Gaming machines
The gaming machine's innovative panel design, featuring a light-transmitting panel with distinct surface areas and decorative sheet, addresses the need for improved visual appeal and functionality, resulting in a distinctive gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-08-26
- Publication Date
- 2026-03-17
AI Technical Summary
There is room for improvement in the panel design of conventional gaming machines, such as pachinko machines and slot machines, to enhance their visual appeal and functionality.
The gaming machine incorporates a light-transmitting panel with distinct surface areas and a decorative sheet that overlaps with specific displays, including a warning display, intellectual property-related display, and character display, positioned to create a distinctive panel design.
This design results in a gaming machine with a distinctive panel that enhances visual appeal and functionality, providing a unique gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game table represented by a pachinko machine, a spinning reel game machine (slot machine), an enclosed game machine, or a medal-less slot machine.
Background Art
[0002] Conventionally, a game table provided with a panel has been widely known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there is room for improvement in the panel of the conventional game table.
[0005] An object of the present invention is to provide a game table having characteristics in the panel.
Means for Solving the Problems
[0006] The gaming machine according to the present invention comprises a light-transmitting panel and a decorative sheet, wherein the light-transmitting panel has a first area and a second area on its front surface, the second area has a rougher surface than the first area, the second area is provided along the edge of the light-transmitting panel, the decorative sheet is smaller than the light-transmitting panel, the decorative sheet is positioned behind the light-transmitting panel so as to overlap with at least a portion of the first area and at least a portion of the second area, the decorative sheet is visible from the front through the light-transmitting panel, and the decorative sheet is provided with at least a first display and a second display, the first display overlaps with at least a portion of the first area but the second area The first display is placed in a position that does not overlap with A, and the first display is placed in a position closer to the second predetermined area of the second area than to the first predetermined area, and the second display is placed in a position that overlaps with at least a part of the first area and at least a part of the second area, and the second display is placed in a position where the area overlapping with the first area in the second display is larger than the area overlapping with the second area in the second display, the first predetermined area is an area located above the first area, the second predetermined area is an area located below the first area, the first display is a warning display, an intellectual property related display, a company name display or a model name display, and the second display is a character display. the law of nature , The vertical width of the third predetermined area within the second area is greater than the horizontal width of the third predetermined area, and the third predetermined area is located to the left of the first area, or to the right of the first area. This is a gaming machine characterized by the following features. [Effects of the Invention]
[0007] According to the present invention, it is possible to realize a gaming machine with a distinctive panel. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective view showing the appearance of a slot machine according to one embodiment of the present invention. [Figure 2]This is a front view of a slot machine according to one embodiment of the present invention, with the front door open. [Figure 3] This figure shows the winning lines of a slot machine according to one embodiment of the present invention, and the operation of a liquid crystal display device. [Figure 4] This is a circuit block diagram of the control unit of a slot machine relating to one embodiment of the present invention. [Figure 5] This diagram shows a planar unfolding of the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention. [Figure 6] This table shows the display format and payout amount for each operation of some of the winning combinations (mainly the sequence-based combinations) of a slot machine according to one embodiment of the present invention. [Figure 7] This is a diagram showing the transitions in the game state of a slot machine according to one embodiment of the present invention. [Figure 8] (a) is a diagram showing the probability of winning the transition lottery for the return zone, and (b) is a diagram showing the probability of winning the AT lottery during the return zone, which is performed in the return zone. [Figure 9] This graph shows an example of the increase or decrease in the number of tokens when passing through the pullback zone. [Figure 10] This is a flowchart showing the main processing flow of the main control unit of a slot machine according to one embodiment of the present invention. [Figure 11] This flowchart shows the flow of timer interrupt processing in the main control unit of a slot machine according to one embodiment of the present invention. [Figure 12] This flowchart shows the flow of the main processing of the first sub-control unit, the command reception interrupt processing of the first sub-control unit, and the timer interrupt processing of the first sub-control unit according to one embodiment of the present invention of a slot machine. [Figure 13] This flowchart shows the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 14]This is a diagram for pointing out problems in an example where a continuous effect is started and then the machine transitions to the AT state in a conventional slot machine. [Figure 15] This is a diagram showing the detailed timing charts for the N+2Gth and N+3Gth spins described using FIG. 14(a), and the display screens of the liquid crystal display device 157 at each timing. [Figure 16] This is a diagram showing the detailed timing charts for the N+2Gth and N+3Gth spins described using FIG. 14(b), and the display screens of the liquid crystal display device 157 at each timing. [Figure 17] This is a diagram showing the detailed timing charts for the N+2Gth and N+3Gth spins where irregular presses were made but no penalty occurred, and the display screens of the liquid crystal display device 157 at each timing. [Figure 18] This is a diagram showing an example of irregular presses during continuous effects and an example of irregular presses during non - continuous effects respectively. [Figure 19] This is a diagram showing the relationship between the ceiling counter and the game number display GMV when setting changes are made or power is restored after a power cut. [Figure 20] (a) is a schematic diagram of the case where a penalty occurred during continuous effects described so far, (b) is a diagram showing an example of the display of the game number display GMV when a penalty occurred described so far, (c1) is a conceptual diagram of an example where a standby game is played, different from the previous examples, when a penalty occurs during continuous effects, and (c2) is a diagram for explaining an example where a standby game different from that in FIG. (c1) is played when a penalty occurs during continuous effects. [Figure 21] This is a diagram showing multiple examples of the display modes of the operation recommendation display REC displayed on the display screen of the liquid crystal display device 157. [Figure 22] This is a diagram showing examples when an error display ERR is displayed or a power restoration occurs while the operation recommendation display REC is being displayed. [Figure 23](a) is a diagram showing the elected official data stored in the ROM 306 of the main control unit 300, and (b) is a flowchart of the advantageous section transition process executed by the CPU 304 of the main control unit 300. [Figure 24] It is a diagram explaining the instruction monitor controlled by the CPU 304 of the main control unit 300. [Figure 25] It is a diagram showing another example of the elected official data shown in Fig. 23(a). [Figure 26] It is a diagram showing an example of a confirmation notice performance being carried out and transitioning to the AT state after a continuous performance. [Figure 27] It is a diagram explaining the flow of this precursor performance when transitioning from the normal state (non-AT state) to the AT state. [Figure 28] It is a diagram explaining the flow of the gas precursor performance executed in the normal state (non-AT state). [Figure 36] (a) This figure shows a modified version of the old man's dialogue scene, which is one of the elements used to create anticipation. (b) This figure shows an example of the small role icon notification scene, which is another element used to create anticipation. [Figure 37] This figure shows a timing chart for when a penalty operation is performed in Stage A, and the display screen of the liquid crystal display device 157 at each timing. [Figure 38] This figure shows the timing chart for when a penalty operation is performed in Stage B, and the display screen of the liquid crystal display device 157 at each timing. [Figure 39] This figure shows a planar unfolding of the arrangement of symbols on each reel in the slot machine of the second embodiment. [Figure 40] (a) is a table summarizing the internal winning combinations in the slot machine of the second embodiment, and (b) is a table showing the winning combinations for the push-order bell combination and the number of coins paid out for each operation. [Figure 41] (a) is a diagram showing the table selection table stored in the ROM 306 of the main control unit 300, (b) is a flowchart showing the flow of the button press order guessing bonus granting determination process, and (c) is a diagram showing the two types of bonus amount determination tables. [Figure 42] This diagram shows the game where players guess the order of button presses. [Figure 43] This is a diagram illustrating a variation of the button sequence guessing game. [Figure 44] This is a diagram to explain simulated games. [Figure 45] This figure shows a planar unfolding of the arrangement of symbols on each reel in the slot machine of the third embodiment. [Figure 46] This is a flowchart showing the flow of the main processing in the main control unit of the slot machine according to the third embodiment. [Figure 47] Figure 46 is a flowchart showing the flow of processing related to simulated games in step S128. [Figure 48]Figure 47 is a flowchart showing the flow of the reel rotation start process for the simulated game in step S1282. [Figure 49] Figure 47 is a flowchart showing the flow of the reel stop control process for the simulated game in step S1283. [Figure 50] Figure 47 is a flowchart showing the flow of the simulated next game start process in step S1284. [Figure 51] Figure 46 is a flowchart showing the flow of the reel rotation start process in step S133. [Figure 52] Figure 51 is a flowchart showing the flow of the random delay rotation start process in step S1336. [Figure 53] Figure 46 is a flowchart showing the flow of the prize awarding lottery process in step S143. [Figure 54] Figure 46 is a flowchart showing the flow of the simulated game reservation process in step S145. [Figure 55] This diagram illustrates the process in a reserved game where, with an internal win of a rare role, recommended operations are performed, a simulated game is executed in the next game, successfully stopping the BB symbol, and a BB game (AT state) with push-button navigation is initiated. [Figure 56] This diagram illustrates the process in a reserved game where, although an internal win for a rare role was detected, an irregular operation occurred, resulting in a simulated game being played in the next game. However, this simulated game is a fake, and the game does not transition to the AT state, instead starting the actual game. [Figure 57] This diagram is a continuation from Figure 56, and shows the process in which, following the simulated game, the recommended operation is performed in the main game, and in the second reserved game, simulated game number 3 is reserved, and the BB symbol is successfully stopped in that simulated game, and the BB game (AT state) in which the push order navigation is executed begins. [Figure 58] This diagram shows the gameplay flow when the recommended button presses are followed and when irregular button presses are used during reserved gameplay. [Figure 59]This diagram shows the gameplay flow when irregular button presses are made each time a reserved game is played. [Figure 60] This is a perspective view of slot machine 100 from the front (player side). [Figure 61] This shows the circuit block diagram of the control unit. [Figure 62] (a) This is an exploded perspective view showing the main components of the panel unit 750 in disassembled form. (b) This is an external perspective view of the panel unit 750 as seen from the front. (c) This is an external perspective view of the panel unit 750 as seen from the rear. [Figure 63] (a) A side view of the panel unit 750. (b) An external perspective view of the panel unit 750 with the panel 652 removed, viewed from below at an angle. (c) An external perspective view of the same state, viewed from above at an angle. [Figure 64] (a) A front view of the panel unit 750. (b) A side section view along line AA shown in (a), and an enlarged view of its main parts. (c) A partial enlarged view of the panel unit 750 attached to the upper display unit 650, with the panel 652 not shown. [Figure 65] This is a front view of the slot machine 1100 according to the fifth embodiment, as seen from the front (player side). [Figure 66] This is an exploded perspective view showing the components that make up the lower panel unit 800 in a disassembled state. [Figure 67] (a) A front view of the cover member 812, showing an example of the smooth surface area 812aF and the rough surface area 812aS of the main body portion 812a. (b) A front view showing an example of the decorative sheet 830. [Figure 68] This is a schematic diagram showing the positional relationship between slot machine 1100 and the player USR. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings.
[0010] The slot machine of this embodiment is a gaming machine that proceeds through a series of games in which a predetermined number of gaming media are inserted, and multiple reels, each decorated with multiple types of symbols, start to rotate when a predetermined rotation start instruction operation is received, and the success or failure of internal winnings of multiple types of roles is determined by lottery based on the reception of the rotation start instruction operation, and each of the multiple reels stops rotating 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 combination of symbols when the multiple reels stop match predetermined payout conditions, gaming media are paid out and the game ends, and if they do not match, the game ends without paying out gaming media.
[0011] <Overall Structure> First, the overall configuration of the slot machine 100 will be explained using Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front (player side). Figure 2 is a front view showing the slot machine 100 with the front door 102 open. Figure 3(a) is a diagram showing the winning lines.
[0012] The slot machine 100 shown in Figure 1 is an example of a gaming machine according to the present invention, and comprises a main body 101 and a front door 102 attached to the front of the main body 101 and which can be opened and closed relative to the main body 101. Inside the center of the main body 101 (not shown), there are three reels (left reel 110, middle reel 111, right reel 112) with multiple types of symbols arranged on their outer surfaces, and are configured to rotate inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0013] In this embodiment, each pattern is printed at equal intervals in appropriate numbers on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame material to constitute each reel 110-112. From the player's perspective, the patterns on the reels 110-112 are displayed approximately three times vertically through a reel window 113 provided in front of each reel 110-112, so that a total of nine patterns are visible. To explain in detail using Figure 3(a), the pattern displayed on the upper part of the left reel 110 (position 1 shown in the figure; also called pattern position 1) is the left reel upper pattern, the pattern displayed on the middle part of the left reel 110 (position 2 shown in the figure; also called pattern position 2) is the left reel middle pattern, and so on. The symbol displayed on the lower row of reel 110 (position 3 in the diagram; also called symbol position 3) is the lower left reel symbol, the symbol displayed on the upper row of middle reel 111 (position 4 in the diagram; also called symbol position 4) is the upper middle reel symbol, the symbol displayed on the middle row of middle reel 111 (position 5 in the diagram; also called symbol position 5) is the middle middle reel symbol, the symbol displayed on the lower row of middle reel 111 (position 6 in the diagram; also called symbol position 6) is the lower middle reel symbol, and the upper row of right reel 112 (Figure The symbol displayed at position 7 (also called symbol position 7) is called the upper symbol of the right reel, the symbol displayed at the middle of the right reel 112 (position 8 in the diagram; also called symbol position 8) is called the middle symbol of the right reel, and the symbol displayed at the bottom of the right reel 112 (position 9 in the diagram; also called symbol position 9) is called the lower symbol of the right reel. Each of the symbols on reels 110-112 is displayed vertically in groups of three, for a total of nine symbols, through the reel window 113. By rotating each of the reels 110-112, the combination of symbols visible to the player changes. In other words, each of the reels 110-112 functions as a display device that can display multiple combinations of symbols in a variable manner. In addition to reels, other electronic image display devices such as liquid crystal displays can also be used as such display devices. Furthermore, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and their installation positions are not limited to this.
[0014] On the back of each reel 110-112, a reel backlight (not shown) is provided to illuminate the individual symbols displayed in the reel window 113. It is desirable that the reel backlight be shielded for each symbol so that each symbol is illuminated evenly. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting part and a light-receiving part is provided near each reel 110-112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting and light-receiving parts of this optical sensor. Based on the detection results of this sensor, the rotational position of the symbols on the reels is determined, and the reels 110-112 are stopped so that the target symbol is displayed on the winning line.
[0015] In this embodiment, a single winning line 114 is provided for the middle winning line L1, which consists of the middle symbol on the left reel (symbol position 2), the middle symbol on the middle reel (symbol position 5), and the middle symbol on the right reel (symbol position 8). The winning line 114 is a line set at the stopping position of the symbols that can be seen through the reel window 113, and is the line on which it is determined whether or not a symbol combination corresponding to a winning combination has been displayed. Figure 3(a) shows this winning line L1. The valid winning line (hereinafter sometimes simply referred to as the "valid line") 114 is predetermined by the number of medals bet as the game medium. The slot machine 100 in this embodiment is a machine that only bets 3 medals, and when the number of medals inserted is less than 3, the winning line 114 is not valid, and when the number of medals inserted is 3, the winning line 114 becomes valid. When the winning line 114 becomes valid, it becomes possible to start playing by operating the start lever 135.
[0016] Furthermore, the valid lines (winning lines) are not limited to the 11 middle winning lines L mentioned above. For example, there may be one upper valid line consisting of the upper symbol on the left reel (symbol position 1), the upper symbol on the middle reel (symbol position 4), and the upper symbol on the right reel (symbol position 7). There may also be one lower valid line consisting of the lower symbol on the left reel (symbol position 3), the lower symbol on the middle reel (symbol position 6), and the lower symbol on the right reel (symbol position 9). Additionally, there may be one downward-sloping valid line consisting of the upper symbol on the left reel (symbol position 1), the middle symbol on the middle reel (symbol position 5), and the lower symbol on the right reel (symbol position 9). There may also be one upward-sloping valid line consisting of the lower symbol on the left reel (symbol position 3), the middle symbol on the middle reel (symbol position 5), and the upper symbol on the right reel (symbol position 7). Furthermore, there may be one irregular winning line consisting of the middle symbol on the left reel (symbol position 2), the middle symbol on the middle reel (symbol position 5), and the upper symbol on the right reel (symbol position 7). Also, the number of winning lines 114 is not limited to one line. For example, in addition to the middle winning line L1, there may be a line consisting of the upper symbol on the left reel, the middle symbol on the middle reel, and the lower symbol on the right reel. You may set a total of three lines as valid winning lines: a diagonal winning line to the right, and a diagonal winning line consisting of the lower symbol on the left reel, the middle symbol on the middle reel, and the upper symbol on the right reel. Alternatively, you may set a number of winning lines corresponding to the number of bets as valid winning lines.
[0017] The notification lamps 123 are used to inform the player that, for example, they have internally won a specific winning combination (specifically, a bonus combination) in the internal winning combination lottery described later, or that they are currently playing a bonus game. The token insertion lamps 124 are used to inform the player that they can insert tokens. The replay lamps 122 are used to inform the player that they can replay the current game (no token insertion is required) if they won a replay combination (details described later), which is one of the winning combinations, in the previous game.
[0018] The medal insertion buttons (also called bet buttons) 130-132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, one medal is inserted each time bet button 130 is pressed, two medals are inserted when bet button 131 is pressed, and three medals are inserted when bet button 132 is pressed. Hereinafter, operations on bet buttons 130-132 will also be referred to as bet operations, and bet button 132 will also be referred to as the MAX bet button. In this embodiment, light-emitting elements (called bet button lamps) are provided inside bet buttons 130-132, and when operation of bet buttons 130-132 is possible, these light-emitting elements can be lit to inform the player. The game medal insertion lamp 129 lights up a number of lamps corresponding to the number of medals inserted, and when a predetermined number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0019] The medal slot 141 is where players insert medals to start playing. In other words, medals can be inserted electronically using the bet buttons 130-132, or by actually inserting medals into the medal slot 141 (insertion operation). Insertion includes both methods.
[0020] The stored tokens indicator 125 is a display for showing the number of tokens electronically stored in the slot machine 100. The game information indicator 126 is a display for showing various internal information (for example, the number of tokens dispensed during bonus gameplay) numerically. The payout tokens indicator 127 is a display for showing the number of tokens dispensed to the player as a result of winning a prize. In this embodiment, the stored tokens indicator 125, the game information indicator 126, and the payout tokens indicator 127 are all composed of 7-segment (SEG) displays.
[0021] The start lever 135 is a lever-type switch used to initiate the rotation of reels 110-112. In other words, by inserting the desired number of tokens into the token slot 141 or by operating the bet buttons 130-132, and then operating the start lever 135, reels 110-112 will begin to rotate. The operation of the start lever 135 is called the game start operation.
[0022] The stop button unit 136 is equipped with stop buttons 137-139, consisting of a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137-139 are button-type switches for individually stopping the reels 110-112 that have started rotating by operating the start lever 135, and each is provided in correspondence to one of the reels 110-112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. ru.
[0023] Hereinafter, operations performed on stop buttons 137-139 will be referred to as stop operations, with the first stop operation being the first stop operation, the next stop operation being the second stop operation, and the final stop operation being the third stop operation. The reel targeted by the first stop operation will be called the first stop reel, the reel targeted by the second stop operation will be called the second stop reel, and the reel targeted by the third stop operation will be called the third stop reel. Furthermore, the order in which stop operations are performed on stop buttons 137-139 to stop all of the rotating reels 110-112 will be referred to as the operation order or pressing order. The order of operations in which the first stop reel is the left reel 110 and the second stop reel is the middle reel 111 is called the "forward stop operation order" or simply "forward stop". The order of operations in which the first stop reel is the left reel 110 and the second stop reel is the right reel 112 is called the "forward sandwich" order. The order of operations in which the first stop reel is the middle reel 111 is called the "middle stop operation order" or simply "middle stop". The order of operations in which the first stop reel is the right reel 112 and the second stop reel is the middle reel 111 is called the "reverse stop operation order" or simply "reverse stop". The order of operations in which the first stop reel is the right reel 112 and the second stop reel is the left reel 110 is called the "reverse sandwich" order. In this embodiment, each of the stop buttons 137 to 139 is provided with a light-emitting element (referred to as a stop button lamp), and when the stop buttons 137 to 139 are operational, the light-emitting element can be illuminated to inform the player.
[0024] The medal return button 133 is a button to be pressed to remove medals if they become jammed. The settlement button 134 is a button to settle the medals electronically stored in the slot machine 100 and the medals that have been bet, and to dispense them from the medal payout opening 155. The door keyhole 140 is a hole for inserting a key to unlock the front door 102 of the slot machine 100. The medal payout opening 155 is a payout opening for dispensing medals.
[0025] A title panel 162 is provided at the bottom of the stop button unit 136 for displaying the model name and attaching various certification labels. Below the title panel 162 are a medal payout port 155 and a medal tray 161. The sound hole 145 is a hole for outputting sound from a speaker located inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps to enhance the gaming experience. A title panel 160 and a sound hole 143 are provided at the top of the front door 102.
[0026] A liquid crystal display device (animation image display device) 157 is provided in the area including the reel window 113 and its surroundings. In the area inside the reel window 113 (the area covering the reel window 113), a so-called transmissive liquid crystal is used, allowing the reels 110 to 112 to be visible through the reel window 113.
[0027] The PUSH button 192 is a button that can be operated when executing a predetermined performance. In this embodiment, the history of the number of coins acquired in the AT state up to that point can be displayed based on the operation of the PUSH button 192. In this embodiment, a light-emitting element (referred to as a PUSH button lamp) is provided inside the PUSH button 192, and when the PUSH button 192 can be operated (accepted as a valid operation), the light-emitting element can be lit to inform the player.
[0028] Figure 2 is a front view of the slot machine 100 with the front door 102 open. The main body 101 is a box-shaped structure enclosed by a top panel 261, a left side panel 260, a right side panel 260, a bottom panel 264, and a rear panel 242, with an opening at the front. Inside the main body 101, a main control board storage case 210, which houses the main control board, is positioned so as not to overlap with the ventilation opening 249 provided at the top of the rear panel 242, and below this main control board storage case 210 are three ri Reels 110-112 are positioned. On the side of the main control board housing case 210 and reels 110-112, that is, on the left side panel 260, a first sub-control board housing case 220 is provided, which houses the first sub-control board that constitutes the first sub-control unit 400. On the right side panel 260, an external centralized terminal board 248 is attached, which is connected to the main control board and outputs information of the slot machine 100 to an external device.
[0029] A medal dispensing device 180 (a device that dispenses medals accumulated in a bucket) is installed on the bottom panel 264, and a power supply unit 252 having a power supply board is installed above this medal dispensing device 180, that is, below the reels 110-112, and a power switch 244 is installed on the front of the power supply unit 252. The power switch 244 can be operated by opening the front door 102, and is difficult or impossible to operate when it is closed.
[0030] The power supply unit 252 converts the AC power supplied to the slot machine 100 from an external source into DC power, converts it to a predetermined voltage, and supplies it to the various control units and devices, such as the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500, which will be described later. Furthermore, it is equipped with an energy storage circuit (e.g., a capacitor) to supply power to a predetermined component (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.
[0031] To the right of the medal dispensing device 180, there is a medal auxiliary storage compartment 240, behind which is an overflow terminal (not shown). The power supply unit 252 is provided with a power cord connection part for connecting the power cord 265, and the power cord 265 connected here extends to the outside through a power cord hole 262 opened in the back panel 242 of the main body 101.
[0032] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276. Above the liquid crystal display device 157 is a second sub-board case 230 that houses the second sub-control board constituting the second sub-control unit 500, and an upper speaker 272. Below the liquid crystal display device 157 is a medal selector 170 for sorting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops counterfeit medals into the medal tray 161. Furthermore, a bass speaker 277 is provided at a position corresponding to the sound hole 145.
[0033] Referring to Figures 1 and 2, the liquid crystal display device 157 is a liquid crystal display comprising a transmissive color liquid crystal panel 157A equipped with color filters and a backlight 157B that illuminates the color liquid crystal panel 157A with white light from the back. The liquid crystal panel 157A is a rectangular panel that extends both in the inner and outer regions of the reel window 113, and a well-known liquid crystal panel can be used. For example, the liquid crystal panel 157A is equipped with R, G, B (red, green, blue) filters for each pixel, and a liquid crystal layer is formed by sealing liquid crystal between transparent substrates such as glass on which signal lines, switching elements, pixel electrodes, etc. This liquid crystal layer is sandwiched between polarizing plates. The winning line indicates that the liquid crystal panel 157A may be a normally white type, but in this embodiment it is a normally black type.
[0034] The backlight 157B comprises a light guide plate, a light source such as an LED that illuminates the light guide plate, and optical components such as a diffusion sheet. The light source is, for example, arranged along the edge of the light guide plate, and the light propagating inside the light guide plate is reflected to the liquid crystal panel 157A. In this embodiment, the backlight 157 has an opening 157b formed in the area inside the reel window 113 that penetrates in the thickness direction, allowing the player to see each reel 110-112 without passing through the light guide plate, etc. In this embodiment, the illumination from behind the overlapping portion of the liquid crystal panel 157A and the opening 157b is provided by the backlights provided on each reel 110-112. Because the reel strip is white (or milky white), each reel 1 provides illumination that is not significantly different from that of the backlight 157. This can be achieved using 10-112, and the backlights of each reel 110-112 can be considered part of or all of the backlight 157 as a backlight unit.
[0035] In this embodiment, the opening 157b is a single rectangle whose contour is fitted to the reel window 113. However, it may also be three rectangles corresponding to each of the reels 110 to 112, so as to fill the gaps between each of the reels 110 to 112. This can improve the clarity of the image displayed in the gaps between the reels.
[0036] In the LCD panel 157A, blocking light transmission makes it appear to the player as if a black image is being displayed. Conversely, by transmitting backlight light equally in R, G, and B, it appears to the player as if a white image is being displayed. Displaying a white image can also be described as a state where the transmittance of the LCD panel 157A is high, and the state with the highest light transmittance is achieved when R, G, and B are each controlled to their maximum brightness. Such display of black, white, or other colors can be controlled on a pixel-by-pixel basis.
[0037] The operation of this liquid crystal display device 157 will be explained using Figures 3(b) to (d). These figures show an example of the operation of the liquid crystal display device 157.
[0038] Figure 3(b) shows the state of the liquid crystal display device 157 when the slot machine 100 is not receiving power. As described above, in this embodiment, the liquid crystal display device 157 is a normally black type liquid crystal display, and when the power is off, it appears to the player as if a black image is being displayed, making it difficult to see the reels 110 to 112.
[0039] Figure 3(c) shows an example of the operation of the liquid crystal display device 157. This figure shows that the entire liquid crystal display device 157 is used to display an image. In this case, in the area inside the reel window 113, light from reels 110-112 acts as a backlight, making the image on the liquid crystal display device 157 visible in this area. However, the display of the image on the liquid crystal display device 157 reduces the visibility (makes it harder to see) of the symbols on reels 110-112.
[0040] Figure 3(d) shows an example of the operation of the liquid crystal display device 157 that differs from that shown in Figure 3(c). In this figure, the area inside the reel window 113 differs from the example in (c). Specifically, a white image is displayed in the area inside the reel window 113 to ensure the visibility of reels 110 to 112. In this embodiment, this state is maintained after a medal is inserted during a game. That is, in order to ensure the visibility of reels 110 to 112, the state shown in Figure 3(d) is maintained at least from the start of rotation to the stop of rotation of reels 110 to 112.
[0041] The example of the display of the liquid crystal display device 157 described later will be an example of what is displayed in the part of the liquid crystal panel 157A above the reel window 113.
[0042] A stored number display unit 125L is provided on the left side of the reel window 113, and a dispensed number display unit 127L is provided on the opposite right side. The stored number display unit 125L displays the same value as the stored number displayed on the stored number indicator 125, and the dispensed number display unit 127L displays the same value as the dispensed number displayed on the dispensed number indicator 127.
[0043] As described above, in this embodiment, the liquid crystal display device 157 is provided with an area that covers the reel window 113, and a white image is displayed to make the reels 110 to 112 visible. Furthermore, if an image other than white is displayed, the visibility of reels 110-112 is reduced. In addition, to improve the visibility of reels 110-112, the transparency can be set for each pixel that makes up the image in the area covering the reel window 113, and the transparency can be set to 100% (transparent state).
[0044] The device for displaying images is not limited to liquid crystal displays; any display device capable of displaying various visual effects and game information is acceptable. For example, it could be 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. The display screen is rectangular in shape and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it could also be square. Furthermore, decorative elements (not shown) can be placed around the periphery of the display screen, so that a portion of the periphery is hidden by the decorative elements, resulting in the display screen appearing to have an irregular shape. In this embodiment, the display screen is a flat surface, but it could also be a curved surface.
[0045] <Control Unit Circuit Configuration> Next, the circuit configuration of the control unit of the slot machine 100 will be explained using Figure 4. Note that this figure is a circuit block diagram of the control unit.
[0046] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main effects in accordance with command signals (hereinafter simply referred to as "commands") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on commands transmitted from the first sub-control unit 400.
[0047] <Main Control Unit> First, let's describe the main control unit 300 of the slot machine 100. The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 is equipped with a CPU 304, a ROM 306 that stores control program data, lottery data used when internally drawing winning combinations, reel symbol arrangements, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of spins, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used instead of ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and the second sub-control unit 500 which will be described later. However, in this embodiment, a ROM, which is a storage device that has a storage area for non-volatile data storage, and a RAM, which is a storage device that has a storage area for temporarily storing data, are used in combination.
[0048] The CPU 304 of this basic circuit 302 operates by inputting a clock signal of a predetermined period output by the crystal oscillator 315b as the system clock. Furthermore, when power is turned on, the CPU 304 sends frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 304 at each interrupt time. The CPU 304 then performs monitoring of various sensors and transmission of drive pulses based on this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8MHz, 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 interrupt time will be 256 × 47 ÷ 8MHz = 1.504ms.
[0049] The main control unit 300 includes a random number generation circuit 316, which is used as a hardware random number counter that varies a value in the range of 0 to 65535 based on a clock signal input from the crystal oscillator 315a, and a startup signal output circuit 338 that outputs a startup signal (reset signal) when the power is turned on. The CPU 304 receives a startup signal from this startup signal output circuit 338. If activated, game control is initiated (the main processing of the main control unit, described later, is initiated).
[0050] Furthermore, the main control unit 300 is equipped with 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 reception sensor for medals inserted from the medal slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal dispensing sensor for medals dispensed from the medal dispensing device 180, index sensor for the left reel 110, index sensor for the middle reel 111, index sensor for the right reel 112, PUSH button 192 sensor, etc.) at interrupt intervals.
[0051] Furthermore, if the sensor circuit 320 detects a high level from 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 moment and stores it in a register that stores the random value used for the lottery.
[0052] Two medal reception sensors are installed in the internal passage of the medal slot 141 to detect whether or not a medal has passed through. Two start lever sensors are installed inside the start lever 135 to detect the player's start operation. The left stop button sensor 137, the middle stop button sensor 138, and the right stop button sensor 139 are installed on the corresponding stop buttons 137 to 139, respectively, to detect the player's operation of the stop buttons.
[0053] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are installed on the corresponding medal insertion buttons 130 to 132, respectively, and detect the insertion operation when inserting medals electronically stored in RAM 308 as medals to be used in the game. The settlement button 134 sensor is installed on settlement button 134. When settlement button 134 is pressed once, the electronically stored medals are settled. The medal dispensing sensor is a sensor for detecting the medals to be dispensed by the medal dispensing device 180. Note that each of the above sensors may be a non-contact type sensor or a contact type sensor.
[0054] The index sensors for the left reel 110, the middle reel 111, and the right reel 112 are installed at predetermined positions on the mounting bases of each reel 110-112, and each time a light-shielding piece provided on the reel frame passes over them, the signal level becomes L. The rotational position information, which indicates how far the reel has rotated from the reference position between the time it becomes L and the next time it becomes L, is calculated based on the value obtained by counting the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the above L-level signal, it determines that the reel has rotated once and resets the reel's rotational position information to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0055] The main control unit 300 includes 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 sorts the inserted medals, a drive circuit 326 that drives the motor provided on the medal dispensing device 180, and a drive circuit 328 that drives various lamps 339 (notification lamp 123, game medal insertion ready lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored medal count indicator 125, game information indicator 126, and payout count indicator 127).
[0056] Furthermore, the basic circuit 302 is connected to an information output circuit 334, and the main control unit 300 receives information from an external hall computer (not shown) via this information output circuit 334. The input circuit 652 outputs game information from the slot machine 100 (for example, information indicating the game status).
[0057] Furthermore, the main control unit 300 includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from the power management unit (not shown). 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 falls below a predetermined value (9V in this embodiment).
[0058] Furthermore, 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. Information communication between the main control unit 300 and the first sub-control unit 400 is unidirectional; the main control unit 300 is configured to send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to send signals such as commands to the main control unit 300.
[0059] <Deputy Commander> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands transmitted by the main control unit 300 via an input interface. The first sub-control unit 400 is equipped with a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with 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 of a predetermined period output by a crystal oscillator 414 as the system clock. The first sub-control unit 400 is also equipped with a ROM 406 that stores control programs and data for controlling the entire first sub-control unit 400, data for controlling the backlight lighting patterns and various indicators, etc.
[0060] The CPU 404 transmits 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 the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 404 controls each IC and circuit based on the timing of this interrupt request.
[0061] Furthermore, the first sub-control unit 400 is equipped with a sound source IC 418, to which speakers 272 and 277 are connected via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272 and 277 in response to commands from the CPU 404. The sound source IC 418 is connected to an S-ROM (sound ROM) in which sound data is stored, and the sound data acquired from this ROM is amplified by the amplifier and output from speakers 272 and 277.
[0062] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel 162 lamp, game token insertion ready lamp 124, bet button lamp, reel backlight, stop button 137-139 lamps, PUSH button lamp, etc.) are connected to the drive circuit 422 via an input / output interface.
[0063] Furthermore, the first sub-control unit 400 is equipped with a sensor circuit 423, and the CPU 404 monitors the detection results of the door sensor 421, which detects the opening of the front door 102.
[0064] Furthermore, the CPU 404 transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 controls the display of the liquid crystal display device 157.
[0065] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 receives control commands transmitted by the first sub-control unit 400 via an input interface and includes a basic circuit 502 that 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 of a predetermined period output by a crystal oscillator 514 as the system clock. The second sub-control unit 500 also includes a ROM 506 that stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0066] The CPU 504 transmits 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 the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 504 controls each IC and circuit based on the timing of this interrupt request.
[0067] Furthermore, the second sub-control unit 500 is equipped with a VDP 534 (video display processor), to which a ROM 506 and a VRAM 536 are connected via a bus. Based on signals from the CPU 504, the VDP 534 reads image data stored in the ROM 506, generates a display image using the work area of the VRAM 536, and displays the image on the liquid crystal display device 157.
[0068] <Pattern arrangement> Figure 5 will be used to explain the arrangement of symbols on each of the reels 110 to 112 described above. This figure shows the arrangement of symbols on each reel (left reel 110, middle reel 111, right reel 112) in a planar view.
[0069] Each reel 110-112 has a predetermined number of symbols (20 symbols in this embodiment, numbered 0-19) of the multiple types (10 types in this embodiment) shown on the right side of the figure. The numbers 0-19 shown on the left end of the figure indicate the positions of the symbols on each reel 110-112. For example, in this embodiment, the symbol number 0 on the left reel 110 is a "bell symbol", the symbol number 1 on the middle reel 111 is a "replay symbol", and the symbol number 1 on the right reel 112 is a "watermelon 1 symbol".
[0070] The "Blue Seven 2" and "Watermelon 2" symbols are marked with a star, which means that they are different symbols (also called identical symbols) but have the same design as the "Blue Seven 1" and "Watermelon 1" symbols. "Similar design" means that the characters depicted are the same but have different expressions, or the objects depicted (watermelons) are the same but have different patterns, etc. In this embodiment, a star is added to make it easier to distinguish between identical symbols.
[0071] <Types of prize winning roles> Next, we will explain the types of winning combinations in Slot Machine 100.
[0072] The winning combinations in slot machine 100 include replays and minor wins. However, the types of winning combinations are not limited to these and can be arbitrarily selected. Among the winning combinations in this embodiment, the replay, which allows for further play without inserting new tokens, is distinguished from other winning combinations and is sometimes referred to as an "activating combination." In this embodiment, "winning" includes cases where a combination of symbols for an active role that does not involve a medal payout (no medal distribution) is displayed on the active line, and for example, winning a re-play role is also included.
[0073] A replay is a winning combination that allows the player to continue playing without inserting any more tokens (game currency) in the next game. The next game can be played with the set number of tokens, and no tokens are paid out. A minor win is a winning combination that pays out a predetermined number of tokens.
[0074] In the game, the winning combination is one of the combinations corresponding to the internally determined winning combination. These internally determined winning combinations are determined by a lottery (internal winning combination lottery) at the start of the game.
[0075] Figure 6(a) is a diagram that summarizes the internal winning combinations of the slot machine 100 shown in Figure 1.
[0076] The probability of winning an internally winning role is calculated by dividing the numerical data corresponding to the range of lottery data associated with each internally winning role by the numerical data of the range of random values obtained during the internal lottery described later (in this embodiment, 65536). The lottery data is divided into several numerical ranges in advance, and each numerical range is associated with a specific internally winning role or a losing role. In the internal lottery process for winning roles described later, it is determined whether the random value obtained as a result of executing the internal lottery corresponds to the value of the lottery data corresponding to one of the internally winning roles, and the internally winning role is determined. In practice, this lottery data is prepared with settings 1 to 6, each with a different probability of winning at least one internally winning role, and the staff of the amusement parlor can arbitrarily select and set any of these settings.
[0077] Regarding the settings, the probability of winning an internally winning combination is the same for all settings, but the probability of winning an AT (ease of transitioning to AT), which will be described later, may be different for settings 1 to 6. For example, in setting 1, the probability of an AT being drawn when a certain internally winning combination is determined may be set to probability A, while in setting 6, the probability of an AT being drawn when a certain internally winning combination is determined may be set to probability B, which is higher than probability A.
[0078] In Figure 6(a), the range of the lottery data (lottery value) is indicated by letters. Replay 4 to Replay 7 all show (g), which means that the lottery value is the same. For example, (g) = 3000 / 65535. Single-coin win 1 to Single-coin win 8 all show (m), which also means that the lottery value is the same. Bell CLR1 to Bell RCL3 all show (n), which also means that the lottery value is the same.
[0079] The relationship between the lottery values represented by letters is (a)+(b)+(c)+(d)<(e)+(f)+(g)+(h)+(i)+(j)+(k)+(l)+(m)+(n).
[0080] Note that the watermelon and cherry symbols are rare symbols with a small chance of being drawn.
[0081] <Types of internally awarded roles> Next, we will explain the internal winning combination (condition device) of the slot machine 100 using Figure 6(b).
[0082] Figure 6(b) is a table showing the display patterns and payout amounts for each operation content of the common bell and push-order roles among the internal winning combinations. Push-order roles refer to the content of the stop operation (in this embodiment, the first stop operation) This refers to internal winning combinations where the winning combination (display pattern on reels 110-112) differs depending on the order of operations from the first to the third stop operation.
[0083] In this embodiment, (1) the stop operation for left-center-right (stopping the first stop reel as the left reel 110, the second stop reel as the middle reel 111, and the third stop reel as the right reel 112) is an LCR operation, (2) the stop operation for left-right-center (stopping the first stop reel as the left reel 110, the second stop reel as the right reel 112, and the third stop reel as the middle reel 111) is an LRC operation, and (3) the stop operation for center-left-right (stopping the first stop reel as the middle reel 111, the second stop reel as the left reel 110, and the third stop reel as the right reel 112) is a CLR operation. (4) The stop operation of middle-right-left (stopping the first stop reel as the middle reel 111, the second stop reel as the right reel 112, and the third stop reel as the left reel 110) may be referred to as the CRL operation, (5) The stop operation of right-left-middle (stopping the first stop reel as the right reel 112, the second stop reel as the left reel 110, and the third stop reel as the middle reel 111) may be referred to as the RLC operation, and (6) The stop operation of right-middle-left (stopping the first stop reel as the right reel 112, the second stop reel as the middle reel 111, and the third stop reel as the left reel 110) may be referred to as the RCL operation.
[0084] For example, if the push-order bell_CLR1~3 is internally selected in the internal prize draw, (1) if an LCR operation or LRC operation is performed, it will result in a miss or a 1-coin win, and 0 or 1 medal will be paid out; (2) if a CLR operation is performed, it will result in a bell win, and 9 medals will be paid out; (3) if a CRL operation is performed, it will result in a 1-coin win, and 1 medal will be paid out; (4) if an RLC operation or RCL operation is performed, it will result in a miss or a 1-coin win, and 0 or 1 medal will be paid out. In other words, the push-order bell_CLR1~3 will result in a bell win when a CLR operation is performed, and the maximum number of medals will be paid out. Hereinafter, the operation content when the maximum number of medals is paid out when the push-order win is internally selected may be referred to as the "correct operation". In this embodiment, the correct operation means that the order of operations from the first stop operation to the third stop operation is correct.
[0085] Similarly, for push-order bells_CRL1~3, the correct operation is CRL, and if CRL is performed, the bell is hit and 9 medals are paid out. Also, for push-order bells_RLC1~3, the correct operation is RLC, and if RLC is performed, the bell is hit and 9 medals are paid out. For push-order bells_RCL1~3, the correct operation is RCL, and if RCL is performed, the bell is hit and 9 medals are paid out.
[0086] On the other hand, for example, if a common bell is internally selected in the internal lottery for winning combinations, regardless of the operation performed, the bell is awarded and 9 medals are dispensed. Hereafter, the above-mentioned push-order bells_CLR1~3, push-order bells_CRL1~3, push-order bells_RLC1~3, and push-order bells_RCL1~3 will be collectively referred to as "push-order bells." Of these "push-order bells," push-order bells_CLR1~3 and push-order bells_CRL1~3 may be called "center first bells" for the sake of explanation, and push-order bells_RLC1~3 and push-order bells_RCL1~3 may be called "right first bells." Furthermore, although the number of medals dispensed for common bells is set to 9, the same as for push-order bells, it is not limited to this, and may be less than the number of medals dispensed for push-order bells. By reducing the number of common bells, it is possible to suppress the medal payout in the normal state.
[0087] In this embodiment, there are no push-order bells where LCR operation or LRC operation (forward pressing or forward pressing) is the correct answer, but there are push-order bells where CLR operation or CRL operation (middle pressing) and RLC operation or RCL operation (reverse pressing or reverse pressing) are the correct answers. In other words, this is a specification called a biased bell. By using a biased bell, it is possible to lower the payout in the normal state (non-AT state) and increase the payout in the AT state. A biased bell is a specification in which a push order other than stopping the left reel first is more advantageous for the game than stopping the left reel first (for example, a larger payout or a higher probability of winning).
[0088] The display patterns and payout amounts for each operation when the internal winning combination (condition device) is 1-coin combination 1-8 and replay 1-7 are as shown in Figure 6(b). In Figure 6(b), "S Blue 7 / BAR" means that either the "Blue Seven 1 symbol" aligns on a single (1 line) winning line or the "BAR symbol" aligns. "Fake" means that even if the target symbol is announced and the player attempts to stop the reels, the announced symbol does not align. "Replay (Peach 7 / W Blue 7 Fake)" means that the player is instructed to aim for the Peach Seven symbol or the Blue Seven symbol on a double (2 lines) winning line, but even if the player attempts to stop the reels, the replay symbol aligns.
[0089] <Types of game states> Next, the types and transitions of game states of the slot machine 100 will be explained. Figure 7 is a transition diagram of the game states (more specifically, AT-type game states) of the main control unit 300 of the slot machine 100. AT-type game states are game states related to the performance effects.
[0090] The game state of slot machine 100 is broadly divided into normal state and AT state. The normal state is a state in which operation navigation is not performed, and the AT state is a state in which operation navigation may be performed. Here, operation navigation is a notification performance that notifies the stopping operation method (information about the content of the stopping operation), and if the stopping operation is performed in accordance with the content of the operation navigation notification, a result favorable to the player will be brought. Operation navigation can be broadly divided into (1) push order navigation, which notifies information including the order of operations (press order) of stopping operations, and (2) symbol navigation, which notifies information including the timing of operations (for example, the symbol to be stopped). In other words, push order navigation is operation navigation that does not include the timing of pressing the buttons, and symbol navigation is operation navigation that includes the timing of pressing the buttons. In this embodiment, for example, in the AT state, if an internal win occurs with a push order bell, the correct operation content (operation order) may be notified.
[0091] The normal state consists of a normal stage, a challenge zone (hereinafter abbreviated as CZ), and a comeback zone. The AT state consists of a bonus state, a normal AT state, an additional bonus zone, and an ending state.
[0092] In addition to the seven game states mentioned above, the concepts of "advantageous period" and "non-advantageous period" are also established. The non-advantageous period consists of a portion of the normal stage and a portion of the comeback zone, while the advantageous period is the period other than these. Therefore, the AT state is a mode within the advantageous period. In this embodiment, the advantageous period is a period for which an upper limit on the number of tokens won is set. Specifically, the upper limit on the number of tokens won is 2400. Here, the number of tokens won is the cumulative value of the difference between the number of tokens inserted and the number of tokens paid out in a single game (number of tokens paid out - number of tokens inserted). The upper limit on the number of tokens won in the advantageous period is the value used to determine the end of the advantageous period, and the number of tokens won is updated by the result of a single game. Note that the advantageous period may also be a period for which an upper limit on the number of games is set along with the upper limit on the number of tokens won, but in the slot machine 100 of this embodiment, there is no upper limit on the number of games in the advantageous period. Furthermore, the advantageous period must end when the upper limit on the number of tokens won is reached, but it can also be ended even if the upper limit on the number of tokens won is not reached. Furthermore, although an upper limit on the number of tokens won is set for the advantageous period, the technical concept of this embodiment can also be applied to tokenless gaming machines that do not use game media such as tokens.
[0093] In the non-advantageous section, no lottery is held to determine whether or not to transition from the normal state to the AT state. Therefore, operation navigation is not performed in this section. On the other hand, in the advantageous section, a lottery is held to determine whether or not to transition from the normal state to the AT state. Therefore, if you win the lottery and transition to the AT state, operation navigation may be performed. The advantageous section is the section in which it is possible to transition to the AT state, and the non-advantageous section is the section in which it is not possible to transition to the AT state.
[0094] When the settings are changed, the game is set to a non-advantageous zone and enters the normal stage. If you win a role other than a miss in the normal stage of the non-advantageous zone, you will transition to the advantageous zone. In the advantageous zone, if you reach either the above-mentioned upper limit of games or the above-mentioned upper limit of net winnings, you will transition to a non-advantageous zone. Even in the non-advantageous zone (re-entry zone) that you transitioned to from the advantageous zone, if you win a role other than a miss, you will transition to the advantageous zone.
[0095] Generally, in order to achieve gameplay that increases medal payouts in player-favorable states such as AT state, it is necessary to suppress medal payouts in normal states. Furthermore, regarding the stopping operation of the gaming machine, players are often recommended to stop the machine with the first stop operation being left (sequential pressing or sequential pressing). Therefore, when introducing a button-pressing sequence feature, in this embodiment, as a method to achieve gameplay that suppresses medal payouts in normal states, a biased bell specification button-pressing sequence bell (there is no button-pressing sequence bell where the first stop operation is left as the correct answer, but there are button-pressing sequence bells where the first stop operation is middle or right as the correct answer) is adopted as shown in Figure 6.
[0096] In this embodiment, there was no push-order bell where the correct first stop operation was left, but one may be provided separately. In this case, the internal winning probability for the push-order bell where the correct first stop operation is left should be set lower than the sum of the internal winning probabilities for the push-order bell where the correct first stop operation is middle and the internal winning probabilities for the push-order bell where the correct first stop operation is right.
[0097] Furthermore, in this embodiment, the gameplay is designed so that when the number of games played in the normal state after the AT state ends reaches a predetermined threshold (hereinafter referred to as the ceiling game count), the game transitions to the AT state.
[0098] Furthermore, in this embodiment, stopping operations with the first stop operation being left (sequential pressing or sequential pressing) are recommended in the normal state, and in games where a push-order bell is internally won in the normal state (non-AT state) of the advantageous section, a penalty is applied if a stopping operation other than the first stop operation being left (specifically, during the first stop operation or the first stop operation being right) is performed. Here, the penalty is specifically a penalty related to the transition from the normal state to the AT state, and in this embodiment, (1) no lottery is held to determine whether or not to transition from the normal state to the AT state in the game. Note that even if a lottery is held, the penalty may be one in which the player does not win to transition to the AT state. Also, (2) the value of the counter that counts the number of games in the normal state up to the ceiling number of games (hereinafter referred to as the ceiling counter) is not updated (not added). In this embodiment, the content of these penalties (1) and (2) is adopted, but it is not limited to these, and other content may be used as long as it is a penalty related to the transition from the normal state to the AT state. For example, the penalty could be to suppress or not execute preferential treatment, such as not conducting a stock lottery based on the internally won role during the pre-AT (so-called main pre-AT) period when the AT has already been determined, or not conducting an AT upgrade lottery that would transition to a better AT based on the internally won role during the main pre-AT period. In addition, although this is described as a penalty related to the transition to the AT state, a penalty related to the transition to the CZ (Challenge Zone) may also be included. Thus, if you press the buttons in an irregular way, the penalty can be that some unfavorable treatment is performed that would not be performed if you pressed the buttons in the recommended way, or that a treatment that would be performed if you pressed the buttons in the recommended way is not performed (a treatment that does not follow the route of the treatment that should be performed).
[0099] Figure 7 shows the seven game states described above, with the transition conditions for each state indicated by the arrows. When the transition condition corresponding to each arrow is met, the game state transitions in the direction of that arrow.
[0100] The normal stage is the initial state after the settings have been changed. Condition A is met in the normal stage. In this case (more specifically, in the initial non-advantageous normal stage, a win other than a miss occurs and the player transitions to the advantageous section. Then, in the advantageous section's normal stage, a win in a specific performance lottery based on a rare win (for example, a strong cherry) occurs, and the player transitions to the AT normal state when the specific performance begins and ends. In this embodiment, the specific performance is a continuous performance spanning multiple games. The continuous performance could be, for example, a duel performance or a freeze performance. The continuous performance can be any performance spanning multiple games, and since it occurs before the transition to the AT state, it may also be called a premonition performance. The above specific performance lottery may be a 100% win rate, or it may be a system where the transition to the AT normal state is confirmed when a rare win occurs.
[0101] If condition B is met in the normal stage (specifically, if a role other than a miss is won in the normal stage of the non-advantageous section, which is the initial state, and the player moves to the advantageous section, and then wins the CZ transition lottery based on the winning role in the normal stage of the advantageous section), the player moves to the CZ. The CZ is a game state with a fixed number of games (for example, 10 games) for a finite period. If condition D is met in the CZ (specifically, if the player wins the bonus transition lottery based on the winning role in the CZ), the player moves to the bonus state, and if condition C is met in the CZ (specifically, if the player does not win the bonus transition lottery in the CZ), the player moves to the normal stage.
[0102] The bonus state is a game state with a fixed number of games (for example, 30 games) for a finite period. Note that the bonus referred to here is a pseudo-bonus. If condition F is met in the bonus state (more specifically, if the AT lottery based on the winning role is won in the bonus state), the game transitions to the AT normal state. If the AT lottery is won, the number of games that can be spent in the AT normal state (hereinafter referred to as the AT granted game count) is granted. On the other hand, if condition E is met in the bonus state (more specifically, if the AT lottery is not won in the bonus state), the game transitions to the normal stage.
[0103] The slot machine 100 of this embodiment is designed to increase payouts in the AT normal state. When condition G is met in the AT normal state (specifically, when the bonus zone transition lottery based on the winning role is won), the machine transitions to the bonus zone. The bonus zone is a state in which a bonus lottery is performed to increase the number of AT games granted. That is, in the AT normal state, the player can play for a number of games equal to the initial number of AT games granted immediately after winning the AT lottery, plus the number of games granted in this bonus zone. The bonus zone is a game state with a fixed number of games (for example, 10 games) for a finite period. When condition H is met in the bonus zone (specifically, when the bonus zone ends due to the consumption of games), the machine transitions to the AT normal state. Alternatively, the number of AT games may not be granted immediately after winning the AT lottery, and the initial number of games in the AT normal state may be determined in the bonus zone.
[0104] Furthermore, if condition J is met in the normal AT state (more specifically, if the conditions for transitioning to the ending are met), the game will transition to the ending state. Here, the conditions for transitioning to the ending are met when the difference in the number of coins in the advantageous section becomes equal to or greater than the specified number of coins (in this case, 2200 coins). In other words, condition J is met when the remaining number of coins until the upper limit of the difference in coins at which the advantageous section ends (in this case, 2400 coins) is reached falls below a predetermined number (in this case, 200 coins).
[0105] The ending state is the final state of the AT state (advantageous section). If condition L is met in the ending state (specifically, if the conditions for ending the advantageous section are met and the lottery for transitioning to the comeback zone is won), the game will transition to the comeback zone. The conditions for ending the advantageous section are met when the difference in the number of coins in the advantageous section reaches the upper limit of 2400 coins. Since the maximum number of coins is 2400, it is possible for the advantageous period to end after exceeding 2400 coins, taking into account the losses incurred before reaching the AT state.
[0106] Figure 8(a) shows the probability of winning the draw for transitioning to the return zone.
[0107] The RAM 308 of the main control unit 300 is equipped with a net difference counter that counts the upper limit net difference in the advantageous section, the aforementioned ceiling counter, a counter that counts the number of games for which AT is granted, and an AT acquired coin counter that counts the number of coins acquired in the normal AT state. When the CPU 304 of the main control unit 300 reaches a predetermined second value (500 coins in this case), it executes a lottery for transitioning to the return zone. In this case, as shown in Figure 8(a), the probability of winning the lottery for transitioning to the return zone is about 10%, and it is possible to transition to the return zone. More precisely, the probability of winning the lottery for transitioning (the probability of transitioning) is 25 / 256, and the probability of not transitioning is 231 / 256. If the lottery for transitioning to the return zone is won at this stage, condition K is met when all the games for which AT is granted are used up before reaching the upper limit net difference that ends the advantageous section in the normal AT state, and the player transitions to the return zone. When the player transitions to the return zone in this way, they remain in the advantageous section. On the other hand, if the number of coins acquired in the normal AT state does not reach the predetermined second value (500 coins), the draw for transitioning to the return zone will not be performed. Therefore, in this case, the probability of winning the draw for transitioning to the return zone is 0%. Condition I is met when all the AT-granted games are used up before the number of coins acquired in the normal AT state reaches the predetermined second value (500 coins), and the player returns to the normal stage. When the player returns to the normal stage in this way, they remain in the advantageous section.
[0108] Furthermore, when the AT acquired coin counter reaches a predetermined second value (500 coins in this case), the draw for transitioning to the return zone is unsuccessful. When the AT acquired coin counter reaches a predetermined first value (a value less than the upper limit of coin difference at which the advantageous section ends, which is 1000 coins in this case), the draw for transitioning to the return zone is executed again. As shown in Figure 8(a), the probability of winning when 1000 coins is reached is 100%. After the number of acquired coins in the normal AT state reaches the predetermined first value (1000 coins) (winning the draw for transitioning to the return zone), condition K is met when all the AT-granted games are consumed in the normal AT state before reaching the upper limit of coin difference at which the advantageous section ends, and the player transitions to the return zone. Even when transitioning to the return zone in this way, the player remains in the advantageous section. Also, when transitioning to the ending state and reaching the upper limit of coin difference at which the advantageous section ends (2400 coins), condition L is met, and the player transitions to the return zone. When transitioning from the ending state to the return zone, the player transitions to the non-advantageous section. When the difference in the number of coins in the advantageous period reaches the upper limit of 2400 coins, it means that the number of coins acquired in the normal AT state has reached 1000, and the game will always transition from the ending state to the comeback zone.
[0109] Furthermore, if the number of coins acquired in the normal AT state reaches the second value (500 coins), there is approximately a 90% chance of failing the draw for transitioning to the re-entry zone. If the draw at the point when the number of coins acquired in the normal AT state reaches the second value is unsuccessful, and all the AT-granted games are used up before reaching the first value, condition I is met, and the player returns to the normal stage. Even when returning to the normal stage in this way, the player remains in the advantageous section.
[0110] As explained above, the draw for transitioning to the comeback zone is not performed unless the number of coins acquired in the normal AT state reaches 500, it is performed if it reaches 500, and if it reaches 1000, the player is guaranteed to transition to the comeback zone. This allows players to have a goal for playing in the normal AT state, and also gives them the expectation that "if I get a lot, I might get even more." Note that the AT acquired coin counter here counts the number of coins acquired in the normal AT state, but it also counts the number of coins acquired in the normal AT state and the bonus state together. The number of coins acquired may be counted individually, or the number of coins acquired throughout the entire AT state may be counted. Furthermore, the probability of winning the draw for transitioning to the return zone may differ depending on the setting value, and the probability of winning the draw for transitioning to the return zone may be higher for higher settings (e.g., setting 6) than for lower settings (e.g., setting 1). In this way, higher settings allow players to acquire even greater value from the game. On the other hand, the probability of winning the draw for transitioning to the return zone may be higher for lower settings (e.g., setting 1) than for higher settings (e.g., setting 6). In this way, even lower settings allow players to acquire greater value from the game.
[0111] Additionally, during normal AT mode, a message such as "Reaching 1000 coins may guarantee a return zone" could be displayed to make the player's goal during AT mode visible. Alternatively, during normal AT mode after winning the return zone transition lottery and obtaining the right to transition to the return zone, a display that allows the player to identify that they will be transitioning to the return zone next could increase the player's motivation to continue playing.
[0112] Furthermore, the draw for transitioning to the return zone may be performed when the maximum number of coins that constitutes the end of the advantageous period is reached, or when all the AT-granted games have been played. In this case, the probability of winning the transition will differ, as shown in Figure 8(a), depending on whether the number of coins acquired in the normal AT state at the time of execution has reached a predetermined second value (500 coins) or a predetermined first value (1000 coins). Alternatively, the draw for transitioning to the return zone may be performed when the number of coins acquired in the normal AT state has reached a predetermined second value and a predetermined first value, respectively, and when all the AT-granted games have been played.
[0113] Furthermore, in cases where a predetermined second value (500 coins) or a predetermined first value (1000 coins) is reached and all AT-granting games are consumed before transitioning to the comeback zone, the advantageous zone continues without transitioning to the non-advantageous zone. However, at the point when all AT-granting games are consumed, it may be decided whether to end the advantageous zone and transition to the non-advantageous zone depending on whether a sufficient number of coins can be obtained in the remaining period of the currently advantageous zone. A sufficient number of coins could be, for example, 2400 coins, or it could be less than 2400 coins, such as 1500 coins. In other words, if a sufficient number of coins cannot be obtained, the current advantageous zone may be ended and the player may transition to the non-advantageous zone, allowing a new advantageous zone to begin. This is to prevent situations where, despite winning an AT in the comeback zone and returning to AT, the player is immediately transitioned to the ending state with a small number of coins obtained in the returned AT, causing dissatisfaction among players.
[0114] The "pullback zone" is a finite period of gameplay with a fixed number of games (for example, 15 games). The number of games in the pullback zone is less than the number of games in the bonus state, but more than the number of games in the bonus addition zone.
[0115] Figure 8(b) shows the probability of winning an AT (Attack Time) in the AT lottery conducted during the pull-back zone.
[0116] If you win the AT lottery, which is conducted for all roles within 15 games (condition M shown in Figure 7 is met), you will return to the normal AT state after the comeback zone ends. If you do not win the AT (condition N shown in Figure 7 is met), you will return to the normal stage. If you have just entered the comeback zone, you are back in the non-advantageous section, so if you win a miss, the AT lottery will not be held. Alternatively, even if the AT lottery is held and you win the AT, it will be treated as invalid. If you have won a role other than a miss and have returned to the advantageous section, you may still win the AT even if you win a miss. The diagram shown in Figure 8(b) is just one example; in other cases, watermelon and weak cherry are considered weak rare roles, strong cherry and chance eye are considered strong rare roles, and the AT winning probability for weak rare roles is 45%. For rare roles, the distribution could be set to 100%. Also, the AT lottery during the comeback zone could be made different depending on the setting value, with a higher setting (e.g., setting 6) having a higher AT winning probability than a lower setting (e.g., setting 1). In this way, players can gain even more value from playing with a higher setting. On the other hand, a lower setting (e.g., setting 1) could have a higher AT winning probability than a higher setting (e.g., setting 6). In this way, players can gain more value from playing even with a lower setting.
[0117] Even if an AT is won, the pull-back zone will be maintained until 15 games have been played, but the game may transition to the normal AT state from the game following the AT win. In addition, before transitioning from the ending to the pull-back zone, a few games of pull-back zone preparation may be provided, giving the player an opportunity to return from the non-advantageous section to the advantageous section. In this case, a preparation animation may be performed that identifies or suggests that the pull-back zone preparation state is in place. Then, when the player transitions to the advantageous section during the preparation state, the pull-back zone will begin.
[0118] Figure 9 is a graph showing an example of the increase or decrease in the number of tokens when passing through the pullback zone.
[0119] In Figure 9, the vertical axis represents the number of game tokens (number of medals), and the horizontal axis represents the passage of time. The difference in medals shown in the graph of Figure 9 is, as described above, the cumulative value of the difference between the number of medals inserted and the number of medals paid out in a single game (number of medals paid out - number of medals inserted). A setting change is made, and the difference in medals is reset to 0. Also, because the setting change has been made, the game state is now the normal state. During the normal state, the difference in medals decreases, but when the game transitions to the AT state (1st time), it begins to increase. At the point when the number of AT-granted games in the AT normal state has been consumed, the number of medals acquired in the AT normal state has reached 500, and a draw for transitioning to the comeback zone is performed. However, there is a losing probability of about 10% as shown in Figure 8(a) (condition I shown in Figure 7 is met), and the game transitions to the second normal state. During the second normal state, the difference in medals also decreases, but when the game transitions to the AT state (2nd time), it begins to increase, and the difference in medals increases to a positive value. Eventually, the number of games for granting AT (AT) is consumed even in the AT state (2nd time). The number of coins acquired in the normal AT state exceeds 1000 (condition K shown in Figure 7 is met), and the game transitions to the comeback zone. The comeback zone is a normal state where no operation navigation is performed, so the number of coins decreases. The AT lottery is won during the comeback zone, and after the 15 games of the comeback zone end, the game transitions to the AT state (3rd time). In the AT state (3rd time), the number of coins reaches the upper limit of 2400. As a result, condition L shown in Figure 7 is met, and the game transitions to the comeback zone. Also, the advantageous section is reset and becomes a non-advantageous section. In the comeback zone, the number of coins decreases, the AT lottery is not won during the comeback zone, and after the 15 games of the comeback zone end, the game transitions to the normal state.
[0120] As explained above, in the slot machine 100 of this embodiment, if the number of acquired coins in a single AT state exceeds 1000, the player will always transition to the comeback zone. Furthermore, the lottery for transitioning to the comeback zone is performed when the conditions for ending the advantageous section are met and when the number of AT-granted games in the normal AT state is consumed. In addition, the lottery for transitioning to the comeback zone may also be performed when the player transitions to the normal AT state or when the number of acquired coins reaches 500, and if successful, the right to transition to the comeback zone may be reserved until the number of AT-granted games is consumed. This increases the opportunities to acquire the right to transition to the comeback zone even if the number of acquired coins does not reach 1000, and makes it easier to perform exciting animations during the AT state or when the number of AT-granted games is consumed. As an example of an exciting effect, an effect may be implemented that makes it possible to identify or suggest that the player will be taken to the comeback zone if they win the lottery for transitioning to the comeback zone, or when the number of acquired coins approaches 500 (for example, when it reaches 450), the display of acquired coins on the AT state screen may flash or change color, or when it reaches 500 coins, good.
[0121] Furthermore, the number of coins acquired during one AT state may be used instead of the number of coins acquired during one advantageous period. Also, if the number of AT games is used up without any additional games being added, the probability of winning a return zone may be increased to more than approximately 10%.
[0122] Note that the number of acquired tokens may refer to a virtual difference in tokens rather than the actual number acquired. The virtual difference in tokens here refers to the estimated number of tokens that would be acquired if the game value as intended by the gaming machine were achieved. For example, in the normal state (non-AT state), the number of tokens actually acquired by pressing the buttons in order is counted. Tokens acquired by pressing the buttons in an irregular order in the normal state are treated as 0 (not counted). Since the game value obtained by playing in a way that is not recommended is not counted, a fair gaming machine can be provided. Even if the operation navigation is not followed in the AT state, the number of tokens that could be acquired by operating in the correct order is counted. In other words, even if the button press order navigation is ignored, the number of tokens will be counted as if the button press order navigation had been followed. Even if the button press order is incorrect during the AT state, the draw for transitioning to the comeback zone will be conducted as if the correct operation had been performed. As a result, even if a player actually had over 1000 coins, they might only receive 990 coins due to pressing the buttons in the wrong order, and fail the lottery to enter the comeback zone, thus preventing them from being disadvantaged.
[0123] In addition to a net difference counter that counts the actual net difference in tokens, the gaming machine is also equipped with a counter that counts a virtual net difference (virtual net difference counter). The initial value of this virtual net difference counter is greater than 0. Even if the count value falls below the initial value due to the gameplay, there is still room before it enters the negative range, and the period during which the count is not taken into account for a longer time. Furthermore, the absolute value on the negative side of the virtual net difference counter (second absolute value) is greater than the absolute value on the positive side of the initial value (first absolute value). Even if the net difference in tokens won exceeds the value obtained by subtracting the first absolute value from the initial value due to the player's gameplay, there is still room for the player to recover.
[0124] Furthermore, the net difference counter counts the difference in the positive range (ignoring the negative portion of payouts minus inserts and counting only the positive portion), while an actual measurement counter is also provided that counts the actual number of payouts minus inserts for the day, including the negative portion. The net difference counter and virtual net difference counter are not initialized when the power is cut off and restored, but the actual measurement counter is initialized when the power is cut off and restored. By preventing the net difference counter and virtual net difference counter from being initialized when the power is cut off and restored, they will not be initialized when the power is turned on before opening, and the count value from the previous day will be carried over, which can be expected to improve the operation of the gaming machines immediately after opening.
[0125] According to the above description, "Reels that stop rotating when stopped [for example, left reel 110, middle reel 111, right reel 112], Notification means [for example, liquid crystal display device 157], Control means for controlling transitions in game states [for example, main control unit 300], A gaming machine equipped with, The control means is a means that can transition the game state to a notification game state [for example, an AT state (AT normal state, ending state)] in which the notification means can notify the player of a stop operation that is advantageous to the player in the stop operation [for example, a stop operation in which the first stop reel is the middle reel 111, the second stop reel is the right reel 112, and the third stop reel is the left reel 110]. The control means, when the first condition [for example, the number of game tokens acquired in the AT state is 1000 or more] is satisfied in the notification game state, is a means to transition to a special game state [for example, a return zone] that can be transitioned to the notification game state after the notification game state ends. A gaming machine characterized by the following features. I explained about that.
[0126] With this gaming machine, players may aim to achieve the first condition during the notification game state, and it can be expected that the players' motivation to participate will increase. Furthermore, since the special game state is available even after the notification game state ends, it is possible to give players an incentive to continue playing and actively increase their motivation to play.
[0127] Also, "The control means is a means that, even if the first condition is not satisfied in the notification game state, may transition to the special game state when the notification game state ends [for example, even if the number of game tokens acquired in the AT state is less than 1000, if it is 500 or more, the transition lottery may be won]." A gaming machine characterized by the following features. I also explained that.
[0128] Also, The first condition is that the acquisition status of game value [e.g., medals] in the notification game state is a predetermined first state [e.g., 1000 or more medals]. A gaming machine characterized by the following features. I also explained that.
[0129] If the acquisition of game value is in the predetermined first state described above, it can give the player the expectation that they may be able to increase the number of balls they win.
[0130] Also, "The control means is a means that, if the first condition is not satisfied in the notification game state but the second condition is satisfied, transitions to the special game state when the notification game state ends." The second condition is a condition that is met when the acquisition status of game value in the notification game state does not satisfy the predetermined first condition, but is in a predetermined second condition [for example, 500 coins or more but less than 1000 coins], and when the transition lottery [for example, the draw-back zone transition lottery] is won [for example, with a winning probability of approximately 10% as shown in Figure 8(a)]. A gaming machine characterized by the following features. I also explained that.
[0131] Even if the predetermined first condition is not met, the opportunity to transition to the special game state is provided, thus preventing a decline in the enjoyment of the game.
[0132] Also, "It has a favorable period for the player, The aforementioned notification game state is one of the game states in the advantageous period, The aforementioned advantageous period is a period that may end when the amount of game value acquired during that advantageous period reaches a predetermined third state [for example, 2400 coins or more]. The aforementioned notification game state is a state that may end when the acquisition status of game value in the advantageous section reaches the predetermined third state. The aforementioned third predetermined situation is a situation that exceeds the aforementioned first predetermined situation, When the aforementioned advantageous period ends and the game transitions from the notification game state to the special game state [for example, the pull-back zone] [for example, when the condition L shown in Figure 7 is met], the special game state may be a game state in a new advantageous period [for example, an internal win on a role other than a miss]. selection], A gaming machine characterized by the following features. I also explained that.
[0133] If a new advantageous period begins during the aforementioned special game state, the maximum amount of game value that can be obtained during that advantageous period can be guaranteed.
[0134] <How the slot machine works> Next, the processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained with reference to the drawings.
[0135] <Main processing of the main control unit> First, using Figure 10, we will explain the main processing performed by the CPU 304 of the main control unit 300. Note that this figure is a flowchart showing the flow of the main processing of the main control unit.
[0136] As described above, the main control unit 300 is provided with a startup signal output circuit (reset signal output circuit) 338 that outputs a startup signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302, upon receiving this startup signal, resets and starts up via a reset interrupt and executes the main control unit processing shown in Figure 10 according to the control program pre-stored in the ROM 306.
[0137] When power is turned on, the main control unit initial setup process is performed in step S101. This main control unit initial setup process includes setting the initial stack value for the CPU 304's stack pointer (SP), disabling interrupts, initializing the I / O 310, initializing various variables to be stored in RAM 308, and enabling and setting the initial value for WDT 314.
[0138] Step S103 executes the game start process. This process checks whether medals have been inserted (by hand or by operating bet buttons 130-132), and if medals have been inserted, prepares to send an insertion command to indicate this. If a replay was won in the previous game, the same number of medals as those inserted in the previous game will be inserted, so the player does not need to insert any more medals. In addition, it checks whether the start lever 135 has been operated when the specified number of medals (2 or 3) have been used, and if the start lever 135 has been operated, the number of medals inserted and the valid winning lines are determined, and the game starts.
[0139] In step S105, various lottery processes are executed, including the process for determining the winning combination within the system.
[0140] In step S107, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.
[0141] In step S109, the rotation of reels 110-112 is started on the condition that the game interval timer (decremented in the timer update process described later) is 0, and an initial value is set for the game interval timer. Also, when the rotation of reels 110-112 starts, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when reels 110-112 reach a predetermined rotation speed, the optical sensors provided on each reel detect the position of the symbols on each reel, and the stop operation for stop buttons 137-139 is activated. The game interval counter ensures the minimum time required for one game (4.1s in this embodiment), thereby suppressing the element of chance.
[0142] Step S111 is the execution of the reel stop control process. In this process, after the stop operation is activated, when any of the stop buttons 137 to 139 are pressed, the reels 110 to 112 corresponding to the pressed stop button 137 to 139 are stopped. Specifically, each time a stop operation is performed, the stop table of reel stop data is referred to, and the reels 110 to 112 corresponding to the stop operation are stopped according to the number of reel pull-in frames set in the stop table. In addition, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Furthermore, for each stop operation, preparations are made to send the corresponding command (first to third press command) to the first sub-control unit 400, and each time a reel 110 to 112 stops, preparations are made to send the corresponding command (first to third stop command) to the first sub-control unit 400. When all reels 110 to 112 have stopped, the process proceeds to step S113.
[0143] In step S113, a prize determination process is performed. Here, if a combination of symbols corresponding to a winning combination is displayed on an activated winning line, it is determined that a prize has been won for that combination. After determining the winning combination, preparations are made to send a prize command to the first sub-control unit 400.
[0144] In step S115, if any winning combination that results in a payout is achieved, the corresponding number of medals are awarded (paid out), and the number of medals awarded is displayed using the payout display 127.
[0145] In step S117, a state update process is executed to update various states in the slot machine 100. For example, the RAM 308 of the main control unit 300 is used to update the difference counter which counts the upper limit of the difference in the number of coins in the advantageous section, the ceiling counter mentioned above, the counter which counts the number of games for which AT is granted, and the AT acquisition counter mentioned above.
[0146] This concludes one game. From here on, the game will continue by returning to step S103 and repeating the process described above.
[0147] <Main control unit 300 timer interrupt processing> Next, using Figure 11, we will explain the main control unit timer interrupt processing executed by the CPU 304 of the main control unit 300. Note that this figure is a flowchart showing the flow of the main control unit timer interrupt processing.
[0148] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined interval (approximately once every 2ms in this embodiment), and the main control unit timer interrupt processing is started at a predetermined interval triggered by this timer interrupt signal.
[0149] Step S201 performs the timer interrupt start process. This timer interrupt start process includes temporarily saving the values of each register of the CPU304 to the stack area.
[0150] In step S203, the WDT314 is periodically restarted (in this embodiment, once every 2ms, which is the period of the main control unit timer interrupt) to prevent a WDT interrupt from occurring (to prevent detection of a processing abnormality) if the count value of the WDT314 exceeds the initial setting value (32.8ms in this embodiment).
[0151] In step S205, an input port state update process is performed. In this input port state update process, the detection of the sensor circuits 320 of various sensors 318 is performed via the input ports of the I / O 310. The system receives a signal, monitors for the presence or absence of a detected signal, and stores the signal status in a signal state memory area partitioned for each type of sensor 318 in the RAM 308. The status of the optical sensor is confirmed during this process.
[0152] In step S207, various game processing is executed, and processing is performed according to the interrupt status.
[0153] In step S209, timer update processing is performed. For example, processing is executed to update various timers according to their respective time units, such as subtracting the game interval timer.
[0154] In step S211, the command setting transmission process is performed, and various commands that were prepared for transmission in the main processing and timer interrupt processing of the main control unit 300 are sent to the first sub-control unit 400. The output information to be sent to the first sub-control unit 400 consists of strobe information (if on, it indicates that data is set), command type (in this embodiment, basic command, input command, start lever acceptance command, internal winning command, performance command associated with performance lottery processing, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press command associated with acceptance of operation of stop buttons 137 to 139, first to third stop command associated with the stopping of reels 110 to 112, winning command, payout quantity command and payout end command associated with medal payout processing, status update command, item addition command, acquired points command, setting change command, power restoration command), and command data (predetermined information corresponding to the command type).
[0155] The first sub-control unit 400 can determine the performance control in response to changes in game control in the main control unit 300 based on the command type included in the received output schedule information, and can also determine the content of the performance control based on the command data information included in the output schedule information.
[0156] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in RAM 308 is output to an information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0157] In step S215, device monitoring is performed. In this device monitoring process, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are first read to check for errors related to abnormal medal insertion and abnormal medal dispensing. If an error is detected, error processing is executed (not shown). Furthermore, the settings of the medal blocker 171, various lamps 339, and various 7-segment (SEG) displays are configured according to the current game state.
[0158] In step S217, the system monitors whether a low-voltage signal is on or off. If a low-voltage signal is received (power outage detected), the system proceeds to step S221; otherwise, it proceeds to step S219.
[0159] In step S219, the timer interrupt termination process is performed. This timer interrupt termination process involves setting the values of each register that were temporarily saved in step S201 back to their original values. After that, the process returns to the main control unit main process shown in Figure 10.
[0160] On the other hand, in step S221, information that needs to be saved, such as specific variables and the stack pointer, to return to the state at the time of power loss when power is restored is saved to a predetermined area of RAM308, and a checksum value is derived for the predetermined area that includes at least the used area of RAM308. The system stores this information and sets the power flag to ON to indicate that a power cut-off has occurred.
[0161] <Processing of the first sub-control unit> Next, the processing of the first sub-control unit 400 will be explained using Figure 12. Figure 12(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 12(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 12(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0162] First, the main processing of the first sub-control unit 400 will be explained using Figure 12(a).
[0163] When the power is turned on, the initialization process is first executed in step S301. This initialization process includes initial settings for input / output ports and initialization of the memory area in RAM 408. During this process, an area for storing internal winning information, which represents the result of an internal win, and an area for storing RT update information, which represents the game state, are each created in RAM 408.
[0164] 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.
[0165] In step S303, the timer variable is assigned the value 0.
[0166] In step S304, command processing is performed, which is the processing corresponding to each command received from the main control unit 300.
[0167] In step S305, performance control processing is performed. Here, preparations for the performance are carried out according to the performance reservation information located in the performance reservation area provided in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and, if the performance data needs to be updated, performing performance data update processing.
[0168] In step S306, sound control processing is performed based on the processing result of step S305. For example, if there is a command to the sound source IC418 in the performance data read in step S305, this command is output to the sound source IC418.
[0169] In step S307, lamp control processing is performed based on the processing result of step S305. For example, if there are commands for various lamps 420 in the performance data read in step S305, these commands are output to the drive circuit 422.
[0170] In step S309, information output processing is performed to set up the sending of a command to the second sub-control unit 500 based on the processing result of step S305. For example, if there is a command to send to the second sub-control unit 500 in the performance data read in step S305, the settings are made to output this control command, and the process returns to step S302.
[0171] Next, the command reception interrupt processing of the first sub-control unit 400 will be explained using Figure 12(b). This command reception interrupt processing is performed when the first sub-control unit 400 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 the command memory area provided in RAM 408.
[0172] Next, using Figure 12(c), the following steps are executed by the CPU 404 of the first sub-control unit 400. The timer interrupt processing of the first sub-control unit will now be explained. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers timer interrupt processing at a predetermined interval based on this timer interrupt.
[0173] In step S501, 1 is added to the value in the timer variable storage area of RAM 408, as explained in step S302 of the main processing of the first sub-control unit shown in Figure 12(a), and the result is stored in the original timer variable storage area. Therefore, in step S302, the timer variable value is determined to be 10 or greater every 20ms (2ms × 10).
[0174] In step S502, commands are sent to the second sub-control unit 500, which was set in step S309, and processing is performed to update the random values for the performance.
[0175] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be explained using Figure 13. Figure 13(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 13(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 13(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 13(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0176] First, in step S601 of Figure 13(a), various initial settings are performed. When the power is turned on, the initialization process is executed in step S601. This initialization process includes initial settings for input / output ports, initialization of the memory area in RAM 508, and initialization of the memory area in VRAM 518.
[0177] In step S602, 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 S603.
[0178] In step S603, the timer variable is assigned the value 0.
[0179] In step S604, command processing is performed. During command processing, the CPU 504 of the second sub-control unit 500 identifies each command received from the CPU 404 of the first sub-control unit 400.
[0180] Step S605 performs performance control processing. Specifically, if there was a new command in step S604, the process corresponding to this command is performed. For example, the process of reading performance data for image control related to the background image from ROM 506 is executed. In addition, the process of reading other performance data from ROM 506 is performed, and if the performance data needs to be updated, the performance data update process is performed.
[0181] In step S606, image control processing (details described later) is performed based on the processing result of step S605. For example, if there is an image control command in the performance data read in step S605, the corresponding image control is performed. For example, image control related to the display image (notification image, background image) is executed. Once this image control processing is completed, the process returns to step S602.
[0182] Next, the command reception interrupt processing of the second sub-control unit 500 will be explained using Figure 13(b). This command reception interrupt processing is performed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400.
[0183] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in the command storage area provided in RAM 508.
[0184] Next, using Figure 13(c), the timer interrupt processing of the second sub-control unit 500, which is executed by the CPU 504 of the second sub-control unit 500, will be explained. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval based on this timer interrupt.
[0185] In step S801, 1 is added to the value in the timer variable storage area of RAM 508, as explained in step S602 of the second sub-control unit main processing shown in Figure 13(a), and the result is stored in the original timer variable storage area. Therefore, in step S602, the timer variable value is determined to be 10 or greater every 20ms (2ms × 10).
[0186] Step S802 performs processes such as updating the random values used for the visual effects.
[0187] Next, using Figure 13(d), the image control process in step S606 of the main processing of the second sub-control unit 500 will be explained. This figure is a flowchart showing the flow of the image control process.
[0188] In step S901, an instruction is given to transfer image data. Here, the CPU 504 first swaps the drawing area designations of display area A and display area B of the VRAM 536. As a result, one frame of image stored in the display area not designated as a drawing area is displayed on the liquid crystal display device 157. Next, the CPU 504 sets the 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 an instruction to start the transfer of image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer completion interrupt signal to the CPU 504.
[0189] In step S902, it is determined whether or not a transfer completion interrupt signal has been received from VDP516. If a transfer completion interrupt signal has been received, the process proceeds to step S903; otherwise, the process waits for a transfer completion interrupt signal to be received.
[0190] In step S903, parameter settings are performed based on the production scenario configuration table and attribute data. Here, the CPU 504 instructs the VDP 516 to provide 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 then performs parameter settings according to the attributes based on the instructions stored in the attribute register.
[0191] In step S904, a drawing instruction is issued. In this drawing instruction, CPU 504 instructs VDP 516 to start drawing the image. VDP 516 starts drawing the image in the frame buffer according to the instruction from CPU 504.
[0192] In step S905, it is determined whether or not a generation completion interrupt signal has been input from VDP516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S906; otherwise, the process waits for a generation completion interrupt signal to be input.
[0193] In step S906, the scene display counter, which is set in a predetermined area of RAM 508 and counts how many scene images have been generated, is incremented (+1) and the process ends.
[0194] Next, we will explain an example of a sequence of events that transitions from a continuous sequence to the AT (Attack Time) state.
[0195] The RAM 308 of the main control unit 300 is equipped with a pre-announcement game count A counter, and the RAM 408 of the first sub-control unit 400 is equipped with a pre-announcement game count B counter. In condition A shown in Figure 7, the game transitions to the AT state (AT normal state) upon completion of a continuous performance. Here, the continuous performance is a duel performance, which is executed over 4 games, and when the duel performance ends, the game transitions to the AT state. The games played during the continuous performance are considered games that precede the transition to the AT state. Both the pre-announcement game count A counter and the pre-announcement game count B counters count the remaining number of games that precede the transition to the AT state. The pre-announcement game count A counter is a counter for managing the transition to the AT state in order to earn payouts, and is managed by the main control unit 300. On the other hand, the pre-announcement game count B counter is a counter for managing performances, and is managed by the first sub-control unit 400.
[0196] Figure 14 is a diagram illustrating a problem in a conventional slot machine where a continuous performance begins and then transitions to the AT (Automatic Trigger) state. In Figure 14, both the upper Figure 14(a) and the lower Figure 14(b) progress from left to right. Figure 14 shows the number of games played, the winning combination, the button press order, the display screen of the liquid crystal display device 157, the occurrence of a penalty, the progress of the performance, the count value of the pre-announcement game count A counter, and the count value of the pre-announcement game count B counter. The display screen of the liquid crystal display device 157 is controlled based on the value of the pre-announcement game count B counter managed by the first sub-control unit 400.
[0197] In Figure 14(a) shown in the upper section, a rare role (for example, a strong cherry) is won, and a continuous performance begins from the NG sequence. That is, performance 1 of the continuous performance is executed, and a notification image ("Defeat the Swordsman" mission image) indicating that the duel performance has started is displayed on the LCD display device 157. When a rare role (for example, a strong cherry) is won, the value of "4" is set in both the pre-spin game count A counter and the pre-spin game count B counter. In this NG sequence, the count value of the pre-spin game count A counter is updated from "4" to "3", and the count value of the pre-spin game count B counter is also updated from "4" to "3".
[0198] In the N+1th game, the second of the continuous sequences is executed, and the LCD display 157 shows the scene in which the enemy swordsman appears. In this N+1th game, the count value of the pre-announcement game count A counter decreases by one due to the update to "2", and the count value of the pre-announcement game count B counter is also "2".
[0199] In the N+2th game, the third of the continuous performance sequences is executed, and the LCD display 157 shows a scene where the protagonist lord and the antagonist swordsman are facing each other. In this N+2nd game, the count value of the pre-announcement game count A counter decreases by one due to the update to "1", and the count value of the pre-announcement game count B counter is also "1". The winning combination here is a push-order bell, whereas the previous winning combinations were misses. However, since it is in a normal state (not AT state), no operation navigation is performed, and the stopping operation is performed in order, with the first stop being left.
[0200] In the N+3 game (the 4th game after the start of the continuous performance), performance 4 of the continuous performance (corresponding to the final performance) is executed, and the LCD display screen 157 shows a scene in which the protagonist lord defeats the enemy swordsman, and the transition to AT is announced. In the third game, the count value of the pre-announcement game count A counter was updated to "0", and the count value of the pre-announcement game count B counter was also updated to "0".
[0201] In the N+4th game, the game transitions from the normal state to the AT state (AT normal state). Based on the fact that the count value of the pre-announcement game count B counter was "0", the LCD display 157 displays a notification screen (AT start screen with "AT Start") indicating that the game has transitioned to the AT state. Also, based on the fact that the count value of the pre-announcement game count A counter was "0", the main control unit 300 is authorized to transmit information regarding the operation order of the winning role to the first sub-control unit 400. As a result, the LCD display 157 displays "321" (reverse push operation navigation display) indicating the correct operation for the push-order bell, which is the winning role.
[0202] Figure 14(b) in the lower section shows an example where a continuous performance sequence is executed, similar to Figure 14(a) in the upper section, but a penalty occurs during the game in the middle of that sequence. The following explanation will focus on the differences from the example shown in Figure 14(a) in the upper section.
[0203] Let's summarize the penalties once again. First, an action is subject to a penalty only if all of the following conditions are met: (a) the game is in the normal state of the advantageous section (not in the non-advantageous section, and not in AT state), (b) the game is one in which a push-order bell has been internally won, and (c) a stop operation other than the left for the first stop operation (specifically, the middle or right for the first stop operation) (so-called irregular pressing). In other words, simply performing irregular pressing does not result in a penalty. This prevents players from finding a strategy by repeatedly performing irregular pressing and also prevents excessive penalties. However, penalties may be imposed regardless of whether a win such as a push-order bell occurred ((a) + (c) must be met for a penalty to be imposed). Also, as will be described later, if irregular pressing occurs, regardless of whether a penalty is imposed or not, the LCD display device 157 will display a recommended operation message such as "Left pressing is recommended" to inform players who use the recommended pressing method. The timing for starting the display of the recommended operation indicator may be at the time of the first stop operation when an irregular press is made, or at a time after the irregular press is made (for example, at the time of the third stop operation). The recommended operation indicator may also be hidden after a predetermined time has elapsed since the display started, or after a predetermined time has elapsed since the third stop operation. These "predetermined times" are shorter than the time it takes to transition to the demo screen after the final stop operation, and the recommended operation indicator is hidden when the demo screen ends and the game screen returns. Alternatively, the recommended operation indicator may be displayed until the demo screen is made, and then hidden when the demo screen ends and the game screen returns. Or, the recommended operation indicator may be hidden after the acceptance of the next game start operation (operation of the start lever 135) becomes effective, or after the next game start operation is performed.
[0204] Furthermore, no penalties are incurred during non-advantageous periods. This is because prohibiting the transition to the advantageous period when an irregular press occurs during a non-advantageous period would allow players to continuously perform irregular presses in the non-advantageous period and win a large number of medals, thus preventing such occurrences. Another possible timing for transitioning from a non-advantageous period to an advantageous period is the first game after a setting change, which often occurs when the arcade opens. In the morning, the reels are not yet warmed up, and it takes time for them to accelerate, so the timing at which they can accept stop operations tends to be slightly delayed. Therefore, even if a player presses the left stop button 137 in their first operation, the timing may be off, and they may actually have pressed the middle stop button 138 at the timing mentioned above. It would be unfair to the player to impose a penalty in such cases, so penalties are not incurred during non-advantageous periods.
[0205] When a penalty-inducing action occurs, the following penalties occur: (1) The lottery to determine whether or not the game transitions from the normal state to the AT state is not performed. (2) The value of the ceiling counter, which counts the number of games in the normal state up to the ceiling game count, is not updated. Furthermore, in this example, (3) the count value of the pre-announcement game count A counter is also not updated. Note that in some cases, the penalty is simply the failure to actively perform the process, such as not performing the lottery or not updating the value.
[0206] In the example shown in Figure 14(b), during the N+2th game (performance 3 of the continuous performance), a stop operation is performed with the first stop operation being to the right. A stop operation with the first stop operation being to the right is an irregular stop. Here, since an internal win for the push-order bell occurs in the normal state of the advantageous section, this is an action subject to a penalty, and a penalty occurs. Even when the next game, N+3, begins, the count value of the pre-announcement game count A counter remains "1". On the other hand, the count value of the pre-announcement game count B counter is updated to "0".
[0207] In this example, the game transitions from the normal state to the AT state (AT normal state) on the N+4th game. The LCD display 157 shows the AT start screen based on the fact that the count value of the pre-announcement game count B counter was "0". On the other hand, because the count value of the pre-announcement game count A counter was not "0", the main control unit 300 did not transmit information regarding the order of operations for the winning role to the first sub-control unit 400, and the LCD display 157 does not show the operation navigation display that notifies the correct operation for the push-order bell, which is the winning role. Thus, in conventional slot machines, there is a problem in that a discrepancy occurs between the start of the operation navigation and the performance due to the occurrence of a penalty.
[0208] The slot machine 100 of this embodiment incorporates features to solve this problem.
[0209] Figure 15 shows the detailed timing charts for the N+2G and N+3G stages, as explained using Figure 14(a), and the display screen of the liquid crystal display device 157 at each timing.
[0210] In Figure 15, time progresses from left to right. Figure 15 also shows the "game progression," which includes the operation of the start lever 135: "start operation," "first stop," "second stop," and "third stop." Below that, the readiness states of the left stop button 137 sensor ("left stop Sw"), the middle stop button 138 sensor ("middle stop Sw"), and the right stop button 139 sensor ("right stop Sw") are also shown. Each Sw becomes readiness after the start operation, and when a stop operation is received while readiness is active, the readiness state ends. Below that, the rotation states of the left reel 110, middle reel 111, and right reel 112 are also shown. Further below, the display content of the liquid crystal display device 157 is also shown. In this example, during a continuous performance, the word "NEXT" (NTG), indicating that the performance will continue to the next game, is displayed in the lower right corner of the display screen of the liquid crystal display device 157 for a period of time (from the third stop to the start of the next game). Furthermore, the game count display GMV is shown in the lower left corner of the display screen of the liquid crystal display device 157. The value of this game count display GMV is the number of games managed by the first sub-control unit 400, and increases by 1 each time the start lever acceptance command is received from the main control unit 300 after power-on. The matters described above are the same in Figures 16 and 17.
[0211] The timing of the start operation is timing (A1), the N+2 game starts, and the execution of the third of the continuous performances begins. In the N+2 game, an internal win occurs for the push-order bell. At timing (A1), the LCD display device 157 shows a close-up of the main character, the lord. Also, upon the start of the game, the game count display GMV is The display changes from "99G" to "100G". From then on, "100G" will continue to be displayed in the GMV (Games Mass Voting) display unless otherwise specified.
[0212] In the normal state, on the N+2th game, the left stop button 137 is operated first, and the first stop occurs. Because the left stop button 137 is operated first, it is not an irregular press, and the first stop action here is not subject to a penalty. The timing of the first stop operation is timing (A2), and the left reel 110 stops. At timing (A2), the LCD display device 157 shows a close-up of the enemy swordsman.
[0213] Next, the middle stop button 138 is operated to perform the second stop, stopping the middle reel 111, and finally the right stop button 139 is operated to perform the third stop. The timing of the third stop operation is timing (A3), and the right reel 112 stops. At timing (A3), the display screen of the liquid crystal display device 157 shows the same scene as shown on the display screen of the liquid crystal display device 157 at the N+2G in Figure 14, where the main character, the lord, and the enemy swordsman are facing each other. Furthermore, in this example, the word "NEXT" is added to the bottom right corner following the third stop operation.
[0214] The timing between the third stop and the start of the next game is timing (A4). The display screen of the liquid crystal display device 157 at timing (A4) is the same as the display screen of the liquid crystal display device 157 at timing (A3).
[0215] Then, when the start lever 135 is operated and the start operation is performed, the next game (N+3 games) begins, and this time, the execution of the fourth sequence of sequences begins. The timing when the N+3 games begin is timing (A5). In the N+3 game, a replay is internally awarded. At timing (A5), the LCD display 157 shows the lord, the main character, in the upper half and the swordsman, the enemy character, in the lower half. Also, upon the start of the game, the "NEXT" text NTG disappears, and the game count display GMV is updated from "100G" to "101G".
[0216] Even on the N+3G, the left stop button 137 is operated first, and the first stop occurs. The timing of the first stop operation is timing (A6), and the left reel 110 stops. At timing (A6), the LCD display 157 shows the scene after the battle between the protagonist lord and the enemy swordsman. Also, the game count display GMV of "101G" continues to be displayed.
[0217] Next, the middle stop button 138 is operated, performing the second stop, and the middle reel 111 stops. Finally, the right stop button 139 is operated, performing the third stop. The timing of the third stop operation is timing (A7), and the right reel 112 stops. At timing (A7), the LCD display 157 shows the scene where the enemy swordsman is cut down. Even though the third stop is performed, this N+3G is the last game (the fourth game) of the continuous performance, so there is no further continuous performance, and the word "NEXT" NTG is not displayed. However, the game count display GMV of "101G" continues to be displayed.
[0218] The timing between the third stop and the start of the next game (until the transition to AT state) is timing (A8). At timing (A8), the display screen of the liquid crystal display device 157 shows the same scene as shown on the display screen of the liquid crystal display device 157 at N+3G in Figure 14, where the protagonist lord has defeated the enemy swordsman, and the transition to AT is announced. The game count display GMV of "101G" is still displayed here.
[0219] Figure 16 shows the detailed timing charts for the N+2G and N+3G stages, as explained using Figure 14(b), and the display screen of the liquid crystal display device 157 at each timing. The following explanation will focus on the differences from Figure 15, and redundant explanations may be omitted.
[0220] The N+2th game begins, and the execution of the third sequence of the continuous sequence begins. During this N+2nd game, an internal win for a push-order bell occurs. The game count display GMV on the LCD display screen 157 is updated to "100G". In this example, during the N+2nd game in the normal state, the right stop button 139 is operated first, and the first stop is performed. This first stop is an irregular press, and since an internal win for a push-order bell occurs in the normal state of the advantageous section, it is an action subject to a penalty. At the timing of the first stop operation (A2), the LCD display screen 157 displays an operation recommendation REC, such as "Left press recommended," overlapping with a close-up of the enemy swordsman. At the timing when the operation recommendation REC is displayed, the game count display GMV remains at "100G".
[0221] Next, the middle stop button 138 is operated to perform the second stop, stopping the middle reel 111, and finally the right stop button 139 is operated to perform the third stop. At the timing of the third stop operation (A3), a blackout is added to the display screen of the liquid crystal display device 157. That is, just like in (A3) in Figure 15, the display screen of the liquid crystal display device 157 shows a scene in which the protagonist lord and the antagonist swordsman are facing each other, but the blackout makes the scene difficult to see. The addition of the blackout suggests that a penalty has occurred in that game. In addition, the "NEXT" text display NTG is either not displayed, or if it is displayed, it is difficult to see due to the blackout. On the other hand, the operation recommendation display REC and the game count display GMV do not have a blackout, and these displays REC and GMV are easy to see. At the moment the third stop occurs (when the screen goes dark), the number of games managed by the first sub-control unit 400 is reset by one game, and the game count display GMV switches to displaying "99G".
[0222] The display screen of the liquid crystal display device 157 at timing (A4) between the third stop and the start of the next game is the same as the display screen of the liquid crystal display device 157 at timing (A3). That is, the screen remains dark, but the operation recommendation display REC and the game count display "99G" GMV are visible.
[0223] Then, the start lever 135 is operated and the start operation is performed, and the next game (N+3 games) begins. At the timing of the start of N+3 games (A5), the display screen of the liquid crystal display device 157 has finished displaying the blackout display and the operation recommendation display REC has also finished displaying. As described above, the game count managed by the first sub-control unit 400 has been reset by one game, so the game count display GMV has been updated to "100G". In other words, it is reset by one in the game in which the penalty occurred and advanced by one at the start of the next game. For this reason, the continuous performance is also re-executed according to the game count managed by the first sub-control unit 400, and performance 3 of the continuous performance is re-executed. The display screen of the liquid crystal display device 157 is the same as the display screen at the timing of (A1).
[0224] On the N+3rd game, a replay is internally selected, and the left stop button 137 is operated first to perform the first stop. This first stop operation is not subject to a penalty. At the timing of this first stop operation (A6), the LCD display device 157 displays the same screen as at the timing of (A2), but the recommended operation display REC is not displayed.
[0225] Next, the middle stop button 138 is operated to perform the second stop, stopping the middle reel 111, and finally the right stop button 139 is operated to perform the third stop. At the timing of the third stop operation (A7), the display screen of the liquid crystal display device 157 shows the same display screen as at the timing of (A3) in Figure 15. That is, the scene in which the protagonist lord and the antagonist swordsman are facing each other is displayed, with the word "NEXT" (NTG) added to the lower right. Also, the game count display "100G" (GMV) continues to be displayed in the lower left.
[0226] After the third stop and until the next game starts (until transitioning to the AT state), the display screen of the liquid crystal display device 157 at the timing of (A8) is the same as the display screen of the liquid crystal display device 157 at the timing of the previous (A7).
[0227] In the slot machine 100 of the present embodiment, as described above, the number of games managed by the first sub-control unit 400 is decreased by 1 in the game where a penalty occurs and increased by 1 at the start of the next game. As a result, the number of games in the game where a penalty occurs is the same as the number of games in the next game. This is the same as the premonition G number A counter managed by the main control unit 300, which was described using FIG. 14. By re-executing the effect of the game where a penalty occurs, the problem of a deviation occurring between the start and the effect of the subsequent operation guidance is solved. Moreover, during the game where a penalty occurs, a fade-out display is performed and the game number display GMV is also decreased by 1. Therefore, the game where a penalty occurs is easily understood, and it does not give the player the misunderstanding that a penalty has occurred in the next game either, and the interest of the game is less likely to decline.
[0228] Note that the timing of starting the fade-out display may be the same as the timing of starting the recommended operation display REC. Alternatively, the timing of starting the fade-out display may be the timing of (A2), and the timing of starting the recommended operation display REC may be the timing of (A3). Furthermore, the timing of starting the fade-out display may be the timing of the second stop, or the timing of starting the recommended operation display REC may be the timing of the second stop. Also, the timing of ending the fade-out display is not limited to the timing of (A5), and may be the timing after a certain period has elapsed since the third stop operation of the game with irregular pressing, or may be the timing when the bet number setting operation related to the next game is performed. Also, the timing when the value of the game number display GMV is reset to 1 may be within the game in which a penalty has occurred, may be the timing of (A2), may be the timing of (A4), or may be the timing of the second stop. Note that even if the value of the game number display GMV is reset to 1 in the game in which a penalty has occurred, the effect itself proceeds as described later, and the standby game for the number of games that have become penalties may be generated after the series of effects ends, or may be generated before the AT state starts.
[0229] FIG. 17 is a diagram showing a detailed timing chart of the (N + 2)th game and the (N + 3)th game in which irregular pressing has been performed but no penalty has occurred, and the display screen of the liquid crystal display device 157 at each timing. Hereinafter, the description will focus on the differences from FIG. 16, and duplicate descriptions may be omitted.
[0230] The N+2th game begins, and the execution of the third sequence of the continuous sequences starts. In this N+2nd game, the internal win is a miss, not a push-order bell. In this example as well, in the N+2nd game in the normal state, the right stop button 139 is operated first to perform the first stop. This first stop is an irregular press, and although it is in the normal state of the advantageous section, it is not an action subject to penalty because the internal win is not a push-order bell. At the timing of the first stop operation (A2), the LCD display device 157 displays an operation recommendation message REC, such as "Left press recommended," which overlaps with the close-up screen of the enemy swordsman, due to the irregular press.
[0231] Next, the middle stop button 138 is operated to perform the second stop, stopping the middle reel 111, and finally the right stop button 139 is operated to perform the third stop. At the timing of the third stop operation (A3), the LCD display 157 does not show a blackout because no penalty has occurred, and the same scene as in (A3) in Figure 15 is displayed, showing the protagonist lord and the enemy swordsman facing each other. However, the operation recommendation display REC is displayed in an overlapping manner. Also, the game count display GMV continues to be displayed as "100G" in the lower left, and the word "NEXT" NTG is added to the lower right, triggered by the third stop operation.
[0232] At the timing of (A4) between the third stop and the start of the next game, the display screen of the liquid crystal display device 157 shows the recommended operation display REC disappearing (becoming invisible), and the same display screen as at the timing of (A4) in Figure 15 is displayed. The timing of the recommended operation display REC disappearing may be some time after the third stop, simultaneously with the third stop, or simultaneously with the second stop. Alternatively, the recommended operation display REC may disappear after a predetermined time has elapsed from the start of display, regardless of the operation. However, since it is difficult to distinguish the recommended operation display REC from the stop operation trigger effect if it is displayed for only a moment, it is preferable that the recommended operation display REC continues to be displayed at least until the third stop. In addition, in the case of irregular pressing during a continuous performance, the manner in which the recommended operation display REC is displayed differs depending on the winning role. That is, as in the example shown in Figure 17, if the ordered bell is not won, the recommended operation display REC is displayed when an irregular press is made, but the performance triggered by the third stop is executed, and the recommended operation display REC disappears some time after the third stop. On the other hand, as shown in the example in Figure 16, if a button press sequence is selected, the recommended operation display REC will be displayed if an irregular press sequence is performed, the effect triggered by the third stop will not be executed (because it will be difficult to see due to the blackout display), and the recommended operation display REC will continue to be displayed until just before the next game starts.
[0233] The subsequent timings (A5 to A8) are the same as in the example in Figure 15.
[0234] As in this example, if an irregular press occurs, regardless of whether a penalty occurs, the recommended operation display REC is displayed. If a penalty occurs, the recommended operation display REC will continue to be displayed until the game in which the irregular press occurred ends (until the next game starts), as shown in the example in Figure 16. However, if no penalty occurs, it will disappear sooner than if a penalty occurred. Alternatively, the display period of the recommended operation display REC is fixed and it will disappear even if no action is taken by the player. Furthermore, even if an irregular press occurs, if no penalty occurs, the number of games managed by the first sub-control unit 400 will not change (it will not reset by 1), and the game count display GMV will continue to be displayed unchanged.
[0235] Next, we will compare the case where irregular button presses are performed during a continuous performance sequence with the case where irregular button presses are performed during a non-continuous performance sequence.
[0236] Figure 18 shows examples of irregular button presses occurring during a continuous performance sequence and examples of irregular button presses occurring during a non-continuous performance sequence.
[0237] Figure 18(a) in the upper section shows an example of what happens when an irregular button press is made during a continuous performance, and Figure 18(b) in the lower section shows an example of what happens when an irregular button press is made during a non-continuous performance. In both Figure 18(a) and Figure 18(b), the sequence progresses from left to right. Also, in both Figure 18(a) and Figure 18(b), Figure 18 shows the number of games played, the winning combination, the button press order, the display screen of the LCD display 157, the occurrence of a penalty, the progress of the performance, and the GMV value of the game count display shown in the lower left of the LCD display 157's screen. Note that the GMV value of the game count display This value becomes the number of games managed by the first sub-control unit 400.
[0238] The example shown in Figure 18(a) above is the same as the example described above, and the continuous performance is a duel performance. A rare role (for example, a strong cherry) is won, and the continuous performance starts from a game with an NG combination. That is, performance 1 of the continuous performance is executed, and the display screen of the LCD display device 157 shows a notification image ("Defeat the Swordsman" mission image) indicating that the duel performance has started. The game count display GMV shows "98G".
[0239] In the N+1th game, the second of the continuous performance sequences is executed, and the LCD display 157 shows the scene in which the enemy swordsman appears. The game count display GMV has been updated and shows "99G".
[0240] In the N+2th game, an internal win for a push-order bell occurs, and the right stop button 139 is operated first, resulting in the first stop. This first stop is an irregular press, and since an internal win for a push-order bell occurs in the normal state of the advantageous section, it is an action subject to a penalty, and a penalty is incurred. In the N+2nd game, the third of the continuous performances is executed, and the LCD display device 157 displays a scene in which the protagonist lord and the antagonist swordsman are facing each other. Also, because an irregular press occurred, the operation recommendation display REC, such as "Left press recommended," is displayed over the above scene. Furthermore, because a penalty occurred, the game count managed by the first sub-control unit 400 is reset by one game, and the game count display GMV value changes from "100G" to "99G". Note that in this example, the screen blackout display is not shown, but it may be shown later, or a variation in which the screen blackout display is not shown may also be used.
[0241] The N+3 game is the 4th game since the start of the continuous performance, but because the game count managed by the first sub-control unit 400 was reset by one game in the N+2 game, the game count display GMV is updated and "100G" is displayed again. Also, according to the game count managed by the first sub-control unit 400, performance 3 of the continuous performance is re-executed. The display screen of the liquid crystal display device 157 shows the same scene as in the N+2 game, where the protagonist lord and the enemy swordsman are facing each other. The operation recommendation display REC is not displayed.
[0242] Furthermore, while re-executing a performance may involve performing the exact same performance, if multiple types of performances are prepared and the performance is selected by lottery, a re-draw of the performance may also be performed.
[0243] On the N+4th game, the fourth and final sequence of the continuous sequence is executed, and the LCD display 157 shows a scene in which the protagonist lord defeats the enemy swordsman, and the transition to AT is announced. The game count display GMV has been updated and shows "101G".
[0244] The example shown in Figure 18(b) below represents a state in the normal state of the advantageous section where no continuous performance is being executed (a state during a non-continuous performance). More specifically, it is an example of the normal stage shown in Figure 7.
[0245] In the game where the "NG" (Not Good) combination is selected, the internal win is triggered by a cherry, one of the minor winning combinations, and minor winning combination animation 1 is executed. The LCD display 157 shows a scene in which the lord is surprised by the appearance of the cherry. The game count display GMV shows "99G".
[0246] When the N+1th game begins, the game count display GMV is updated to "100G". In this N+1st game, an internal win occurs for the push-order bell, and the normal animation is executed. In the game, an irregular press with the first stop operation to the right is performed, and an operation recommendation display REC is shown on the display screen of the liquid crystal display device 157. Here, since it is internally selected for the winning bell in the normal state of the advantageous section, this irregular press becomes an act subject to a penalty, a penalty occurs, and the number of games managed by the first sub-control unit 400 is returned by one game, and the value of the game number display GMV changes from "100G" to "99G".
[0247] When the game at the N + 2G-th game starts, the game number display GMV is updated and becomes "100G" again. In this N + 2G-th game, watermelon, which is one of the minor winning combinations, is internally selected, and a minor winning combination production 2 is executed. Since it is not a continuous production, the production itself is not re-executed (not returned to the normal production at the N + 1G-th game), and a scene where the lord is surprised at the appearance of the watermelon is shown on the display screen of the liquid crystal display device 157.
[0248] When the game at the N + 3G-th game starts, the game number display GMV is updated and becomes "101G". In this N + 3G-th game, cherry is internally selected, and a minor winning combination production 1 is executed. Also in this game, an irregular press with the first stop operation to the right is performed, and an operation recommendation display REC is shown on the display screen of the liquid crystal display device 157. Here, although it is in the normal state of the advantageous section, since it is internally selected for cherry instead of the winning bell, this irregular press does not become an act subject to a penalty, and no penalty occurs. Therefore, the number of games managed by the first sub-control unit 400 is not returned, and the value of the game number display GMV does not change.
[0249] When the game at the N + 4G-th game starts, the game number display GMV is updated and becomes "102G". In this N + 4G-th game, a losing combination is internally selected, and a normal production is executed. Note that no penalty has occurred for the irregular press at the N + 3G-th game, and since it is not a continuous production, the production itself is not re-executed (not returned to the minor winning combination production 1 at the N + 3G-th game).
[0250] When the N+5th game begins, the game count display GMV is updated to "103G". In this N+5th game, a replay is internally triggered, and the normal animation is executed. In this game, an unconventional pressing operation is performed with the first stop being to the right, and the recommended operation display REC is shown on the LCD display device 157. In this game, although it is in the normal state of the advantageous section, a replay is internally triggered instead of a push-order bell, so this unconventional pressing operation is not subject to a penalty, and no penalty is incurred. For this reason, the game count managed by the first sub-control unit 400 is not reset, and the value of the game count display GMV does not change.
[0251] In the example shown in Figure 18(a) above, the recommended operation display REC for the N+2G stage, and in the example shown in Figure 18(b) below, the recommended operation display REC for the N+1G stage, the N+3G stage, and the N+5G stage are all displayed in the same manner. The recommended operation display REC is displayed in the same manner regardless of the type of performance being executed. Furthermore, the recommended operation display REC is displayed in the same manner even if the performance stage is different. This prevents the recommended operation display REC from being mistakenly perceived as a type of anticipation performance.
[0252] As compared above, under normal circumstances, an irregular press in a game where a push-order bell is won is a penalty-inducing action, and during a continuous performance, the performance is re-executed in the next game, but during a non-continuous performance, the performance is not re-executed in the next game. In a continuous performance (pre-announcement performance) immediately before transitioning to AT state, as explained using Figure 14(b), there is a problem where a discrepancy occurs between the start of the operation navigation and the performance, but this problem does not occur outside of a continuous performance (pre-announcement performance), so the performance is not re-executed. However, if a penalty occurs, the value of the ceiling counter managed by the main control unit 300 is not updated, so the number of games managed by the first sub-control unit 400 is also not updated in the next game to match the ceiling counter. The ceiling counter is updated at the third stop. On the other hand, the first sub-control unit 40 The number of games managed by 0 is updated when a reel rotation start command, which indicates the start of a game, is received. Therefore, in the game count managed by the first sub-control unit 400, the game count is reset by one game in the game in which a penalty occurs, and in the next game, the game count is updated at the start of the game as usual, and as a result, it will match the value of the ceiling counter at the third stop of the next game.
[0253] Next, we will explain the relationship between the ceiling counter and the game count display GMV when settings are changed or when the power is interrupted and then restored.
[0254] Figure 19 shows the relationship between the ceiling counter and the game count display GMV when settings are changed or when the power is interrupted and then restored. In Figure 19, thick white arrows indicate the flow when the buttons are pressed in the normal order (recommended operation), and thick black arrows indicate the flow when the buttons are pressed in an irregular order (not recommended operation).
[0255] The ceiling counter's decision on whether or not to update the count value is made at the third stop. However, this decision is not limited to the third stop, as long as it is made at any time after the first stop within a single game. The CPU 304 of the main control unit 300 can determine whether or not a penalty has occurred after the first stop and decide whether or not to update the count value. If a penalty occurs, the ceiling counter's count value is not updated (the count value remains the same), and if no penalty occurs, the count value is updated (the count value increases by 1). On the other hand, the CPU 404 of the first sub-control unit 400 updates the game count display GMV (+1) when it receives a reel rotation command from the main control unit 300.
[0256] Figure 19(a) shows an example where a setting change is made and it is decided that the game will enter the advantageous period from the first game.
[0257] When the settings are changed, the ceiling counter on the main control unit 300 becomes 0G, and the game count display GMV on the liquid crystal display device 157 also becomes 0G. In addition, the game state is the non-advantageous section game state.
[0258] The first game begins, and if a win other than a losing combination is achieved, the game transitions to the advantageous section from the second game onwards. Hereafter, games in which a transition to the advantageous section is determined will be referred to as advantageous section transition games. Note that advantageous section transition games are played in the non-advantageous section. The ceiling counter is not updated in the non-advantageous section, but even in the non-advantageous section, if it is an advantageous section transition game, it will be updated at the timing of the third stop. The game count display GMV is also not updated in the non-advantageous section, but even in the non-advantageous section, if it is an advantageous section transition game, it will be updated at the timing of the game start.
[0259] When a normal press is made during a game transitioning to the advantageous section, the ceiling counter is updated to 1G at the third stop, as indicated by the thick white arrow, and the game count display GMV remains at 1G. Similarly, when an irregular press is made, the ceiling counter is updated to 1G at the third stop, as indicated by the thick black arrow, and the game count display GMV remains at 1G. The winning combination may be a bell in the correct press order, or it may not be a bell in the correct press order. There is no penalty for an irregular press during a game transitioning to the advantageous section. As a result, the ceiling counter is updated as usual at the third stop. Also, the game count display GMV, which was updated at the start of the game, remains at 1G at the third stop.
[0260] When the second game begins, the game enters the advantageous section, but remains in the normal state. At the start of the second game, the game count display GMV is updated to 2G. If the buttons are pressed in order, as indicated by the thick white arrow, the ceiling counter is updated to 2G at the third stop, and the game count display GMV remains at 2G. If the buttons are pressed in an irregular order while a push-order bell has been won, a penalty occurs, and as indicated by the thick black arrow, the ceiling counter is updated at the third stop. It remains unchanged at 1G. Also, the game count display GMV is reset to 1G. However, if an irregular press is made while a win other than a push-order bell is achieved, the ceiling counter is updated to 2G at the third stop, and the game count display GMV remains at 2G.
[0261] Figure 19(b) shows an example where a setting change is made and the first game is not a game that transitions to a favorable period.
[0262] The first game begins, a losing combination is won, and the second game remains in a non-advantageous zone. The ceiling counter is not updated in the non-advantageous zone except for games that transition to the advantageous zone. The game count display GMV is also not updated in the non-advantageous zone except for games that transition to the advantageous zone. Furthermore, no penalties occur in the non-advantageous zone, and even if irregular button presses are made, as indicated by the thick black arrow, the ceiling counter does not update at the third stop and remains at 0G, and the game count display GMV also remains at 0G.
[0263] The second game begins, and if a win other than a losing combination is achieved, the second game becomes a game that transitions to the advantageous section. At the start of the second game, the game count display GMV is updated to 1G. Also, if the buttons are pressed in order, as indicated by the thick white arrow, the ceiling counter is updated to 1G at the third stop, and the game count display GMV remains at 1G. Furthermore, as mentioned above, in a game that transitions to the advantageous section, there is no penalty for pressing buttons in an irregular order regardless of the winning combination, so as indicated by the thick black arrow, the ceiling counter is updated to 1G at the third stop, and the game count display GMV remains at 1G.
[0264] Figure 19(c) shows an example where the ceiling counter was 1G or more at the time of power outage and subsequent restoration of power.
[0265] In this example, the ceiling counter is 100G when the power is restored after an outage. On the other hand, when the power is restored after an outage, the game count display GMV becomes 0G. Note that the game state at the time of the power outage is the normal state of the advantageous section.
[0266] When the first game begins, the game count display GMV is updated to 1G. If the buttons are pressed in order, as indicated by the thick white arrow, the ceiling counter is updated to 101G at the third stop, and the game count display GMV remains at 1G. If an irregular button press is performed while a push-order bell is won (resulting in a penalty), as indicated by the thick black arrow, the ceiling counter is not updated at the third stop and remains at 100G. On the other hand, the game count display GMV, which was updated at the start of the game, remains at 1G. Even if a penalty occurs in the first game after power is restored, the game count display GMV value is not reset. If an irregular button press is performed while a win other than a push-order bell is won, the ceiling counter is updated to 101G at the third stop, and the game count display GMV remains at 1G.
[0267] When the second game begins, the game count display GMV increases by 1G. If the buttons are pressed in the correct order, the ceiling counter increases by 1G at the third stop, as indicated by the thick white arrow, and the game count display GMV remains at 1G. If an irregular button press occurs while a push-order bell is won (resulting in a penalty), the ceiling counter is not updated at the third stop and remains at 100G, as indicated by the thick black arrow. Also, the game count display GMV is reset by 1G to 1G. If an irregular button press occurs while a win other than a push-order bell is won, the ceiling counter is updated to 101G at the third stop, and the game count display GMV remains at 2G.
[0268] Figure 19(d) shows an example where the ceiling counter was 0G at the time of power outage and subsequent power restoration. Note that the game state at the time of power outage and power restoration is the normal state of the advantageous section.
[0269] When the first game begins, the game count display GMV is updated to 1G. If the buttons are pressed in order, as indicated by the thick white arrow, the ceiling counter is updated to 1G at the third stop, and the game count display GMV remains at 1G. If an irregular button press is performed while a push-order bell is won (resulting in a penalty), as indicated by the thick black arrow, the ceiling counter is not updated at the third stop and remains at 0G. On the other hand, as mentioned above, even if a penalty occurs in the first game after power is restored, the game count display GMV value is not reset, so the game count display GMV remains at 1G. If an irregular button press is performed while a win other than a push-order bell is won, the ceiling counter is updated to 1G at the third stop, and the game count display GMV remains at 1G.
[0270] When the second game begins, the game count display GMV increases by 1G. If the buttons are pressed in the correct order, as indicated by the thick white arrow, the ceiling counter increases by 1G at the third stop, and the game count display GMV remains at 1G. If an irregular button press occurs while a push-order bell is won (resulting in a penalty), as indicated by the thick black arrow, the ceiling counter is not updated at the third stop and remains at 0G. Also, the game count display GMV is reset by 1G to 1G. If an irregular button press occurs while a win other than a push-order bell is won, the ceiling counter is updated to 1G at the third stop, and the game count display GMV remains at 2G.
[0271] If the settings are changed before opening, the result will be as shown in Figure 19(a) or (b). On the other hand, if the settings are not changed before opening, only the power will be turned on, resulting in the result shown in Figure 19(c) or (d). If players realize that the settings have not been changed, the operation of that slot machine immediately after opening may decrease, so it is preferable to make the GMV (Games Mass Vote) display the same whether the settings have been changed or not. Therefore, if a store employee plays a game that transitions to the advantageous section before opening on a machine whose settings have been changed, the GMV (Games Mass Vote) will not become 0G, and players will not know whether the settings have been changed or not. On the other hand, if the settings are changed, the difference in tokens counter (including the virtual difference in tokens counter) in the advantageous section will be reset, and the expected number of tokens that can be obtained in that advantageous section will decrease, so it is conceivable that some players will perceive the setting change negatively, and the operation of the machines immediately after opening may not be extended. Even in such cases, by making the behavior of the game count display GMV consistent whether or not a setting change is involved, it becomes difficult to distinguish whether or not a setting change has been made, thus preventing a decline in activity immediately after opening.
[0272] Next, I will explain an example that is different from the examples I have described so far.
[0273] Figure 20(a) is an overview diagram of what happens when a penalty occurs during a continuous performance, as explained above.
[0274] In this configuration, if a penalty occurs during a continuous performance, the performance is re-executed in the next game. In this configuration, when the number of games until transitioning to the AT state is managed by both the main control unit 300 and the first sub-control unit 400 (so-called game count management type / mode management type), the number of games managed by the main control unit 300 can be matched with the number of games managed by the first sub-control unit 400. This configuration is also well-suited when game count management is performed even in continuous performances of Gaze (continuous performances that do not transition to the AT state even after the performance ends).
[0275] Figure 20(b) shows an example of how the GMV (Games Mass Value) is displayed when a penalty occurs, as explained above.
[0276] The game count display (GM) is updated at the start of the game, and the game count increases by 1. Penalties are issued. When a penalty occurs, the game count display GM resets by one game at the timing of the third stop in the game in which the penalty occurred. Then, when the next game starts, the game count display GM increases by 1. Here, it is conceivable that even if a penalty occurs, the game count display GM does not change, and when the next game starts, the game count display GM increases by 1. However, when a penalty occurs, the ceiling counter controlled by the main control unit 300 is not updated, so a discrepancy occurs between the ceiling counter and the game count display GM. It is also conceivable that the game count display GM does not advance when the next game starts. However, this may lead to the misunderstanding that a penalty was applied in the next game. To address these issues, if the game count display GM resets by one game within the game in which the penalty occurred, it can be suggested that the penalty is completed in that game, and a discrepancy with the ceiling counter will not occur.
[0277] Figure 20(c1) is a conceptual diagram illustrating an example where, unlike previous examples, a waiting period is played when a penalty occurs during a continuous performance sequence.
[0278] In the example shown in Figure 20(c1), even if a penalty occurs, the continuous performance continues to the end, and the confirmation performance (the performance that displays the AT confirmation screen) that follows the continuous performance is repeatedly performed. In other words, by inserting an extra waiting game with an extra performance just before transitioning to the AT state (at the end of the normal state), the discrepancy with the ceiling counter is eliminated. During the extra confirmation performance (during the waiting game), the display screen shows text such as "Waiting".
[0279] Figure 20(c2) is a diagram illustrating an example where a different waiting game is played than in Figure 20(c1) when a penalty occurs during a continuous performance.
[0280] In the example shown in Figure 20(c2), even if a penalty occurs, the continuous performance continues to the end, and the final performance 4 (victory performance) of the continuous performance is repeatedly executed. In other words, instead of a guaranteed win performance, a waiting game is inserted in which the performance (victory performance) from the continuous performance is repeatedly executed, thereby eliminating the discrepancy with the ceiling counter. While the victory performance is being performed extra times, the words "Waiting" or similar are displayed on the victory performance display screen of the liquid crystal display device 157.
[0281] In the case of Gazette's continuous performance sequence, the sequence will be executed to the end without any extra performances at any point.
[0282] Furthermore, this configuration is well-suited for situations where the number of games until transitioning to the AT state is managed only by the main control unit 300, or where game count management is not performed during consecutive Gaze performances. It is also well-suited for specifications where the transition to the AT state is not determined by the number of games or mode, but rather by an AT lottery based on the winning combination.
[0283] Furthermore, if an irregular button press results in a penalty, and a rare role is internally won in the next game after the penalty, a special process (rare role avoidance navigation) may be executed to guide the player through the button press order to prevent them from winning that rare role. Players who become aware of the penalty through a screen blackout or similar indication may be disappointed if they win a rare role immediately after the penalty, as they may feel that the previous penalty has affected the profit they would have gained from the rare role and caused them to lose out. Therefore, the rare role avoidance navigation is intentionally executed to prevent players from being disappointed.
[0284] Additionally, while an AT (Attack Time) lottery will not be held in the game in which a penalty occurs, an AT lottery will be held in the next game. However, any preferential treatment related to AT that may be performed if you win the AT lottery (for example, a lottery to increase the number of AT games) will not be performed in the game following the game in which the penalty occurred.
[0285] Next, we will explain the display modes of the recommended operation indicator REC.
[0286] Figure 21 shows several examples of the display modes of the operation recommendation display REC shown on the display screen of the liquid crystal display device 157.
[0287] Figure 21(a) shows the display screen of the liquid crystal display device 157 before the reels 110-112 begin to rotate, with an image displayed across the entire display screen.
[0288] Figure 21(b), following Figure 21(a), shows the display screen of the liquid crystal display device 157 when the start lever 135 is operated and all three reels 110-112 are rotating. This display screen shows the image of the normal animation sequence (a scene in the castle tower where the old man is reading a letter to the lord).
[0289] In Figure 21(c1), which follows Figure 21(b), the lord's dialogue, "I sense an opportunity," is displayed as an SPE. All three reels, 110-112, continue to rotate.
[0290] In Figure 21(c2), which follows Figure 21(c1), only the middle reel 111 is stopped among the three reels 110-112. That is, the middle stop button 138 is operated as the first stop operation, and an irregular press is performed. On the display screen of the liquid crystal display device 157 shown in Figure 21(c2), the operation recommendation display REC is displayed above the dialogue display SPE, which reads "There seems to be an opportunity." That is, the operation recommendation display REC and the dialogue display SPE do not overlap. Furthermore, the operation recommendation display REC and the stored number display unit 125L on the left do not overlap, nor do the operation recommendation display REC and the payout number display unit 127L on the right overlap.
[0291] Note that the display format for the recommended operation display REC is the same regardless of the type of performance being performed (for example, normal performance, minor role performance, duel performance, freeze performance, etc.).
[0292] Figure 21(c3) shows another display mode of the operation recommendation display REC. The operation recommendation display REC shown in this figure is a full-screen display excluding the three reels 110-112. In other words, it displays text such as "Press left button recommended" on a gray background.
[0293] Figure 21(c4) shows the relationship between the recommended operation display REC and the error display.
[0294] The error display ERR, which shows the word "ERROR" on a gray background, is displayed across the entire screen except for three reels 110-112. Whether the recommended operation display REC is displayed before or after the error display ERR, the error display ERR overlaps with the recommended operation display REC, making it difficult to see. In Figure 21(c4), the recommended operation display REC overlapping the error display ERR is represented by a dotted line. In this example, the recommended operation display REC is completely overlapped with the full-screen error display ERR, but at least a portion of it may overlap. Specific errors that can be displayed with the error display ERR include door open errors, hopper jam errors, hopper empty errors, and coin passage errors (the same applies in the following explanations).
[0295] As explained above, the recommended operation display REC is displayed in an area that overlaps with the error display ERR but does not overlap with the dialogue display SPE, allowing players to grasp part of the presentation. In addition, the recommended operation display REC is displayed near the center of the display screen.
[0296] In addition, with coinless gaming machines, counting can be performed at any time, so even if the recommended operation display REC is shown, counting is still possible, and the recommended operation display REC may be displayed during counting.
[0297] Next, we will explain an example where the error indicator ERR is displayed while the recommended operation indicator REC is shown, and then the system recovers from the error.
[0298] Figure 22 shows examples of what happens when the error indicator ERR is displayed while the operation recommendation indicator REC is displayed, or when a power outage and subsequent restoration occurs. In Figure 22, the display screen of the liquid crystal display device 157 is shown chronologically from left to right.
[0299] As explained above, the recommended operation display REC is displayed when an irregular button press is detected, but whether or not an irregular button press results in a penalty is not guaranteed. If a penalty occurs, the recommended operation display REC will remain displayed even after the third stop and will disappear when the next game starts (see example in Figure 16), but if no penalty occurs, it will disappear earlier than if a penalty had occurred (see example in Figure 17).
[0300] Figure 22(a1) shows an example of when a penalty occurs due to an irregular button press.
[0301] On the leftmost LCD display 157, the recommended operation display REC is displayed overlaid on the normal display of the animations. When an error is detected while the recommended operation display REC is displayed, the error display ERR is displayed across the entire screen, and the recommended operation display REC disappears (becomes invisible). In other words, an error is detected in the game in which the penalty occurred. After that, the error is resolved in the game in which the penalty occurred, the error returns to normal, the error display ERR disappears, and the recommended operation display REC returns to being displayed again. When the start lever 135 is operated and the next game starts, the recommended operation display REC disappears, and the display screen shows the animations for the next game (showing the animations for small wins).
[0302] Figure 22(a2) shows an example where an irregular button press was made but no penalty was incurred.
[0303] On the leftmost LCD display 157, the recommended operation display REC is displayed on the screen, overlapping with the normal display. If an error is detected before the third stop is performed, the error display ERR is displayed across the entire screen, and the recommended operation display REC disappears (becomes hidden). Subsequently, the third stop is performed, and if the error is resolved and the system recovers from the error before a predetermined time has elapsed since the third stop, the error display ERR disappears and the recommended operation display REC is displayed again. On the other hand, if the error is resolved and the system recovers from the error after a predetermined time has elapsed since the third stop, the recommended operation display REC is not displayed on the screen after the error display ERR disappears.
[0304] In this example, the timing of error detection may be within the period after the third stop but before the predetermined time has elapsed.
[0305] As explained above, if an error occurs while the recommended operation display REC is being displayed, the error display ERR will be displayed in full screen. If the error is resolved within the display period of the recommended operation display REC, the recommended operation display REC will remain. However, if the error is resolved after the display period has expired, the recommended operation display REC will not remain.
[0306] Next, we will explain an example of what happens when a power outage and subsequent restoration of power occur while the recommended operation indicator "REC" is displayed.
[0307] Figure 22(b1) shows an example of a power outage and subsequent restoration that occurs after the third stop but before the next game starts.
[0308] The display screen of the liquid crystal display device 157 shown on the far left is the display screen after the third stop (while the reels are stopped), and the operation recommendation display REC is displayed overlapping the normal display of effects. Before the start lever 135 is operated (before the next game starts), a power outage and subsequent restoration occurs, and the display screen after power restoration shows the startup screen (a screen showing the words "Starting Up"). In this example, if a power outage and subsequent restoration occurs while the reels are stopped with the operation recommendation display REC displayed, a demo screen is displayed after the startup screen. On the demo screen, the operation recommendation display REC is gone, and when the start lever 135 is operated while the demo screen is displayed, the next game starts, and the display screen shows the effects of the next game (display of small win effects). Therefore, the operation recommendation display REC from just before the power outage will not be displayed after power restoration. Alternatively, a special screen for power restoration (for example, a recovery screen showing the words "Restored") may be displayed instead of the demo screen.
[0309] Figure 22(b2) shows a first example of a case where a power interruption and subsequent restoration of power occur before the third stop, when the recommended operation indicator REC is displayed.
[0310] The display screen of the liquid crystal display device 157 shown on the far left is the display screen after an irregular press and before the third stop (while the reels are spinning), and the recommended operation display REC is displayed overlapping the normal display. A power outage and subsequent restoration of power occurs while the reels are spinning, and the startup screen is displayed on the display screen after power is restored. In this first example, when a power outage and subsequent restoration of power occurs while the reels are spinning with the recommended operation display REC displayed, the recovery screen, which is a special screen for power restoration, is displayed after the startup screen. On the recovery screen, the recommended operation display REC is gone, and when the start lever 135 is operated while the recovery screen is displayed, the next game starts, and the display screen shows the effects for the next game. Therefore, even in this first example, the recommended operation display REC from just before the power outage is not displayed after power is restored.
[0311] Figure 22(b3) shows a second example where a power interruption and subsequent restoration of power occur before the third stop, when the recommended operation indicator REC is displayed.
[0312] In this second example, if a power outage occurs while the reels are spinning with the recommended operation indicator "REC" displayed, the animation display from just before the power outage will be shown after the startup screen. In this case, the normal animation display is shown. In the animation display after the startup screen, the recommended operation indicator "REC" is gone, and if the start lever 135 is operated in this state, the next game will start, and the animation display for the next game will be shown on the display screen. Therefore, in this example as well, the recommended operation indicator "REC" from just before the power outage will not be displayed after the power is restored.
[0313] Figure 22(b4) shows a third example where a power interruption and subsequent restoration of power occur before the third stop, when the recommended operation indicator REC is displayed.
[0314] In this third example, if a power outage occurs while the reels are spinning with the recommended operation indicator "REC" displayed, the screen from just before the power outage will be displayed after the startup screen. Here, the recommended operation indicator "REC" is displayed overlapping with the normal animation display. Therefore, in this third example, the recommended operation indicator "REC" from just before the power outage will be displayed after the power is restored. When the next game starts, the recommended operation indicator "REC" disappears, and the animation display for the next game is displayed.
[0315] According to the above description, A second process that is advantageous to the player [for example, AT transition lottery, ceiling counter update] Control means capable of performing [for example, main control unit 300], A display means [e.g., liquid crystal display device 157] capable of displaying a value that represents a value based on the progress of the game [e.g., game count display GMV], A gaming machine equipped with, The control means is a means for executing a first process that is disadvantageous to the player [for example, a penalty process (not performing an AT transition lottery, not updating the ceiling counter)] when a predetermined execution condition [for example, when an irregular press is performed while a push-order bell has been won in the normal state (non-AT state) of the advantageous section] is met. The display means is a means capable of displaying the value in a first manner [for example, a display manner updated by 1G] at a first timing in a game [for example, the timing of the start of the game], The display means is a means that, if the predetermined execution condition is met after the first display, may display the value in a second manner [for example, a display manner with 1G returned] at a second timing later than the first timing [for example, the timing of the third stop], The display means is a means that, if the predetermined execution condition is not met after displaying in the first mode, does not display the value in the second mode even at the second timing [for example, continues displaying in the first mode]. The second embodiment is a different embodiment from the first embodiment. A gaming machine characterized by the following features. I explained about that.
[0316] According to this gaming machine, if the first process is less advantageous than the second process, at the second timing after the first timing in a given game, the display of the value, which was displayed in the first manner, is displayed in the second manner, thereby allowing the player to understand that the first process has been completed in that game, and preventing the player from worrying that the first process will extend into the next game.
[0317] Furthermore, a process that is disadvantageous to the player may be a process that prevents the transition to the advantageous game state, or a process that does not perform a preferential process that is advantageous to the player (for example, a lottery for additional spins, a process that gives an advantage in the initial number of spins granted in AT, or a process that grants the right to transition to a special zone in AT state).
[0318] The conditions for execution being met include, for example, when all of the following conditions (a) to (c) are satisfied: (a) the game is in the normal state of the advantageous section (not in the non-advantageous section, and not in the AT state), (b) the game has internally won a predetermined role (for example, a push-order bell), and (c) an operation different from the recommended operation has been performed. It is also acceptable if one or more of the conditions (a) to (c) are satisfied. The aforementioned value display may be a display that has a one-to-one relationship with the number of games (for example, a display of the number of games played), or it may be a display that does not have a one-to-one relationship with the number of games.
[0319] If the predetermined execution condition is not met after the display means has displayed the value in the first mode, the display means may, even at the second timing, display the value but not in the second mode, or may not display it in the first mode either, or may not display the value at all.
[0320] Also, "The first embodiment refers to the embodiment displayed by performing a first update display of the value display [for example, an update display of +1G], The second aspect refers to performing a second update display of the value display [for example, an update display of -1G]. This refers to the manner in which something is displayed. A gaming machine characterized by the following features. I also explained that.
[0321] If the first process is performed, the second update display will be displayed after the first update display within a given game, so the player can understand that the first process was performed within that game.
[0322] The second update display may also be an update display that reverts the value updated in the first update display back to its value before the update.
[0323] Also, "The first update display refers to a display that updates the value represented by the value display [for example, the number of games] displayed on the display means by a predetermined number of times [for example, the amount of one game]." The second update display refers to a display that reverts the value updated in the first update display back to its value before the update. A gaming machine characterized by the following features. I also explained that.
[0324] If the number of games played, which was updated by a predetermined number of times at the aforementioned first timing, is to be returned to the number of games played before the update if it involves the disadvantageous first processing, it can be determined that the disadvantageous processing has been completed in that particular game.
[0325] Also, "One of the predetermined execution conditions is a condition that is met when a specific event [for example, an irregular press] occurs." A gaming machine characterized by the following features. I also explained that.
[0326] Furthermore, the aforementioned specific event may be any action taken by the player, and may be an action other than the action recommended by this gaming machine (a non-recommended action).
[0327] Also, The system includes reels [for example, reels 110-112] that stop rotating when stopped. The aforementioned stopping operation includes a recommended stopping operation [for example, a stopping operation by pressing buttons in order]. The aforementioned specific event is that a stopping operation different from the recommended stopping operation [for example, a stopping operation involving irregular button presses] is performed. A gaming machine characterized by the following features. I also explained that.
[0328] By defining stopping operations that may be disadvantageous, it is possible to encourage players to play using recommended stopping operations.
[0329] Also, The system is configured such that when a predetermined transition condition [for example, internally winning a role other than a losing one] is met, the player transitions from a non-advantageous section [for example, a section where it is impossible to transition to the AT state] to an advantageous section [for example, a section where it is possible to transition to the AT state] which is more advantageous to the player than the non-advantageous section. The control means is a means that, even if the first condition is met during the non-favorable interval, does not execute the first process. A gaming machine characterized by the following features. I also explained that.
[0330] For example, the timing for transitioning from the non-advantageous section to the advantageous section could be the first game after a setting change, but the first game after a setting change is often at opening time. First thing in the morning, the reels are not yet warmed up and take time to accelerate, so the timing at which they can accept stop operations is slightly delayed. Therefore, even if the player presses the left stop button in the first operation, the timing may be off and the timing at which the player actually pressed the middle stop button may be the timing mentioned above. It would be harsh on the player to impose a penalty in such a case, so by not executing the first process even if the first condition is met in the non-advantageous section, it is possible to prevent the player from suffering any disadvantage.
[0331] Furthermore, the advantageous period refers to a period in which it is possible to transition to a notification game state (AT state) that notifies the player of an advantageous operation method in the aforementioned stopping operation, and the unadvantageous period may refer to a period in which it is not possible to transition to the notification game state.
[0332] The control means may also be means for managing values based on the progress of the game. More specifically, it may be means having a counter (ceiling counter) that counts the number of games played until the game transitions to the notification game state in the advantageous section.
[0333] Furthermore, the control means may be means for updating the value of the counter during gameplay in the non-advantageous section immediately before transitioning from the non-advantageous section to the advantageous section [for example, during advantageous section transition gameplay], and the display means may be means for updating and displaying the value display in accordance with the start of the game [for example, see the thick white arrow in the advantageous section transition game in Figure 19(a)].
[0334] Also, "The display means does not display the value in the second manner during the first game after power is restored, even if the predetermined execution conditions are met during the first game after power is restored [for example, Figures 19(c) and 19(d)]." A gaming machine characterized by the following features. I also explained that.
[0335] This makes it possible to prevent players from knowing whether or not settings have been changed.
[0336] Next, we will explain the winning combination data stored in the ROM 306 of the main control unit 300.
[0337] Figure 23(a) shows the winning combination data stored in the ROM 306 of the main control unit 300.
[0338] The winning combination information on the left side shown in Figure 23(a) is the same as the winning combination information shown in Figure 6(a). There are four patterns (CLR, CRL, RLC, RCL) for the bell (press-order bell), which is a combination based on the order of pressing the buttons. Furthermore, there are three combinations (1-3) for each pattern. In other words, there are three combinations for each button press order. For combinations with the same button press order, the player's benefit is the same, but by providing three of each, the possible outcomes can be made more varied. For example, if there is only one combination for each button press order, only a specific outcome will be displayed for a specific button press order, which can become monotonous. However, by providing multiple combinations for a single button press order, the way the combinations are displayed can be different even with the same button press order, preventing the outcomes from becoming monotonous.
[0339] Each winning combination is assigned a sequential number of natural numbers, such as "00" to "34" (winning combination number), which corresponds one-to-one with the winning combination.
[0340] In previous explanations, the transition from a non-advantageous period to an advantageous period occurred when a winning combination other than a losing combination was achieved. In other words, the transition to an advantageous period occurs when an internal win of a combination of "01" or higher, which is associated with Replay 3, is achieved.
[0341] In this example, if a winning combination of "04" or higher is internally selected and associated with Replay 1, the game transitions to the advantageous section. Winning combination numbers of "04" or higher, i.e., those belonging to the range of "04" to "34", are the advantageous section numbers. On the other hand, winning combination numbers less than "04", i.e., those belonging to the range of "01" to "03", are the non-advantageous section numbers. By defining winning combination numbers separately for combinations that allow transition to the advantageous section and those that do not, the advantageous section transition process described later can be implemented with a simpler process.
[0342] The winning combination data shown in Figure 23(a) includes not only the winning combination information on the left, but also information on minor combination groups and rare combination groups.
[0343] The information for the small win group includes the group of push-order wins consisting of all push-order bell wins and the single-coin wins 7 and 8. Small wins not included in this group are assigned sequential numbers (natural numbers). That is, they are assigned small win numbers from "01" to "21" that correspond one-to-one with each other. Therefore, small wins can be identified by their small win numbers. On the other hand, in the push-order win group, the entire group is assigned a group number ("00"), and individual bell wins and single-coin wins are not assigned numbers. Therefore, while the type, such as push-order wins, can be identified by the group number, it is not possible to distinguish between the small wins (push-order bell_CLR, push-order bell_CRL, push-order bell_RLC, push-order bell_RCL, single-coin win 7, single-coin win 8), and the stopping operation pattern (push-order) cannot be identified. In other words, the group number tells you whether or not it is a push-order win, but it does not tell you which is the correct operation (the operation pattern that may be most advantageous to the player). Furthermore, even if it can be identified that it is a button-press sequence, it is not possible to identify which type of button-press sequence it is (e.g., Bell_CLR1, Bell_CRL1, etc.). In AT mode, when the main control unit 300 sends an internal winning command to the first sub-control unit 400, it also sends the winning sequence information (winning sequence number), and the CPU 404 of the first sub-control unit 400 uses that winning sequence information (winning sequence number) to perform a lottery related to AT performances and other effects. Alternatively, the main control unit 300 may send information that indicates the button-press sequence to the CPU 404 of the first sub-control unit 400 instead of, or together with, the winning sequence information (winning sequence number). On the other hand, in normal mode (non-AT mode), the CPU 404 of the first sub-control unit 400 does not need to perform AT performances, and it is faster to refer to 22 winning sequence numbers from "00" to "21" than to 35 winning sequence numbers from "00" to "34", and the program size is smaller. Therefore, when the main control unit 300 sends an internal winning command to the first sub-control unit 400, in the normal state (non-AT state), it does not include winning role information (winning role number) but sends information about the minor role group, and the CPU 404 of the first sub-control unit 400 uses the minor role group information to perform processing such as performance lottery (for example, lottery on whether to execute suggestive performance, performance to notify the level of expectation, etc.).Furthermore, the CPU 404 of the first sub-control unit 400 may generate new information from the information of the small role groups (which further groups the information of the small role groups, but identifies push-order roles, replays, common bells, cherries, watermelons, and chance symbols), and perform performance lotteries and performance processing using this new information. Even with such specifications, it can be said that the information of the small role groups is being used.
[0344] The rare role group is a further grouping of the minor role group, and its information is divided into weak rare role group, strong rare role group, and non-rare role group (other group). The weak rare role group has a unique group for the entire group. The symbols are assigned a number ("01"), but each rare symbol (watermelon, weak cherry) is not assigned a number. The group of strong rare symbols is assigned a unique group number ("02") for the entire group, but each rare symbol (strong cherry, chance symbol) is not assigned a number. The other groups are assigned a unique group number ("03") for the entire group, but each symbol is not assigned a number. Therefore, the group number can be used to distinguish between rare symbols and non-rare symbols, and furthermore, to identify the type of rare symbol, such as weak rare symbols and strong rare symbols. However, the group number cannot identify minor symbols, and it is not possible to tell which symbols to aim for. When the CPU 304 of the main control unit 300 performs an AT lottery or a lottery to transition to a high probability state (described later) based on the result of the role lottery, it sometimes uses a rare role group to perform the lottery, rather than performing a lottery such as "Replay? → Bell? → Weak Cherry? → Strong Cherry? → Watermelon? → Chance Eye?". This is because it is less computationally intensive to perform the lottery. Similarly, the CPU 404 of the first sub-control unit 400 also performs the lottery, and the main control unit 300 sometimes includes information about the rare role group in the internal winning command and sends it to the first sub-control unit 400.
[0345] The main control unit 300 may use winning role information to perform AT lottery to determine whether to transition to AT state, lottery to transition to high probability state, and CZ lottery to determine whether to transition to CZ, but may also use small role groups, or rare role groups, or use small role groups or rare role groups depending on the target of the lottery. For example, if the AT lottery is successful (transition to AT state) only when a strong cherry is won, the CPU 304 of the main control unit 300 can perform the lottery processing using small role groups, and if the AT lottery is successful (transition to AT state) only when a strong cherry or chance eye is won, the CPU 304 of the main control unit 300 can perform the lottery processing using rare role groups.
[0346] The winning combination numbers, minor combination numbers, and group numbers described above are represented in binary or hexadecimal in the program (the same applies to the following explanations).
[0347] Figure 23(b) is a flowchart of the advantageous interval transition process executed by the CPU 304 of the main control unit 300.
[0348] This transition to the advantageous period is executed after the winning combination is determined in the various lottery processing steps S105 shown in Figure 10.
[0349] First, the CPU 304 sets one of the winning role numbers (winning role information) from "00" to "34" shown in Figure 23(a), which is associated with the winning role in the game, into a register, and determines whether that winning role number is greater than or equal to "04", which is the winning role number associated with Replay 1 (step S251). As a method of determination, a comparison instruction such as the "CP instruction" can be used, and depending on the success or failure of the carry flag (if the carry flag = 1, the game does not transition to the advantageous section), a transition to the advantageous section determination process can be performed. In the case of a number that does not have a sign, such as the winning role information, it is only necessary to process according to the success or failure of the carry flag, so by using a comparison instruction, the processing load can be reduced while using a simple instruction.
[0350] If the winning role number associated with the winning role is "04" or higher, the game state is set to the advantageous section (step S252). Here, there is a high probability state where the probability of winning the AT lottery is relatively high, and a low probability state where it is relatively low, and during the advantageous section, the game may transition from the low probability state to the high probability state, or from the high probability state to the low probability state. In addition, there are cases where the ceiling game count is set to a first game count (for example, 1000 games) and cases where it is set to a second game count (for example, 500 games). Multiple types of advantageous sections are available, combining the timing of the transition to the high probability state and the ceiling game count, and the advantageous section set in step S252 is one of these. The advantageous period will be selected by lottery from among several types of advantageous periods.
[0351] On the other hand, if the winning number associated with the winning combination is less than "04", the process of transitioning to the advantageous period ends, and the non-advantageous period continues.
[0352] As explained above, the CPU 304 of the main control unit 300 only needs to determine whether the winning combination is one that falls within the range of "04" to "34", that is, whether the winning combination number corresponding to the winning combination is 4 or greater. In terms of program instructions, this can be done with a simple program that, in the case of a non-advantageous period continuation, sets the winning combination number in a predetermined register (for example, register A), compares the contents of the predetermined register with the contents of replay 1 ("04"), and terminates if the winning combination number is less than 4. This reduces the program size compared to determining whether each winning combination is an advantageous period transition combination. Furthermore, it can reliably exclude combinations that are not advantageous period transition combinations.
[0353] Figure 24 is a diagram illustrating the instruction monitor controlled by the CPU 304 of the main control unit 300.
[0354] In AT mode, the CPU 304 of the main control unit 300 may use the game information display 126 shown in Figure 1 to display the order in which to press the stop buttons 137 to 139. The game information display 126, which may display the number of medals dispensed during bonus gameplay, functions as an instruction monitor.
[0355] Figure 24(a) shows a game information display unit 126 with 7-segment displays arranged side by side.
[0356] In Figure 24(a), the leftmost position shows the instruction display (the number 7) for CLR (center, left, right) operation, to its right shows the instruction display (the number 8) for CRL (center, right, left) operation, the center shows the instruction display (the number 9) for RLC (right, left, center) operation, to its right shows the instruction display (the number 10) for RCL (right, center, left) operation, and the far right shows a common display (the number 11) for all button presses, indicating that the player's benefit is the same regardless of which button press order is performed, corresponding to the 7 and 8 single-coin payouts.
[0357] Figure 24(b) is a flowchart of the instruction monitor setting process executed by the CPU 304 of the main control unit 300.
[0358] This instruction monitor setting process is executed after the winning combination is determined in the various lottery processing steps S105 shown in Figure 10.
[0359] First, the CPU 304 determines whether the winning combination belongs to the group of button-press combinations shown in Figure 23(a) (step S261). In terms of program instructions, it determines whether the number of the corresponding button-press combination group (either a button-press combination number from "01" to "21" or a group number of "00") corresponds to the group number "00" associated with the button-press combination group. The CPU 304 has to refer to 35 numbers such as "00" to "34" for the winning combination number, but only needs to refer to 22 numbers for the button-press combination group, resulting in faster processing speed. The program size is also reduced.
[0360] If the winning combination does not belong to the group of combinations with specific button presses, this instruction monitor setting process ends. On the other hand, if the winning combination does belong to the group of combinations with specific button presses, it is determined whether the current game state is the AT state or not (step S262). Of the various game states shown in Figure 7, the normal stage is "01", the CZ is "02", the comeback zone is "03", and the bonus state is " Game state numbers are assigned as follows: "04" for normal AT state, "05" for bonus zone, "06" for ending state, and "07" for ending state. The CPU 304 register (for example, register A) is set with the game state number representing the current game state. In step S262, it is determined whether the game state number set in that register is "04" or greater. If it is less than "04", this instruction monitor setting process ends. If it is "04" or greater, the instruction information value is calculated in step S263. In other words, if the current game state is AT state, the process proceeds to step S263.
[0361] In step S263, the process is performed using the winning role information (winning role number) instead of the minor role group information used in step S261. Specifically, the winning role number associated with the winning role is divided by 3, and the quotient of the result of the division is determined as the instruction information value. For example, if the winning role was Bell_CLR2, the winning role number "22" is divided by 3, and the quotient is "7," so this "7" is determined as the instruction information value. The "3" used here corresponds to the number of roles available for the same button press sequence. In other words, in order to make the outcomes more diverse, there are three winning role numbers for the same button press sequence, and in order to perform a common process for these three winning role numbers, the numbers are divided by 3, the remainder is not considered, and the quotient is determined as the instruction information value. This simplifies the process.
[0362] In the following step S264, the instruction monitor information is set based on the instruction information value calculated in step S263, and this instruction monitor setting process is completed. The game information display unit 126, which functions as an instruction monitor, displays the set instruction monitor information.
[0363] Furthermore, CPU304 also uses information on small role groups and rare role groups to process AT lotteries and lotteries in high-probability states where the probability of winning an AT lottery is relatively high, due to the aforementioned fast processing speed and small program size.
[0364] Figure 24(c) is a modified example of the flowchart for the instruction monitor setting process shown in Figure 24(b).
[0365] In the previous explanation, the game information display unit 12, which functions as an instruction monitor, displayed the numbers 7 through 11 as shown in Figure 24(a). However, in this modified example, the numbers 0 through 4 are displayed.
[0366] Steps S271 and S272 are the same as steps S261 and S262 described earlier, so their explanation will be omitted.
[0367] If the winning combination is a push-order combination and the current game state is AT state, in step S273, the CPU 304 subtracts "21", which is the value of the winning combination number associated with Bell_CLR1, the push-order combination at the beginning of the push-order combination group in the small combination group shown in Figure 23(a), from the value of the winning combination number (winning combination information) associated with the winning combination, to obtain the winning combination information subtraction value. In step S274, the winning combination information subtraction value is divided by 3, and the quotient of the division result is taken as the winning combination information subtraction division value. In step S275, the value of "1" is added to the winning combination information subtraction division value, and if the result of the addition exceeds "4", 0 is determined as the instruction information value, and if it does not exceed "4", the value of the result of the addition is determined as the instruction information value. For example, if Bell_CLR2 was won, first, "21" is subtracted from the winning combination number "22" to obtain a winning combination information subtraction value of "1" (step S273). Next, divide "1" by 3, and since the quotient is "0", this "0" is taken as the winning combination information subtraction division value (step S274). Finally, add "1" to "0", and since the added value does not exceed "4", "1" is determined as the indicator information value. On the other hand, if the single combination 7 was won, first subtract "21" from the winning combination number "33" to obtain the winning combination information subtraction value of "12" (step S274). Step S273). Next, divide "12" by 3, and since the quotient is "4", this "4" is taken as the winning role information subtraction division value (Step S274). Finally, add "1" to "4", and since the added value exceeds "4", determine that "0" is the indicator information value.
[0368] In the following step S276, the instruction monitor information is set based on the instruction information value determined in step S275, and this instruction monitor setting process is completed. As a result, the game information display 126, which functions as an instruction monitor, displays the number 1 when CLR operation is instructed, the number 2 when CRL operation is instructed, the number 3 when RLC operation is instructed, and the number 4 when RCL operation is instructed. In addition, the number 0 is displayed as a common indicator for all button presses, corresponding to the 1-coin payout 7 and 1-coin payout 8, indicating that the player's profit is the same regardless of the order in which the buttons are pressed.
[0369] As explained above, the instruction monitor setting process shown in Figure 24(b) displays the quotient obtained from the division operation directly on the instruction monitor. This means that the information to be displayed on the instruction monitor is determined in a single division operation, resulting in lighter processing load. On the other hand, depending on the number of winning combinations and the types of winning combinations, the instruction monitor information displayed on the game information display unit 126 may start from a number other than "1". In this example, as shown in Figure 24(a), it starts from "7". In contrast, the instruction monitor setting process shown in Figure 24(b) allows the instruction monitor information displayed on the game information display unit 126 to start from "1", making it easier for the player to understand.
[0370] Figure 25 shows another example of the winning combination data shown in Figure 23(a). Below, we will mainly explain the differences from the winning combination data shown in Figure 23(a), and redundant explanations may be omitted.
[0371] Figure 25(a) shows another example 1 of the winning combination data. In this other example 1, the winning combination information is the same as the winning combination information shown in Figure 23(a). That is, the same 35 winning combinations (minor combinations) as shown in Figure 23(a) are arranged in the same order, and each winning combination is assigned a sequential number of natural numbers from "00" to "34" (winning combination number) that corresponds one-to-one with the winning combination.
[0372] In this alternative example 1, the relationship between the display pattern and the number of coins paid out for each operation of the common bell and the sequence of button presses among the 35 winning combinations (minor combinations) is the same as the relationship shown in Figure 6(b).
[0373] In alternative example 1, if a winning combination of "05" or higher is internally achieved and associated with Replay 2, the game transitions to the advantageous section. Winning combination numbers of "05" or higher, i.e., winning combination numbers belonging to the range of "05" to "34", are the advantageous section numbers. On the other hand, winning combination numbers less than "05", i.e., winning combination numbers belonging to the range of "01" to "04", are the non-advantageous section numbers.
[0374] In Example 1, the information on the minor role groups includes not only the same push-order role group as the minor role group information in the winning role data shown in Figure 23(a), but also a separate group of push-order roles called replays. Minor roles that are not included in either the push-order role group or the replay group are assigned minor role numbers "01" to "04" and "06" to "16", which correspond one-to-one with the minor role. Therefore, minor roles can be identified by their minor role numbers. On the other hand, in the replay group, the entire group is assigned a unique group number ("05"), and each replay role is not assigned a number. Therefore, while the type of role, such as a replay role, can be identified by the group number, it is not possible to distinguish between individual replay roles, and the stopping operation pattern (push order) cannot be identified.
[0375] In alternative example 1, since replay 1, which does not transition to the advantageous period, is also grouped into the replay group ("05"), it is more convenient to refer to the winning role information rather than the small role group in the advantageous period transition process shown in Figure 23(b).
[0376] Note that the winning combination data in Example 1 also includes the same rare combination group as the winning combination data shown in Figure 23(a), although this is not shown in the illustration.
[0377] Figure 25(b) shows another example 2 of the winning combination data. In this other example 2 as well, the winning combination information is the same as the winning combination information shown in Figure 23(a). That is, the same 35 winning combinations (minor combinations) as shown in Figure 23(a) are arranged in the same order, and each winning combination is assigned a sequential number of natural numbers from "00" to "34" (winning combination number) that corresponds one-to-one with the winning combination.
[0378] In this alternative example 2, the relationship between the display pattern and the number of coins paid out for each operation of the common bell and the sequence of button presses among the 35 winning combinations (minor combinations) is the same as the relationship shown in Figure 6(b).
[0379] In alternative example 2, if a winning combination of "21" or higher is internally achieved and associated with the push-order bell_CLR1, the game transitions to the advantageous section. Winning combination numbers of "21" or higher, i.e., winning combination numbers belonging to the range of "21" to "34", are the advantageous section numbers. On the other hand, winning combination numbers less than "21", i.e., winning combination numbers belonging to the range of "01" to "20", are the non-advantageous section numbers.
[0380] In Example 2, the information for the small role group includes a group of push-order roles consisting of all push-order bell roles and single-coin roles 6, 7, and 8. Small roles not included in this push-order role group are assigned sequential numbers (natural numbers) to each role. That is, they are assigned small role numbers from "01" to "20" that correspond one-to-one with each role. Therefore, small roles can be identified by their small role numbers. On the other hand, in the push-order role group, the entire group is assigned a group number ("00"), and individual bell roles and single-coin roles are not assigned numbers. Therefore, while the type, such as push-order roles, can be identified by the group number, it is not possible to distinguish between the small roles (push-order bell_CLR, push-order bell_CRL, push-order bell_RLC, push-order bell_RCL, single-coin role 6, single-coin role 7, single-coin role 8), and the stopping operation pattern (push-order) cannot be identified. In other words, the group number does not tell us which operation is correct (the operation that may be most advantageous to the player).
[0381] In the alternative example 2, since the single-coin win 6, which does not transition to the advantageous period, is also grouped into the push-order win group ("00"), it is more convenient to refer to the winning win information rather than the small win group in the advantageous period transition process shown in Figure 23(b).
[0382] Note that the winning combination data in Example 2 also includes the same rare combination group as the winning combination data shown in Figure 23(a), although this is not shown in the illustration.
[0383] According to the above description, The system performs a determination of whether the transition conditions for moving to a favorable zone that is advantageous to the player [for example, a miss, three replays, one coin during RB, or winning a role other than a bell during RB] are met, and if the transition conditions are met, it sets the zone to that favorable zone [for example, a CPU 304 that executes the favorable zone transition process shown in Figure 23(b)]. A means for determining one of several winning results [for example, a CPU 304 that performs an internal winning role lottery process in the various lottery processes shown in Figure 10 (step S105)], A gaming machine equipped with, Each of the aforementioned multiple winning results [for example, the winning combinations in the winning combination information shown in Figure 23(a)] is associated with a first numerical piece of information [for example, the winning combination number in the winning combination information shown in Figure 23(a)]. The advantageous interval setting means corresponds to the winning result determined by the winning result determination means. If the first numerical information is greater than or equal to a specific value [for example, "04", "0100" in binary, or 4 in hexadecimal] [for example, a determination result of Yes in step S251 shown in Figure 23(b)], the transition condition is met and the advantageous interval is set [for example, in step S252 shown in Figure 23(b)]. The advantageous interval setting means is a means that, if the first numerical information corresponding to the winning result determined by the winning result determination means is less than the specific value [for example, the determination result of No in step S251 shown in Figure 23(b)], the transition condition is not met and the advantageous interval is not set [for example, the end of the advantageous interval transition process shown in Figure 23(b)]. A gaming machine characterized by the following features. I explained about that.
[0384] According to this gaming machine, the advantageous period can be set by determining whether the first numerical information corresponding to the winning result determined by the winning result determination means is greater than or equal to a specific value. This reduces the processing program capacity compared to determining whether each winning result is a winning combination that transitions to the advantageous period. Furthermore, the data capacity does not become enormous.
[0385] The multiple first numerical information items associated with each of the multiple winning results may be consecutive values, values spaced apart, or discrete values. However, the multiple first numerical information items associated with each of the multiple winning results must be associated in such a way that the winning results that set up the advantageous interval and the winning results that do not set up the advantageous interval can be distinguished by the specific value.
[0386] moreover, A means for setting an advantageous period that determines whether the conditions for transitioning to an advantageous period that is favorable to the player are met, and if the conditions for transitioning are met, sets the player to that advantageous period. A means for determining the winner, A gaming machine equipped with, The aforementioned winning results are associated with the first piece of information, The advantageous period setting means is a means for setting the advantageous period if the first information corresponding to the winning result determined by the winning result determination means satisfies predetermined conditions, The advantageous period setting means is a means of not setting the advantageous period if the first information corresponding to the winning result determined by the winning result determination means does not satisfy the predetermined conditions. The first piece of information is information that is divided into those that satisfy the predetermined conditions and those that do not satisfy the predetermined conditions. A gaming machine characterized by the following features. That's fine.
[0387] Also, "The number of winning results in which the first numerical information is greater than or equal to the specified value [for example, 31 in Figure 23(a)] is greater than the number of winning results in which the first numerical information is less than the specified value [for example, 4 in Figure 23(a)]." A gaming machine characterized by the following features. I also explained that.
[0388] This allows the advantageous period to be set at an early stage, thereby speeding up processing.
[0389] Also, "A gaming machine characterized in that the sum of the winning probabilities of the winning result in which the first numerical information is greater than or equal to the specified value [for example, (a) + (b) + (c) + (d) in Figure 6(a)] is higher than the sum of the winning probabilities of the winning result in which the first numerical information is less than the specified value [for example, (e) + (f) + (g) + (h) + (i) + (j) + (k) + (l) + (m) + (n) in Figure 6(a)]." I also explained that.
[0390] This also allows the aforementioned advantageous period to be set at an early stage, thereby speeding up processing.
[0391] Also, A reel that stops rotating when stopped [for example, reels 110-112], Means for granting benefits [for example, the main control unit 300], Equipped with The aforementioned multiple winning results include multiple types of operation patterns [e.g., Bell CLR, Bell CRL, Bell RLC, Bell RCL, 1-coin win 7, 1-coin win 8] associated with operation patterns that are advantageous to the player in the stopping operation [e.g., so-called correct operation], [e.g., push order wins], The aforementioned bonus granting means is a means that may perform processing related to granting a bonus [e.g., AT state] using second information [e.g., information on minor role groups] different from the first numerical information [e.g., information on transitioning to an AT state] [e.g., in the case of a normal state (non-AT state)], The second piece of information allows us to identify that the winning result determined by the winning result determination means is the result of the operation pattern [for example, the sequence of button presses], but it does not allow us to identify which of the multiple types it is [for example, bell CLR, bell CRL, bell RLC, bell RCL, single-coin win 7, or single-coin win 8]. A gaming machine characterized by the following features. I also explained that.
[0392] In the case of the aforementioned lottery method, there may be game states where the advantageous operating method described above is not necessary, and conversely, there may be cases where the lottery using the second information requires less processing program capacity.
[0393] According to the above description, A reel that stops rotating when stopped [for example, reels 110-112], A means for determining one of several winning results [for example, a CPU 304 that performs an internal winning role lottery process in the various lottery processes shown in Figure 10 (step S105)], A notification information determination means [for example, a CPU 304 that executes instruction monitor setting processing] that determines notification information [for example, instruction monitor information] corresponding to the operation mode in the aforementioned stop operation, A notification means for providing the aforementioned notification information [for example, a game information display 126 that functions as an instruction monitor], A gaming machine equipped with, The aforementioned winning result determination means is a means that may determine one of several types of specific winning results [for example, button-press combinations] associated with an operation method advantageous to the player [for example, a so-called correct operation], which may be a specific winning result [for example, bell CLR1-3, bell CRL1-3, bell RLC1-3, bell RCL1-3, 1-coin combination 7, 1-coin combination 8]. The notification information determination means is a means for determining the notification information based on a calculation result [for example, an instruction information value] obtained by a predetermined calculation process [for example, a calculation process of dividing the winning number by 3] when any of the multiple types of specific winning results is determined. A gaming machine characterized by the following features. I explained about that.
[0394] With this gaming machine, regardless of which of the aforementioned specific winning results is determined, the notification information is determined based on the calculation result obtained by a predetermined calculation process, thereby standardizing the processing and reducing the processing capacity of the processing program related to notifying the player of operations that are advantageous to the player.
[0395] Also, The winning result [for example, the winning role in the winning role information shown in Figure 23(a)] is associated with the first piece of information [for example, the winning role number in the winning role information shown in Figure 23(a)], The notification information determination means is a means for determining the notification information based on the calculation result obtained by the predetermined calculation process using the first information. A gaming machine characterized by the following features. I also explained that.
[0396] The notification information can be determined according to the aforementioned winning result.
[0397] Also, "A first control means [for example, a main control unit 300] that controls the progress of the game, A second control means for controlling the performance [for example, a first sub-control unit 400], Equipped with, The notification information determination means is a means controlled by the first control means, The first control means is a means for transmitting second information different from the first information [for example, information about minor role groups] to the second control means. The second piece of information allows us to identify that the winning result determined by the winning result determination means is a specific winning result [for example, a sequence of button presses], but it does not allow us to identify which of the multiple types it is [for example, whether it is Bell CLR1, Bell CLR2, Bell CLR3, etc.]. The second control means is a means for controlling the performance using the second information. The gaming machine is characterized by this feature. I also explained that.
[0398] From the perspective of the second control means, there may be game states where the advantageous operating mode described above is not necessary, and conversely, there may be cases where controlling the effects using the second information requires less processing program capacity.
[0399] Furthermore, the first control means may include the means for determining the winning result, and the first control means may also include the means for determining the notification information.
[0400] Also, The aforementioned predetermined arithmetic operation is a division operation, The first piece of information mentioned above is information that includes a corresponding value [for example, the value of the winning number] that corresponds one-to-one with the winning result, The notification information determination means is a means for determining the notification information based on the calculation result obtained by dividing the corresponding value by a predetermined value [for example, 3] [for example, by using the calculation result as is (step S264) or by further processing the calculation result (step S275)] [for example, the CPU 304 that executes the instruction monitor setting process shown in Figure 24(b) or (c)]. A gaming machine characterized by the following features. I also explained that.
[0401] Regardless of which of the aforementioned specific winning results is determined, the notification information is determined based on the calculation result obtained by performing a division operation by a predetermined value, thereby standardizing the processing and reducing the size of the processing program.
[0402] Also, The notification information determination means is a means for determining information representing the quotient value obtained by dividing the corresponding value by the predetermined value as the notification information [for example, the CPU 304 that executes the instruction monitor setting process shown in Figure 24(b)]. A gaming machine characterized by the following features. I also explained that.
[0403] By using the quotient value of the division operation, the notification information can be determined without considering the remainder of the division operation, thus further reducing the size of the processing program.
[0404] Also, "The aforementioned multiple types of specific winning results are provided with a first number [e.g., 3] of winning results [e.g., Bell_CLR] that have the same advantageous operating method." The predetermined value is the first number. A gaming machine characterized by the following features. I also explained that.
[0405] The first number is a value of 2 or more, and multiple specific winning results of the same advantageous operation mode with different outcomes can be prepared. On the other hand, although the number of specific winning results increases and the values to be handled become larger, the division operation is performed by the first number, so the increase in the number of specific winning results can be canceled out, thereby preventing an increase in the capacity of the processing program and reducing the processing time.
[0406] In addition, "Reels that stop rotating when stopped [for example, reels 110-112], A means for determining the winning result from among multiple winning results [for example, a CPU 304 that performs an internal winning role lottery process in the various lottery processes shown in Figure 10 (step S105)], A notification means that provides notification corresponding to the operation mode in the aforementioned stop operation [for example, a game information display 126 that functions as an instruction monitor], A gaming machine equipped with, The aforementioned winning result determination means is a means that may determine a specific winning result from among a plurality of specific winning results [e.g., button press combinations] associated with an operation method [e.g., a so-called correct operation] that is advantageous to the player, The aforementioned multiple specific winning results include a first specific winning result [e.g., Bell_CLR1] and a second specific winning result [e.g., Bell_CLR2], The first specific winning result is associated with the first operating pattern [for example, the order of pressing middle, left, and right] as the advantageous operating pattern. The second specific winning result is associated with the first operating mode [for example, the order of pressing middle, left, and right] as the advantageous operating mode, The notification means is a means capable of notifying first information corresponding to the first operation mode when the first specific winning result is determined as a winning result by the winning result determination means, The notification means is a means capable of notifying second information corresponding to the first operation mode when the second specific winning result is determined as a winning result by the winning result determination means, The first piece of information and the second piece of information are the same piece of information [for example, the display of the number "7" shown on the far left of Figure 24(a)]. A gaming machine characterized by the following features. That's fine.
[0407] Next, we will elaborate on the standby game, which was explained using Figures 20(c1) and (c2). The state in which the standby game is being played is the standby state.
[0408] Figure 26 shows an example where a continuous performance is followed by a confirmation performance and a transition to the AT state. The upper Figure 26(a) shows an example where no penalty occurs, and the lower Figure 26(b) shows an example where a penalty occurs. Both Figure 26(a) and Figure 26(b) progress from left to right. Figure 26 shows the number of games played, the winning combination, the button press order, the display screen of the LCD display device 157, the occurrence of a penalty, the progress of the performance, the count value of the pre-announcement game count A counter, and the game count display GMV value.
[0409] In Figure 26(a) shown in the upper section, a rare role (for example, a strong cherry) has been won, and a continuous performance sequence has begun. Figure 26(a) shows the sequence from the middle, and performance sequence 1 (see Figure 14) is omitted from the illustration.
[0410] In the N+1th game, the second of the continuous performance sequences is executed, and the LCD display 157 shows the scene in which the enemy swordsman appears. The game count display GMV value is 98, and "98G" is displayed in the lower left corner of the LCD display 157's screen. Also, the value of the pre-announcement game count A counter managed by the main control unit 300 (not shown here) is "3" in the N+1th game. In the N+1th game, an internal win occurs, and the left stop button 137 is operated first, followed by the recommended stop operation of left, middle, and right.
[0411] In the N+2th game, the third of the continuous performance sequences is executed, and the LCD display screen 157 shows a scene where the protagonist lord and the antagonist swordsman are facing each other. The game count display GMV value is 99, and "99G" is displayed in the lower left corner of the screen. The value of the pre-announcement game count A counter in the main control unit 300 decreases by one in the N+2nd game to "2". In the N+2nd game, an internal win for the push-order bell occurs, but since it is in a normal state (not AT state), no operation navigation is executed, and the left stop button 137 is operated first, followed by the recommended stop operation of left, middle, and right.
[0412] In the N+3 game, the final sequence of the continuous sequence, sequence 4, is executed, and the LCD display 157 shows a scene in which the protagonist lord defeats the enemy swordsman, suggesting a transition to AT. The continuous sequence ends in this N+3 game. The game count display GMV value is 100, and "100G" is displayed in the lower left of the display screen. The value of the pre-announcement game count A counter decreases by one further in the N+3 game to "1". In the N+3 game, a replay is internally awarded, and the recommended stop operation of left, center, and right is performed. When the continuous sequence ends, the game count display GMV that was previously displayed in the lower left of the display screen disappears.
[0413] In the N+4th game after the continuous performance ends, a confirmation announcement is performed, and the words "AT Confirmed" are displayed on the LCD display screen 157 above the character of the main character, the lord, allowing the player to confirm that they have entered the AT state. The value of the pre-announcement game count A counter becomes "0" in the N+4th game. In the N+4th game, a replay is internally won, and left The recommended operation in the middle right will be stopped.
[0414] At the start of the N+5th game, the value of the pre-announcement game count A counter is "0", so the game transitions from the normal state to the AT state (AT normal state). The LCD display device 157 displays a notification screen (AT start screen with the text "AT Start") indicating that the game has transitioned to the AT state. At the N+5th game, the push-order bell has been internally won. Since the value of the pre-announcement game count A counter managed by the main control unit 300 is "0" and the game state is the AT state, the first sub-control unit 400 receives information from the main control unit 300 regarding the order of operations for the winning role. The LCD display device 157 displays "312" (operation navigation display) indicating the correct operation for the push-order bell, which is the winning role.
[0415] Figure 26(b) in the lower section shows an example where a continuous performance sequence is executed, similar to Figure 26(a) in the upper section, but a penalty occurs during the game in the middle of that sequence. The following explanation will focus on the differences from the example shown in Figure 26(a) in the upper section.
[0416] In the example shown in Figure 26(b), during the N+1 game (performance 2 of the continuous performance), the game count display GMV value is 98, and the value of the pre-announcement game count A counter managed by the main control unit 300 (not shown here) is "3".
[0417] In the next N+2 game (the third sequence of the continuous sequences), an internal win occurs for a push-order bell. That is, an internal win occurs for a push-order bell in the normal state of the advantageous section. Here, an irregular stop operation is performed with the first stop operation being to the right, resulting in a penalty. In the N+2 game, as shown in Figure 26(a), the display screen of the liquid crystal display device 157 shows a scene in which the protagonist lord and the antagonist swordsman are facing each other. Also, the game count display GMV in the lower left of the display screen shows "99G". At the moment the first stop operation that caused the penalty occurs, the display screen of the liquid crystal display device 157 displays an operation recommendation display REC such as "Left press recommended" overlapping with the scene. Furthermore, in the game in which the penalty occurred, at the moment the third stop operation is performed, the display screen of the liquid crystal display device 157 is darkened, making the above scene difficult to see, but the operation recommendation display REC is not darkened and is easily visible. On the other hand, the game count display GMV is blacked out, making it difficult to see. In this example, even if a penalty occurs, the value of the game count display GMV is not reset by one game at the time of the third stop operation, and remains at 99G (no change). Therefore, even if the game count display GMV is made difficult to see by blacking it out, there is no effect because there is no change. However, the value of the pre-announcement game count A counter in the main control unit 300 is not updated at the time the third stop operation is performed and remains at "3". In addition, the game count display GMV may be made easier to see by not applying the blacking out effect to it, similar to the operation recommendation display REC. Alternatively, the operation recommendation display REC may be displayed without blacking it out, or the operation recommendation display REC may be displayed in full screen.
[0418] When the N+3 game of the next game begins, the blackout display ends, the operation recommendation display REC also ends, and the final sequence of sequences, sequence 4, is executed. In other words, even if a penalty occurs during the sequence, sequence 3, which was being executed in the game in which the penalty occurred, is not re-executed. Instead, the scheduled sequence (in this case, sequence 4) is executed, and the sequence continues to be completed. As a result, the LCD display 157 shows a scene in which the protagonist lord has defeated the enemy swordsman, suggesting an AT transition. The game count display GMV value is 100, and "100G" is displayed in the lower left corner of the display screen. On the other hand, the value of the pre-announcement game count A counter decreases by one to "2".
[0419] In the N+4th game after the continuous performance has ended, a confirmation announcement performance is executed, and on the LCD display screen 157, the value of the pre-announcement game count A counter decreases by one more to "1" above the display of the main character, the lord, but it does not become "0".
[0420] At the start of the N+5th game, the value of the pre-announcement game count A counter is "1", so the game does not transition to the AT state (AT normal state) and remains in the normal state. Also, if the value of the pre-announcement game count A counter is "1" or more even after the confirmation announcement performance has ended, the main control unit 300 executes a standby game. In this standby game, the LCD display device 157 executes a standby performance that is the same as the display of the confirmation announcement performance, with the text display "Preparing" added. The text display "Preparing" is displayed together with the confirmation announcement performance, but it does not have to be displayed together with the confirmation announcement performance, and a screen specific to the standby performance (standby state) may be displayed. Also, since the number of remaining standby performances is not clearly indicated to the player during the standby performance, the "Preparing" display may become slightly brighter or darker in the final game of the standby performance to indicate that the standby performance (standby state) will end with that game, and the display manner before the final game of the standby performance may change from the display manner during the final game of the standby performance. For example, the "Preparing" display may be shown in the first stage until just before the final game of the standby sequence, then in the second stage when starting the final game of the standby sequence, then in the third and fourth stages when performing the first and second stop operations, and finally in the fifth (final) stage when performing the last stop operation. This allows the player to be prepared by indicating that the AT state will start from the next game, preventing the AT state from starting unexpectedly. The standby sequence is an sequence that is executed when the main control unit 300 instructs the first sub-control unit 400 to execute it. Furthermore, if the first sub-control unit 400 determines that the value of the pre-announcement game count A counter from the main control unit 300 is not "0" even though the game count display GMV value is "0" (i.e., if it perceives a discrepancy between the game count from the main control unit and the game count from the first sub-control unit), the first sub-control unit 400 may execute the standby sequence. Furthermore, as shown in the example in Figure 26(a), instead of displaying the AT start screen after the confirmation announcement animation has finished, a waiting game is performed, and during that waiting game, an animation is played that pauses the progress of the animation.When the waiting game is played, the value of the pre-announcement game count A counter becomes "0". In this example, a penalty occurred in only one game at the N+2th game, but if penalties occur in multiple games, the waiting game will be played for the number of games in which penalties occurred.
[0421] At the start of the N+6th game, the value of the pre-announcement game count A counter is "0", indicating a transition from the normal state to the AT state (AT normal state). The LCD display 157 shows the AT start screen, and an internal win for the push-order bell has been confirmed. In addition, the first sub-control unit 400 receives information regarding the operation order for the winning role from the main control unit 300. The LCD display 157 displays "312" (operation navigation display) on its screen, indicating the correct operation for the push-order bell, which is the winning role.
[0422] In the example of performing the standby game described above, the discrepancy between the value of the pre-announcement game count A counter and the progress of the performance is not corrected during the continuous performance. Instead, the standby game is performed to correct the discrepancy before the continuous performance ends and the AT start screen is displayed. In other words, the correction is made at the end, not in the middle.
[0423] Furthermore, the "Preparing" text display PRE shown during standby gameplay indicated that preparations were underway for the value of the pre-announcement game count A counter to become "0". However, the "Preparing" text display PRE may also be displayed even if no penalty occurs. For example, the "Preparing" text display PRE may be displayed during the confirmation announcement sequence in Figure 26(a). In this case, the "Preparing" text display PRE will represent the preparation for the AT state. In this way, by displaying the "Preparing" text display PRE even if no penalty occurs, the penalty This makes it difficult to see that the game is being played by Ruthi, thus preventing players from feeling disappointed. The duration of the waiting period is set to the number of games for which a penalty was incurred, but it is not limited to this, and the number of games to be played in the waiting period may be determined by lottery. In this case, even if no penalty has been incurred, if a waiting period is introduced, the display will show "Preparing" whether a penalty has been incurred or not, making it difficult to see that the game is being balanced out by a penalty. Furthermore, the number of games to be played in the waiting period may be determined according to the number of game value obtained through irregular pressing. For example, the more game value obtained through irregular pressing, the longer the waiting period will be, and the fewer game value obtained, the shorter the waiting period will be. This allows the game value obtained through irregular pressing to be consumed, preventing players from gaining profit through irregular pressing. Moreover, if an irregular pressing is performed but no game value is obtained, the waiting period will be shorter, preventing such players from consuming game value unnecessarily.
[0424] Next, I will explain the flow of the premonition sequence.
[0425] There are two types of pre-announcement effects: genuine pre-announcement effects and false pre-announcement effects. Genuine pre-announcement effects are effects that are performed over one or more games when it has already been decided that the game state will change to a state that is more advantageous to the player than the current game state, and these effects build excitement for the change to the advantageous game state even before the change occurs.
[0426] The following explanation will use the AT state (normal AT state) as an example of a favorable gameplay state.
[0427] Figure 27 is a diagram illustrating the flow of the pre-AT (Attack Time) sequence when transitioning from the normal state (non-AT state) to the AT state. Both Figure 27(a) in the upper section and Figure 27(b) in the lower section progress from left to right.
[0428] Figure 27(a) in the upper section shows the flow of events when no penalty occurs during the execution of the pre-announcement sequence. In Figure 27(a), the display screen of the liquid crystal display device 157 is shown in a simplified manner.
[0429] In this example, the game transitions from the normal stage shown in Figure 7 to the AT normal state when condition A is met. In the normal stage, it is an advantageous period, and the LCD display 157 shows the background image of the normal performance. In this state, a rare role (for example, a strong cherry) is internally won, and the pre-announcement performance lottery based on that internal win is won, and the pre-announcement performance begins. In this example, if the pre-announcement performance lottery is won, the game transitions to the AT normal state. That is, the game transitions to the AT normal state after the pre-announcement performance ends.
[0430] The main control unit 300 manages the start timing of the main pre-announcement sequence and the number of sequences played during the main pre-announcement sequence. The number of sequences played during the main pre-announcement sequence is 32. In addition, the number of sequences played during the confirmation sequence, which starts when the main pre-announcement sequence ends, is 1. When the timing for the main pre-announcement sequence to begin arrives, the pre-announcement game count A counter is set to "33", which is the sum of the number of sequences played during the main pre-announcement sequence and the number of sequences played during the confirmation sequence.
[0431] When the main pre-announcement sequence begins, on the first game, the LCD display device 157 displays an image indicating the start of the main pre-announcement sequence (an image displaying the words "Pre-announcement ZONE"). The value of the pre-announcement game count A counter is updated when the third stop operation is performed, decreasing from "33" to "32". In addition, since the entire main pre-announcement sequence includes a 1-game development sequence and a 4-game consecutive sequence towards the end, the preceding pre-announcement scene sequence consists of 27 games (N=27).
[0432] On the 28th game of the main pre-announcement sequence, a development sequence takes place, determining whether the pre-announcement scene sequence will develop into a continuous sequence. In other words, it is determined whether the main pre-announcement sequence will end or continue. Here, it develops into a continuous sequence (the main pre-announcement sequence continues), and the continuous sequence, as explained using Figure 26, is executed. Once the 4-game continuous sequence is complete, the main pre-announcement sequence ends. As mentioned above, in sequence 4 of the continuous sequence, a scene is displayed in which the protagonist lord defeats the enemy swordsman, suggesting a transition to AT.
[0433] Once the pre-announcement sequence ends, the value of the pre-announcement game count A counter becomes "1", and then the confirmation announcement sequence is played for one game. As mentioned above, the confirmation announcement sequence displays the words "AT confirmed", allowing the player to determine that they will be entering the AT state. Once the confirmation announcement sequence ends, the value of the pre-announcement game count A counter becomes "0".
[0434] Furthermore, in games where a confirmed win announcement is performed, a bonus lottery may be held to increase the number of AT (Attack Time) games based on the internally won combination in that game.
[0435] When the game state of slot machine 100 transitions from the normal state to the AT state (AT normal state), the AT start screen is displayed on the LCD display 157. When an internal win occurs with a push-order bell, the value of the pre-announcement game count A counter managed by the main control unit 300 is "0", and the game state is the AT state. Therefore, information regarding the correct operation order for the push-order bell is transmitted from the main control unit 300 to the first sub-control unit 400, and an operation navigation display is shown on the LCD display 157.
[0436] Figure 27(b) in the lower section shows the flow of events when a penalty occurs during the execution of the pre-announcement sequence. The following explanation will focus on the differences from the example shown in Figure 27(a).
[0437] First, penalties incurred during the normal stage of the advantageous section before the main pre-announcement sequence begins are not subject to standby play. This is because the pre-announcement game count A counter of the main control unit 300 is not activated, and the discrepancy between the value of the pre-announcement game count A counter and the progress of the sequence does not become an issue. However, penalties incurred during the normal stage of the advantageous section before the main pre-announcement sequence begins may also be subject to standby play. Although the above discrepancy does not become an issue, incurring a penalty will delay the start of the AT start screen display, which serves as a deterrent against penalties.
[0438] A penalty occurs on the second game after the main pre-announcement sequence begins. The value of the pre-announcement game count A counter remains at "32" and is not updated when the third stop operation is performed, but the sequence continues to progress.
[0439] Furthermore, a continuous performance sequence begins, and a penalty occurs even while performance sequence 2 is running. The value of the pre-announcement game count A counter is not updated when the third stop operation is performed and remains at "5".
[0440] In this example, two penalties were incurred, and the value of the pre-announcement game count A counter at the end of the confirmation animation was "2".
[0441] Once the confirmation announcement animation ends, the game will run for the number of games indicated by the value on the Pre-announcement Game Count A counter. In this case, two games of waiting gameplay will be played. As mentioned above, during the waiting gameplay, the same animation as the confirmation announcement animation will be displayed, with the text "Preparing PRE" added to it. After two rounds of waiting gameplay, the value of the Pre-announcement Game Count A counter will become "0". Note that penalties may occur during the waiting gameplay. Even if a penalty occurs during the waiting gameplay, the value of the Pre-announcement Game Count A counter will not be updated when the third stop operation is performed, and the waiting gameplay will be extended by the number of games in which the penalty occurred.
[0442] While a waiting game is in progress, the system may choose not to conduct a bonus game count increase based on the internally won combination during that game, or it may choose to do so. Alternatively, while a waiting game is in progress, the bonus game count increase may not be increased for replays or bells, but only for rare combinations (e.g., cherries). By conducting a bonus game count increase for rare combinations even during a waiting game, if the system is designed to allow waiting games even when no penalty has occurred, it becomes less obvious that the waiting game is due to a penalty, and the game can be presented in a natural flow regardless of whether a penalty has occurred.
[0443] Furthermore, during standby gameplay, the first sub-control unit 400 does not receive information regarding the order of operations for winning roles from the main control unit 300, so the liquid crystal display device 157 does not display an operation navigation display. However, an effect related to the operation pattern (press order) may be performed. For example, an effect may be performed that only the fact that the first stop is left is announced, and the second stop is "?", and the third stop is also "?", or an effect of a press order quiz may be performed. If the effect related to the operation pattern (press order) includes an operation navigation display, the frequency of execution of the effect related to the operation pattern (press order) will decrease during standby gameplay compared to during AT gameplay. For example, it may decrease to 1 / 2, or it may not be performed at all. Furthermore, instead of using effects related to the operation method, the game may also use effects that suggest the winning combination. If a rare combination such as a cherry or watermelon is won, the game may display "Good Chance" or a color corresponding to the winning combination (for example, red or green). If a replay or a push-order bell is won, the game may display "Small Win" or a color corresponding to the winning combination (for example, light blue, yellow, or gray that suggests that some kind of combination has been won).
[0444] When the standby game ends, the value of the pre-announcement game count A counter is "0" and the game state is AT state, so the first sub-control unit 400 receives information from the main control unit 300 regarding the correct operation order for pressing the bell button, and the liquid crystal display device 157 displays an operation navigation display.
[0445] As explained above, if a penalty occurs during the pre-announcement sequence, the planned pre-announcement sequence will be completed to the end. After it is completed, but before the AT start screen is displayed, a waiting period equal to the number of games that were penalized will be played. After the waiting period ends, the transition to the AT state will be announced, and the operation navigation display will become available. By completing the planned pre-announcement sequence to the end, the player will feel that there are no negative effects from the penalty, and the player can be introduced to the AT state without being discouraged. Also, if the penalty is due to a mistake, the player may feel disappointed and their motivation to continue playing may decrease. However, even if a penalty occurs, if the screen does not go dark, the game can continue naturally, and the player may not realize that a penalty has occurred. Furthermore, by playing a waiting period, the visual progress of the sequence and the internal game state can be made consistent. In addition, since the waiting period is executed after the confirmation announcement sequence, the player knows that they will soon be entering the AT state, which can prevent them from stopping playing (leaving their seat). In addition, the same "AT confirmed" display shown in the confirmation announcement is also displayed during the waiting animation, which can more effectively prevent players from stopping their game.
[0446] The example shown in Figure 27 was an example of a pre-announcement sequence during the transition from the normal stage to the normal AT state, but it can also be applied to pre-announcement sequences during the transition from the normal stage to the CZ. In addition, an example was described in which a pre-announcement lottery is won when a rare role is played and the value of the pre-announcement game count A counter is set, but this is not the only example. Alternatively, the number of games until the next AT state starts may be determined at the end of the previous AT state (when a new normal stage begins), and the timing of the pre-announcement start may be determined after that. Alternatively, the timing of the pre-announcement start may be determined at the end of the previous AT state (when a new normal stage begins), or a pre-announcement lottery may be held when a specific number of games have elapsed, and the value of the pre-announcement game count A counter may be set.
[0447] A false premonition is a sequence of events that is performed over one or more games when it has not been decided that the game will transition to a more advantageous state than the current game state. It is a sequence of events that makes the player expect to transition to an advantageous game state, but it only creates the expectation and does not actually transition to an advantageous state, remaining in the current game state.
[0448] Figure 28 is a diagram illustrating the flow of the fake premonition sequence performed in the normal state (non-AT state). Both Figure 28(a) in the upper section and Figure 28(b) in the lower section progress from left to right.
[0449] Figure 28(a) in the upper section shows the flow when no penalty occurs during the execution of a false premonition sequence. In Figure 28(a), the display screen of the liquid crystal display device 157 is shown in a simplified manner. The following explanation will focus on the differences from the flow when no penalty occurs during the execution of the genuine premonition sequence shown in Figure 27(a).
[0450] In the normal stage, it is an advantageous period, and the LCD display 157 shows the background image of the normal performance. The execution, content, and duration of the false premonition performance are determined by the result of the false premonition performance lottery. The false premonition performance lottery is performed when the number of games reaches a predetermined number of times, or when a predetermined role (for example, a replay or a bell) is internally won. Even if the execution of the false premonition performance is won through the false premonition performance lottery, the premonition game count A counter does not activate. The content and duration of the false premonition performance here are the same as the content and duration of the genuine premonition performance explained using Figure 27(a). That is, a premonition scene performance is performed for 27 games, and on the 28th game, a development performance is performed. In the development performance, even if it is a false premonition performance, it develops into a continuous performance, and the same continuous performance as the continuous performance explained using Figure 26 is performed. In performance 4 of the continuous performance, the scene in which the protagonist lord defeats the enemy swordsman is displayed, suggesting an AT transition. The false premonition sequence ends when the four-game sequence is completed.
[0451] Once the false alarm animation ends, the confirmed win animation is not performed, and when the next game starts, the background image of the normal animation is displayed on the LCD display 157. At this point, the player realizes for the first time that the previous animation was a false alarm animation. Alternatively, the text "Too bad" may be displayed in the game following the end of the false alarm animation.
[0452] Figure 28(b) in the lower section shows the flow of events when a penalty occurs during the execution of the Gaze premonition sequence. The following explanation will focus on the differences from the example shown in Figure 28(a).
[0453] First, even if a penalty occurs in the normal stage of the advantageous section before the false premonition sequence begins, the standby game will not be played. Also, even if a penalty occurs during the execution of the false premonition sequence, the standby game will not be played. This is because the game does not transition to the AT state and remains in the normal state, and as mentioned above, the premonition game count A counter of the main control unit 300 is not activated, so the discrepancy between the value of the premonition game count A counter and the progress of the sequence does not become an issue. Even if a penalty occurs, the false premonition sequence is completed to the end in order to prioritize making the sequence appear natural. Then, once the false premonition sequence ends, the standby game is not played, and when the next game starts, the background image of the normal sequence is displayed on the LCD display device 157.
[0454] Furthermore, while examples of false premonitions being triggered by rare roles, similar to genuine premonitions, are described, the timing of the false premonition's start is not limited to this; it may also be determined at the end of the previous AT state (the start of a new normal stage).
[0455] Furthermore, examples of how a penalty may occur due to an irregular button press include the re-execution of the same animation in the next game, and the occurrence of a waiting state during the confirmation announcement after the end of a continuous animation. As explained above, these are not the only examples. For instance, if a penalty occurs due to an irregular button press in a game, the final part of the animation from the previous game (the game in which the irregular button press occurred) may continue to play in the next game (the animation is extended, but does not progress). Of course, if the recommended button press is performed in the next game, the animation will progress in the game after that, and if an irregular button press occurs again, the final part will continue to play in the game after that as well. For example, if the animation in a game is structured so that "the beginning part is performed when the game is started (operation of the start lever 135) → the middle part is performed when the first stop is made → the final part is performed when the final stop button is released," and after the final stop button is released, the animation video of the final part is looped, then if a penalty occurs due to an irregular button press in a game, the final part of the animation from the previous game (the game in question) will continue to loop in the next game. Note that in the game after an irregular button press, the animation will loop from the game start operation to the final part, and the animation will not progress with each stop operation. Furthermore, if a loop playback of the final section occurs under circumstances where an irregular button press is made during a game, the next game may not start from the beginning of the loop playback when the start operation is performed, but may instead seamlessly loop through the final section. Also, if the presentation consists of a final section after the final section, the presentation may be configured such that if the recommended button press is made during a game, the presentation will run all the way to the final section, but if an irregular button press is made during a game, the presentation will not progress to the final section but will loop through the final section, and the next game will continue to loop through the final section. If the next game uses the recommended button press, the presentation will progress to the final section after the final stop, and if the next game also uses an irregular button press, the final section will continue to loop after the final stop. The presentation of the final section may include a presentation of opponents facing each other, a "NEXT" display indicating the progress to the next game, and a "Hit the lever" display prompting the start operation for the next game. Furthermore, in a configuration where the animation is extended when an irregular press results in a penalty, the game counter managed by the main control unit 300 and the game counter managed by the sub-control unit 400 may be configured such that if an irregular press results in a penalty, the game counter does not advance in the next game, or the game counter resets by 1.
[0456] According to the above description, "Means of presentation [for example, liquid crystal display device 157], Control means [for example, main control unit 300], A gaming machine equipped with, The control means is a means capable of controlling the transition to a second game state [e.g., AT state] which is more advantageous to the player than a first game state [e.g., normal state (non-AT state)], The control means is a means capable of performing a second process, The second process is a process relating to the transition from the first game state to the second game state [for example, updating the transition counter, updating the pre-announcement game count A counter, updating the ceiling counter, AT transition lottery], The aforementioned performance means is a means for executing a second performance [for example, a performance using the AT start screen in Figure 26, which displays the words "AT Start"] that indicates that the game has transitioned to the second game state. The control means is a means for which a second process may be performed, The control means is a means that, rather than in the second case, may have a first case that is more disadvantageous to the player than the second case [for example, when a penalty is applied or when no application is applied], In the second case, the aforementioned performance means is a means for executing the first performance [for example, the continuous performance in Figure 26] as planned, which was scheduled to be performed before transitioning to the second game state [for example, Figure 26(a)]. The aforementioned performance means is also a means for executing the first performance as planned in the first case [for example, Figure 26(b)], The aforementioned performance means is a means for performing a third performance [for example, a waiting performance with the text "Preparing" displayed PRE] over a number of games corresponding to the number of games played in the first case, before performing the second performance. A gaming machine characterized by the following features. I explained about that.
[0457] According to this gaming machine, even in the first case where the second process is not executed and which may be disadvantageous to the player, the first performance is executed as planned. Therefore, during the execution of the first performance, the player does not realize that the first case is occurring, and the game appears to be progressing naturally. On the other hand, before the execution of the second performance, the third performance is executed for a number of games corresponding to the number of games in the first case, so that the apparent progress of the performance and the internal game situation can be made consistent. As a result, this gaming machine can address the impact of whether or not the process related to the transition to a game state advantageous to the player (the second process) is performed.
[0458] The timing of the execution of the third performance may be any time before the execution of the second performance.
[0459] Furthermore, the gaming machine may have a second case in which the control means executes the second process, and a first case in which, if the operating means is operated in a manner different from the predetermined operating manner in the stop operation [for example, the operating manner for the first stop to the right or the operating manner for the first stop in the middle], the control means does not execute the second process, which may be more disadvantageous to the player than in the second case [for example, a penalty process is executed or no process is performed, i.e., a penalty is incurred].
[0460] Furthermore, in the first case, the performance means is a means of performing a third performance over a number of games corresponding to the number of games played in the first case, before performing the second performance.
[0461] Furthermore, according to the above description, "Means of presentation [for example, liquid crystal display device 157], Control means [for example, main control unit 300], A gaming machine equipped with, The control means is a means capable of controlling the transition to a second game state [e.g., AT state] which is more advantageous to the player than a first game state [e.g., normal state (non-AT state)], The control means is a means capable of performing a second process, The second process is a process relating to the transition from the first game state to the second game state [for example, updating the transition counter, updating the pre-announcement game count A counter, updating the ceiling counter, AT transition lottery], The aforementioned performance means is a means for executing a second performance [for example, a performance using the AT start screen in Figure 26, which displays the words "AT Start"] that indicates that the game has transitioned to the second game state. The control means is a means for which a second process may be performed, The control means is a means that, rather than in the second case, may have a first case that is more disadvantageous to the player than the second case [for example, when a penalty is applied or when no application is applied], The aforementioned performance means is a means that may perform a fourth performance [for example, a confirmation announcement performance in which the words "AT confirmed" are displayed] before the second performance, which makes it possible to identify that a transition to the second game state will occur. The aforementioned performance means is a means for executing a third performance [for example, a waiting performance with the text "Preparing" displayed PRE] over a number of games corresponding to the number of games played in the first case, between the start of the execution of the fourth performance and the start of the execution of the second performance. A gaming machine characterized by the following features. I also explained that.
[0462] According to this gaming machine, the third performance is executed for a number of games corresponding to the number of games played in the first case, between the start of the execution of the fourth performance, which makes it possible to identify that a transition to the second game state will occur, and the start of the execution of the second performance. Therefore, it is possible to ensure consistency between the apparent progress of the performance and the internal game state. Moreover, because the fourth performance is executed, the player will know that a transition to the second game state will occur soon, and it is possible to prevent the player from stopping playing just because the first case has occurred, which may be disadvantageous to the player if the second process is not executed. As a result, this gaming machine can address the impact of whether or not a process related to the transition to a game state advantageous to the player (the second process) is performed.
[0463] Furthermore, the gaming machine may have a second case in which the control means executes the second process, and a first case in which, if the operating means is operated in a manner different from the predetermined operating manner in the stop operation [for example, the operating manner for the first stop to the right or the operating manner for the first stop in the middle], the control means does not execute the second process, which may be more disadvantageous to the player than in the second case [for example, if a penalty process is executed or if no process is performed, i.e., a penalty is incurred].
[0464] Furthermore, in the first case, the performance means is a means for performing a third performance [for example, a waiting performance with the text "Preparing" displayed PRE] over a number of games corresponding to the number of games played in the first case, between the start of the execution of the fourth performance and the start of the execution of the second performance.
[0465] Also, "In the second case, the aforementioned performance means is a means for executing the first performance [for example, the continuous performance in Figure 26] that was scheduled to be performed before transitioning to the second game state [for example, Figure 26(a)], The aforementioned performance means is a means that may perform a fourth performance [for example, a confirmation notification performance in which the text "AT confirmed" is displayed] between the first performance [for example, a continuous performance in Figure 26] and the second performance [for example, a performance using the AT start screen in Figure 26 in which the text "AT Start" is displayed], The aforementioned performance means is also a means for executing the first performance as planned in the first case [for example, Figure 26(b)]. A gaming machine characterized by the following features. I also explained that.
[0466] According to this gaming machine, even in the first case, the first performance is executed as planned, so that the player does not realize that the first case is occurring while the first performance is being executed, and the game appears to be progressing naturally.
[0467] Also, "The aforementioned performance means is a means that, after performing the first performance, performs the third performance for a number of games corresponding to the number of games in the first case [for example, a game of a premonition scene performance (2 / N) and a game of a continuous performance (2 / 4)] [for example, 2 games] [for example, 27(b)]." A gaming machine characterized by the following features. I also explained that.
[0468] Even if the first event occurs while the first performance is being executed, this method allows the first performance to continue without interruption, enabling the player to enjoy the first performance.
[0469] Also, The third effect is an effect in which a specific display that is not shown in the first effect [for example, the text "Preparing" PRE] is displayed. A gaming machine characterized by the following features. I also explained that.
[0470] By displaying the aforementioned specific information, the player will clearly understand that the first performance has ended.
[0471] Also, The third effect is an effect in which the specific display is displayed together with a display that makes it possible to identify a transition to the second game state [for example, the text "AT confirmed"]. A gaming machine characterized by the following features. I also explained that.
[0472] By displaying an indication that the game will transition to the second game state, the player will know that the game will soon transition to the second game state, and this prevents the player from stopping the game because the first case occurs, which may be disadvantageous to the player if the second process is not executed.
[0473] Also, "The aforementioned performance means is a means that, if the first case [for example, a penalty occurs] occurs during the execution of the third performance [for example, a performance using the AT start screen], extends the execution of the third performance for a number of games corresponding to the number of games in which the first case occurred, before executing the second performance [for example, a performance using the AT start screen]." A gaming machine characterized by the following features. I also explained that.
[0474] The delay in the execution of the second performance (the delay in the transition to the second game state) serves as a countermeasure against anyone who intentionally tries to cause the first case to occur during the execution of the third performance.
[0475] Furthermore, the control means may perform the lottery regarding the second game state even while the third performance is being executed. Since it would be unfair to the player if no lottery could be performed at all, the lottery regarding the second game state is made possible as a remedy.
[0476] Furthermore, the system includes notification means (which may be the aforementioned performance means or a different means (e.g., a speaker)) capable of notifying the player of an operation that is advantageous to the player in the stop operation, the second game state being a game state in which the notification means is capable of notifying the player of the operation, and the first game state being a game state in which the notification means is not capable of notifying the player of the operation. The performance means is capable of performing a fifth performance related to the operation (for example, a performance that notifies the player of an operation that is advantageous to the player in the stop operation, or a performance related to an operation that is not advantageous or disadvantageous), and the probability of performing the fifth performance is lower during the performance of the third performance than after the performance of the second performance. The probability of performing the fifth performance during the performance of the third performance may be higher than 0% or 0%.
[0477] Furthermore, when the game state transitions to the second game state, the performance means performs the following before the transition. Six performances can be performed, the sixth performance being a performance related to whether or not to transition to the second game state (for example, a pre-announcement performance), and the performance means may be a means that, if the first case occurs in a game in which the sixth performance is being performed, the third performance may be performed after the end of the sixth performance. The first performance may be a part of the sixth performance, or it may be the sixth performance itself. If player A causes the first case to occur before a game in which the sixth performance is performed, and then player B plays a game in which the sixth performance is performed, the effect of the first case caused by player A may not affect player B.
[0478] Furthermore, the performance means is capable of executing the same performance as the first performance even when the game state does not transition to the second game state (for example, when executing a false premonition performance), and the performance means is capable of executing the third performance when the game state transitions to the second game state. Moreover, the performance means may be capable of not executing the third performance when the game state does not transition to the second game state. If the game state does not transition to the second game state, there is no need to ensure consistency between the visual performance progression and the internal game state, and there is no need to execute the third performance. In addition, executing the third performance when the game state does not transition to the second game state would be unnatural, so the third performance is not executed.
[0479] Furthermore, the third effect is an effect in which a specific display that is not displayed in the first effect is displayed, but the fourth effect may also display the same display as the specific display. By displaying the same display as the specific display in the fourth effect, it is possible to make it difficult to understand that the third effect is a result of the first case occurring, thereby preventing the player from feeling disappointed.
[0480] Next, another example of condition A shown in Figure 7 will be explained. In the main control unit 300, an AT transition lottery may be held based on the internal win of a certain winning combination or the reaching of a certain number of games. If the AT transition lottery is won, an anticipation-building performance is executed at a predetermined number of games before transitioning to the AT state. In the explanation so far, the specific performance in condition A was a continuous performance, and the completion of that continuous performance was condition A, but the specific performance may also be an anticipation-building performance that may be performed at a predetermined number of games.
[0481] Figure 29 shows a timing chart for when anticipation is built up, and the display screen of the liquid crystal display device 157 at each timing.
[0482] In Figure 29, time progresses from left to right. Figure 29 also shows the "game progression," which includes the operation of the start lever 135: "start operation," "first stop," "second stop," and "third stop." Below that, the readiness states of the left stop button 137 sensor ("left stop Sw"), the middle stop button 138 sensor ("middle stop Sw"), and the right stop button 139 sensor ("right stop Sw") are also shown. Each Sw becomes readiness after the start operation, and when a stop operation is received while in readiness state, the readiness state ends. Below that, the rotation states of the left reel 110, middle reel 111, and right reel 112 are also shown. Further below, the display content of the "LCD display" on the liquid crystal display device 157 is also shown.
[0483] The main control unit 300 is equipped with a transition counter that manages the transition to the AT state. This transition counter counts up the game count at the timing of the third stop, and if the value of the transition counter is a predetermined game count (99 in this case) at the start of play, the main control unit 300 instructs the first sub-control unit 400 to start executing the anticipation effect. In the anticipation effect, depending on the operation of the stop button, an anticipation icon notification effect is executed by displaying an icon that represents anticipation, and a dialogue effect is executed by displaying dialogue that represents anticipation. In addition, the game count display GMV is displayed in the upper left of the display screen of the liquid crystal display device 157. The value of this game count display GMV is the game count managed by the first sub-control unit 400, and is a value that increases by 1 each time the start lever acceptance command is received from the main control unit 300 after power is turned on.
[0484] In this example, if the transition counter value is 99 at the start of the game, the anticipation-building animation will begin. When the transition counter value is 99 at the start of the game, the game that begins is the 100th game. In this 100th game, the game is in the normal state (non-AT state) of the advantageous section. At the timing when the start operation for the 100th game is performed (A1), the background image of the normal animation is displayed on the LCD display device 157. Also, upon the start of the game, the game count display GMV in the upper left corner is updated from "99G" to "100G".
[0485] At the 100th game, the left stop button 137 is pressed first, and the first stop is performed. Because the left stop button 137 is pressed first, it is not an irregular press, and the first stop action here is not subject to a penalty. The timing of the first stop operation is timing (A2), and the left reel 110 stops. On the display screen of the LCD display device 157, the expectation icon notification effect starts at timing (A2), and the "Confirmed" icon EX1 is displayed. The "Confirmed" icon EX1 is the icon with the highest expectation of transitioning to the AT state.
[0486] Next, the middle stop button 138 is operate...
Claims
1. A translucent panel having light-transmitting properties, a decorative sheet, A gaming machine equipped with, The aforementioned light-transmitting panel has a first area and a second area on its front surface. The second area has a rougher surface than the first area. The second area is provided along the edge of the light-transmitting panel, The decorative sheet is smaller than the light-transmitting panel. The decorative sheet is positioned behind the light-transmitting panel, overlapping with at least a portion of the first area and at least a portion of the second area. The decorative sheet is visible from the front through the light-transmitting panel. The decorative sheet is marked with at least a first marking and a second marking. The first indication is placed in a position that overlaps with at least a portion of the first area but does not overlap with the second area. The first indication is placed in a position closer to the second predetermined area than to the first predetermined area within the second area. The second indication is placed in a position that overlaps with at least a portion of the first area and at least a portion of the second area. The second display is placed at a position where the area overlapping the first area in the second display is larger than the area overlapping the second area in the second display. The aforementioned first predetermined area is an area located above the aforementioned first area, The aforementioned second predetermined area is an area located below the aforementioned first area, The first indication mentioned above is a warning indication, an intellectual property indication, a company name indication, or a model name indication. The second display is a character display, The vertical width of the second predetermined area is greater than the horizontal width of the third predetermined area within the second area. The third predetermined area is an area located to the left of the first area, or an area located to the right of the first area. A gaming machine characterized by the following features.
2. A gaming machine according to claim 1, Equipped with a front door, The light-transmitting panel is composed of a first member and a second member, The decorative sheet is placed between the first member and the second member. The light-transmitting panel includes a fixing portion for fixing the first member and the second member, The fixing portion is provided on the edge of the light-transmitting panel. The light-transmitting panel is provided with a mounting portion for attaching the light-transmitting panel to the front door. The mounting portion is provided on the edge of the light-transmitting panel, A gaming machine characterized by the following features.
Citation Information
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