the predetermined performance, the predetermined state before operating the stop operation means in the first operation mode is the first predetermined state, the predetermined state after the stop operation means is operated in the first operation mode in the predetermined performance is the second predetermined state, The predetermined period is a period during which the predetermined effect has been executed a specified number of times since the predetermined state was established. A gaming machine characterized by the above.
Citation Information
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