Gaming machine
The gaming machine addresses player discomfort by selectively counting and displaying condition satisfaction outside specific situations, using variable displays and delayed progression to maintain engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-12
- Publication Date
- 2026-04-09
AI Technical Summary
Players may feel uncomfortable when the display of the number of times a specific condition is satisfied is not updated, leading to a sense of unease, especially in certain gaming situations.
A gaming machine that counts and displays the number of times a specific condition is met only when the game situation is not in a specific situation, and updates the display regardless of the situation, with features like variable displays and delayed game progression to enhance player engagement.
Prevents the discomfort of unupdated displays by ensuring timely updates and engaging gameplay through variable displays and delayed game progression, enhancing player enjoyment.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of conducting games.
Background Art
[0002] Conventionally, as a gaming machine, a gaming ball, which is a gaming value, is launched into a gaming area, and when the gaming ball wins in a winning area such as a winning hole, a prize ball is paid out to the player. Further, a gaming machine (for example, a pachinko machine) is known in which the gaming state can be changed according to the result of the variable display of identification information.
[0003] Also, when a gaming start operation is performed after setting the number of bets for one game using the gaming value, the variable display of the identification information is started. When a stop operation is performed after the start of the variable display, the variable display of the identification information stops, and a win can occur based on the display result derived at this time. A gaming machine (for example, a slot machine) is known in which the gaming state can be changed according to the type of win.
[0004] Among such gaming machines, a gaming machine capable of counting the number of times a specific condition is satisfied is known (for example, Patent Documents 1 and 2).
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0006] By the way, when the configuration allows for the updated display of the number of times a specific condition is satisfied and the counting of the number of times the specific condition is satisfied is not performed when the gaming situation is a specific situation, if the updated display is not performed even though the specific condition is satisfied, it will make the player feel uncomfortable.
[0007] This invention has been made in view of the above-mentioned circumstances, and its purpose is to provide a gaming machine that can prevent players from feeling uncomfortable. [Means for solving the problem]
[0008] (Means 1) To achieve the above objective, the present invention provides a gaming machine capable of awarding a prize based on the number of times a specific condition is met reaching a predetermined number of times, comprising: a counting means capable of counting the number of times the condition is met; and a means for displaying the number of times the condition is met, which can identify the number of times the condition is met, wherein the counting means does not count the number of times the condition is met when the game situation is a specific situation, but counts the number of times the condition is met when the game situation is a situation other than the specific situation, and the means for displaying the number of times the condition is met can update the display of the number of times the condition is met when the specific condition is met, regardless of whether the game situation is a specific situation or not. Therefore, it is possible to prevent situations where an update display is not shown even though certain conditions have been met, thus preventing players from feeling uneasy.
[0009] (Mean 2) In Mean 1, The counting means does not count the number of times the specific condition is met when it is met in a specific game section, but counts the number of times the specific condition is met when it is met in a game section other than the specific game section. The number of times the condition is met display means does not display the number of times the condition is met when it is met in a specific game section, but displays the number of times the condition is met when it is met in a game section other than the specific game section. Therefore, in sections where the number of times a specific condition is met is not counted, the display of the number of wins will not be updated, thus preventing players from feeling any sense of unease.
[0010] (Mean 3) In Means 1 or Means 2, The system includes a variable display means capable of displaying changing identification information, and a delay means capable of delaying the progress of the game, wherein the delay means delays the progress of the game when the number of occurrences reaches a predetermined number, and the variable display means can derive and display a specific display result when the progress of the game is delayed by the delay means. Therefore, the display results can suggest that a bonus will be awarded, which can draw attention to the display results and enhance the enjoyment of the game. [Brief explanation of the drawing]
[0011] [Figure 1] This is a perspective view of the external appearance of a slot machine according to an embodiment of the present invention. [Figure 2] This is an explanatory diagram showing the arrangement of symbols on the reels. [Figure 3] This is a block diagram showing the electrical configuration of a slot machine. [Figure 4] This is a diagram to explain the winning area. [Figure 5] This is a diagram to explain the transitions in the game state. [Figure 6] This is a flowchart illustrating the main processing of the game control board. [Figure 7] This is a flowchart illustrating the process for counting the number of times a specific area has been won. [Figure 8] This is a flowchart illustrating the sub-processing of the performance control board. [Figure 9] This is an explanatory diagram showing the relationship between the count for winning in a specific winning area and the number of wins displayed. [Figure 10] This is an explanatory diagram illustrating a specific example of the animation that plays when the number of wins in a designated winning area reaches a predetermined number. [Figure 11] This is an explanatory diagram showing a specific example of a roulette presentation. [Modes for carrying out the invention]
[0012] Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[0013] [Basic Structure of Slot Machine] As shown in FIG. 1(a), a slot machine S according to an embodiment of the present invention includes a housing 1, an upper door 2 that is attached to the upper part of the front surface of the housing 1 so as to be openable and closable, and a lower door 3 that is attached to the lower part of the front surface of the housing 1 so as to be openable and closable.
[0014] The slot machine S also includes a transparent display window 4, reels 5 to 7 disposed inside the housing 1 corresponding to the display window 4, a medal insertion slot 8, a start lever 9 for starting the rotation of each of the reels 5 to 7, stop buttons 10 to 12 for stopping the rotation of each of the reels 5 to 7, and a main monitor 13 that displays information (hereinafter referred to as instruction information) for identifying a condition device related to an instruction function of an operation mode including the operation order (batting order) and operation timing of the stop buttons 10 to 12, a liquid crystal display 14, a speaker 15 capable of outputting various sounds such as production sounds and error sounds, a medal payout opening 17, and a tray 18. Hereinafter, the reel 5 may also be referred to as the left reel 5, the reel 6 may be referred to as the middle reel 6, and the reel 7 may be referred to as the right reel 7.
[0015] The liquid crystal display 14 has an image display area 14a, and a transmission area 14b corresponding to the display window 4 in the display area 14a is transmissive. Thereby, a predetermined production can be executed in the display area 14a, and the reels 5 to 7 arranged side by side inside the housing 1a can be visually recognized through the display window 4 by the transmission of the transmission area 14b in the display area 14a. Also, by displaying an image in the transmission area 14b, it is possible to display the image so as to overlap the reels 5 to 7.
[0016] Furthermore, the slot machine S includes a MAXBET button 20a, which is operated when setting the maximum number of bets from a predetermined number of bets determined according to the game state within the range of credits (the number of medals stored as game value owned by the player); a 1BET button 20b, which is operated when setting a bet of 1 coin; a settlement button 21, which is operated when settling the medals stored as credits and the medals used to set the bets (returning the credits and the medals used to set the bets); an effect switch 22, which accepts player input when executing a predetermined effect; a credit indicator 23, which displays the number of medals stored as credits; and a game assistance indicator 24, which displays the number of medals paid out when a win occurs, an error code indicating the details of the error when an error occurs, etc. In this embodiment, reel 5 may be referred to as left reel 5, reel 6 as middle reel 6, and reel 7 as right reel 7.
[0017] In the following, operations on the start lever 9 (for example, pressing the start lever 9 by hand) will be referred to as the "start operation" or "start operation," operations on the stop button to stop the rotation of the first reel (for example, pressing the stop button by hand) will be referred to as the "first stop operation," operations on the stop button to stop the rotation of the second reel (for example, pressing the stop button by hand) will be referred to as the "second stop operation," and operations on the stop button to stop the rotation of the third reel (for example, pressing the stop button by hand) will be referred to as the "third stop operation" or "final stop operation." Furthermore, the first stop operation, second stop operation, and third stop operation will be collectively referred to as the "stop operation," and the stopping of the reels corresponding to each stop operation will be referred to as the first stop, second stop, and third stop. Furthermore, the release of the first stop button (first stop operation) (for example, taking your hand off the stop button) is also referred to as "first stop release," the release of the second stop button (second stop operation) (i.e., taking your hand off the stop button) is also referred to as "second stop release," and the release of the third stop button (third stop operation) (i.e., taking your hand off the stop button) is also referred to as "third stop release" or "final stop release."
[0018] As shown in Figure 1(b), the main monitor 13 includes an instruction information display 13a that displays instruction information when the instruction function is activated, and an advantageous section display 13b that notifies the player of their stay in the advantageous section, in an advantageous section that can be controlled to an AT (Assist Time) where the instruction function can be activated. The display of instruction information from the instruction information display 13a is sometimes referred to as instruction notification or navigation notification.
[0019] In the following explanation, the operation of stop buttons 10-12 to stop the reels in the order of left reel 5, middle reel 6, and right reel 7 will be referred to as "Batting Order 1" (left, middle, right), the operation of stop buttons 10-12 to stop the reels in the order of left reel 5, right reel 7, and middle reel 6 will be referred to as "Batting Order 2" (left, right, middle), the operation of stop buttons 10-12 to stop the reels in the order of middle reel 6, left reel 5, and right reel 7 will be referred to as "Batting Order 3" (middle, left, right), the operation of stop buttons 10-12 to stop the reels in the order of middle reel 6, right reel 7, and left reel 5 will be referred to as "Batting Order 4" (middle, right, left), the operation of stop buttons 10-12 to stop the reels in the order of right reel 7, left reel 5, and middle reel 6 will be referred to as "Batting Order 5" (right, left, middle), and the operation of stop buttons 10-12 to stop the reels in the order of right reel 7, middle reel 6, and left reel 5 will be referred to as "Batting Order 6" (right, middle, left).
[0020] The instruction information display unit 13a uses a 7-segment display, and for example, the instruction information for batting order 1 is displayed as the number "1", the instruction information for batting order 2 as the number "2", the instruction information for batting order 3 as the number "3", the instruction information for batting order 4 as the number "4", the instruction information for batting order 5 as the number "5", and the instruction information for batting order 6 as the number "6".
[0021] The advantageous section indicator 13b has an LED inside, and by turning off the LED during the non-advantageous section, which is uncontrollable by the AT, and turning on the LED during the advantageous section, it notifies the player of being in the advantageous section.
[0022] The slot machine S has a power supply unit (not shown) inside the cabinet 1, and the power supply unit has a setting key and a setting change button for changing a setting value that indicates the payout rate of the slot machine S (the ratio of the total number of payouts to the total number of tokens inserted).
[0023] Slot machine S has six payout rates, and these six payout rates correspond to setting values 1 to 6. The manager of the amusement arcade can change the setting values by operating the setting change button or the like in the setting change mode, where the setting values can be changed. In this embodiment, setting value 6 has the highest payout rate, and setting value 1 has the lowest payout rate.
[0024] Reels 5 to 7 are configured as a single reel unit 30 and each rotates by the drive of a corresponding stepping motor (not shown).
[0025] As shown in Figure 2, on the outer surface of each reel 5 to 7, multiple types of patterns are arranged in each of the 20 equally divided regions.
[0026] When reels 5-7 are stopped, the three consecutive symbols arranged on the outer surface of each reel 5-7 (hereinafter referred to as the upper symbol, middle symbol, and lower symbol, respectively) are displayed in the display window 4, allowing the player to visually see a total of nine symbols arranged in a 3x3 grid.
[0027] Then, by rotating each of the reels 5 to 7, the symbols on each of the reels 5 to 7 are displayed in the display window 4 in a continuous changing manner, and by stopping the rotation of each of the reels 5 to 7, three consecutive symbols are derived and displayed in the display window 4 as the display result.
[0028] The display window 4 provides upper stop positions, middle stop positions, and lower stop positions for the upper, middle, and lower symbols of each reel 5 to 7, respectively.
[0029] In the slot machine S of this embodiment, when playing a game, first, tokens are inserted into the token slot 8, or the number of tokens to bet is set using credits. To use credits, the MAXBET button 20a or the 1BET button 20b is operated. When a predetermined number of tokens is set according to the game state, the active lines L become active, and the start lever 9 becomes operational, that is, the game can be started. In this embodiment, in any game state, the game can be started by selecting a bet of 2 or 3 tokens. When the number of tokens to bet is set, the active lines L become active. If tokens are inserted in excess of the maximum number of tokens among the predetermined numbers corresponding to the game state, the excess amount is added to the credits. In this embodiment, setting the number of tokens to 2 is sometimes referred to as a 2-token bet, and setting the number of tokens to 3 is sometimes referred to as a 3-token bet.
[0030] Here, in the context of slot machine 1, "one game" refers, in a narrow sense, to the period from when the start lever 9 is operated until reels 5-7 stop. However, when playing a game, the bet amount may be set before operating the start lever 9, and after reels 5-7 stop, the payout of tokens and the transition of game states may also occur. Therefore, these incidental processes are also included in "one game" in a broader sense. In this embodiment, one game may also be referred to as one game or simply a game.
[0031] An active line is a line set to determine whether the combination of symbols displayed in the display windows 4 of each reel 5 to 7 is a winning combination. In this embodiment, the line connecting the positions corresponding to the middle of the left reel, the middle of the middle reel, and the bottom of the right reel is defined as the active line L. In addition, an invalid line M (not shown) is provided to make it easier to recognize when a winning combination of symbols is lined up on the active line L. The invalid line M is not a line that determines a win, but rather, when a specific winning combination of symbols is lined up on the active line L, by aligning a predetermined combination of symbols (for example, bell-bell-bell) on one of the invalid lines M, it makes it easier to recognize that a specific winning combination of symbols is lined up on the active line L.
[0032] In this embodiment, only one active line is applied, but multiple active lines may be applied. Similarly, multiple inactive lines may be applied.
[0033] When the game is ready to start, operating the start lever 9 will cause reels 5-7 to spin, and the symbols on each reel will change continuously. If any of the stop buttons 10-12 are operated in this state, the rotation of the corresponding reels 5-7 will stop, and the result will be displayed in the display window 4.
[0034] A game ends when all reels 5-7 stop. If a predetermined combination of symbols (hereinafter also referred to as a "winning combination") stops on the active line L as a result of the display on each of the reels 5-7, a win occurs, and a predetermined number of medals are awarded to the player according to the win and added to the credit. Furthermore, if the credit reaches the upper limit (50 in this embodiment), medals are dispensed directly from the medal payout port 17 (see Figure 1). In addition, if a combination of symbols that results in a transition of game state stops on the active line L as a result of the display on each of the reels 5-7, the game state corresponding to the combination of symbols is transitioned. In the following explanation, the display of a winning combination of symbols on the active line L is referred to as a "win".
[0035] Furthermore, in the slot machine S of this embodiment, after the game has started and the reels 5 to 7 have rotated and the symbols have begun to change, when any of the stop buttons 10 to 12 are operated, the rotation of the reel corresponding to the stop button 10 to 12 stops and the symbols are displayed in a stopped state. The maximum stop delay time from the operation of the stop buttons 10 to 12 until the rotation of the corresponding reels 5 to 7 stops is 190 ms (milliseconds).
[0036] Reels 5-7 rotate 80 times per minute, changing 80 x 21 (number of symbols per reel) = 1680 symbols. This means that within 190ms, a maximum of 4 symbols can be drawn in. In other words, the symbols that can be selected as stop symbols are the symbols displayed when stop buttons 10-12 are pressed, plus the symbols up to 4 symbols ahead, for a total of 5 symbols.
[0037] Therefore, for example, when any of the stop buttons 10 to 12 are operated, if the symbol displayed on the upper row of the reel corresponding to that stop button is used as a reference, symbols up to 4 frames ahead of that symbol can be displayed on the upper row. Thus, for each of the reels 5 to 7, when any of the stop buttons 10 to 12 are operated, symbols located within 5 frames, including the symbol displayed on the middle row of the reel corresponding to that stop button, can be displayed on the active line L.
[0038] [Electrical configuration of slot machine S] Figure 3 is a block diagram showing the schematic electrical configuration of the slot machine S. As shown in Figure 3, the slot machine S is equipped with a control board that includes a game control board 100 (main control unit) that transitions the progress of the game, and an effect control board 300 (sub-control unit) that transitions the effects according to the progress of the game. Furthermore, the transmission of electrical signals between the game control board 100 and the effect control board 300 is restricted to one direction only, from the game control board 100 to the effect control board 300, from the viewpoint of preventing fraud.
[0039] [Game control board 100] The game control board 100 has a semiconductor integrated circuit including a main CPU 100a which is a central processing unit, a main ROM 100b which stores programs, etc., and a main RAM 100c which functions as a work area, and comprehensively controls the entire slot machine S. In addition, even if the power is cut off, the data in the main RAM 100c will not be erased unless a setting change is made and a RAM clear is performed.
[0040] The main CPU 100a executes programs read from the main ROM 100b, performing tasks such as transitioning the game's progress in the slot machine S.
[0041] The main RAM 100c provides a work area for game control and is used as work RAM. In this embodiment, the main CPU 100a is connected to SRAM as external memory, and at least a portion of this external memory is backup RAM, which is backed up by a backup power supply. That is, even if the power supply to the slot machine is stopped, at least a portion of the contents of the external memory is saved for a predetermined period. In this embodiment, the entire area of the external memory is used as backup RAM, and even if the power supply to the slot machine is stopped, all the contents of the external memory are saved for a predetermined period. In this embodiment, the external memory as backup RAM stores, for example, data used in control related to the internal lottery described later, data used in control related to medal payout, data used in control related to reel rotation and stopping, and data used in control related to command input and output when a power outage occurs.
[0042] The main ROM 100b stores various selection data, table data, and other data used to transition the game's progress. For example, the main ROM 100b stores data that constitutes multiple judgment tables, decision tables, and setting tables prepared for the main CPU 100a to perform various judgments, decisions, and settings. The main ROM 100b also stores table data that constitutes multiple command tables used by the main CPU 100a to transmit control signals, which are various control commands, from the game control board 100.
[0043] The main RAM 100c is provided with a game control data storage area, which is used to hold various data used to transition the game's progress in the slot machine 1. For example, DRAM is used as the main RAM 100c, and a refresh operation is required to maintain the stored data. The main CPU 100a has a built-in refresh register for performing this refresh operation. For example, the refresh register consists of 8 bits, of which the lower 7 bits are automatically incremented each time the main CPU 100a fetches an instruction. Therefore, the value stored in the refresh register is updated every time an instruction is executed by the main CPU 100a.
[0044] The main CPU 100a sends various commands to the sub-CPU 300a. Commands sent from the main CPU 100a to the sub-CPU 300a are sent in only one direction; no commands are sent from the sub-CPU 300a to the main CPU 100a.
[0045] The main CPU 100a receives the detection status of various switches connected to the game control board 100 as input from its input ports. The main CPU 100a then executes basic processing that transitions in stages according to the detection status of the various switches input from these input ports.
[0046] Furthermore, the main CPU 100a is configured to interrupt the basic processing and execute interrupt processing when an interrupt occurs. In this embodiment, the main-side timer interrupt processing described later is executed at regular time intervals (approximately 1.49 ms in this embodiment). The execution interval of the timer interrupt processing is set to be longer than the time it takes for the processing that is repeated according to the control state in the basic processing to complete one cycle, plus the execution time of the timer interrupt processing. This ensures that the processing that is repeated according to the control state completes at least one cycle between the current and next timer interrupt processing.
[0047] Furthermore, the main CPU 100a is configured to disable other interrupts while an interrupt handler is running, and if multiple interrupts occur simultaneously, the system has set up a predetermined order for priority execution. If another interrupt source occurs while an interrupt handler is running, and that interrupt source continues even after the interrupt handler has finished, a new interrupt will be generated at that point.
[0048] Furthermore, the game control board 100 has functional units such as an initialization means 110, a betting means 120, an internal lottery means 130, a reel control means 140, a determination means 150, a payout control means 160, a game state control means 170, and a command transmission means 180, which are operated by the main CPU 100a cooperating with the main RAM 100c based on a program stored in the main ROM 100b.
[0049] The game control board 100 receives various detection signals from the coin insertion sensor 8a, which detects when coins are inserted into the coin slot 8, the MAXBET button 20, the start lever 9, and the stop buttons 10-12. Based on the received detection signals, the main CPU 100a performs various processes.
[0050] The initialization means 110 performs initialization processing on the game control board 100 when the power is turned on or when the system is reset.
[0051] The betting device 120 bets tokens to be used in the game; that is, it sets the number of tokens to bet.
[0052] The internal lottery means 130 acquires a random number for internal lottery when the start lever 9 is operated to start the game, and performs an internal lottery to determine one winning area from among several types of winning areas based on the acquired random number and the type of the current game state. Specifically, it refers to an internal lottery table corresponding to the game state and determines one winning area based on the acquired random number for internal lottery. Note that the operation of the start lever 9 may be referred to as the game start operation, and the role associated with the winning area determined by the internal lottery may be referred to as the winning role.
[0053] If a winning flag set based on the results of an internal lottery relates to a minor role or a re-spin role, these winning flags will be deactivated before the start of the next game so as not to be carried over to the next game. Also, if a winning flag related to RBB (hereinafter sometimes referred to as the RBB flag) is set, the RBB flag will be carried over until an RBB role is won, at which point the RBB flag will be deactivated. The winning flags set according to the results of the internal lottery are also called condition devices.
[0054] The reel control means 140 controls the rotation of the left reel 5, middle reel 6, and right reel 7 in response to the operation of the start lever 9, and stops the corresponding left reel 5, middle reel 6, and right reel 7 in response to the operation of the stop buttons 10 to 12 corresponding to the rotating left reel 5, middle reel 6, and right reel 7.
[0055] Furthermore, a stepping motor 200 is connected to the game control board 100. The reel control means 140 drives the stepping motor 200 based on the rotation start signals of the left reel 5, middle reel 6, and right reel 7, which are transmitted in response to the operation signal of the start lever 9. The main CPU 100a also stops driving the stepping motor 200 based on the stop signals of the left reel 5, middle reel 6, and right reel 7, respectively, and the detection signal of the rotation position detection circuit, in response to the operation signals of the stop buttons 10 to 12.
[0056] Furthermore, the reel control means 140 stops the rotation of the reel corresponding to the pressed stop button within 190ms of the time each stop button 10 to 12 is pressed. Note that each reel 5 to 7 can rotate up to 4 frames from the time the corresponding stop button is pressed. In other words, the reel control means 140 stops the corresponding reels so that any symbol located within a range of 5 symbols, including the symbol displayed on the active line L at the time the stop button is pressed, can be displayed on the active line L.
[0057] In the following explanation, a symbol combination consisting only of symbols that can be displayed on the active line L regardless of the timing of the stop button operation is referred to as a "symbol combination with PB=1," while a symbol combination that includes symbols that can be displayed on the active line L depending on the timing of the stop button operation is referred to as a "symbol combination with PB≠1."
[0058] Furthermore, the reel control means 140, based on the winning flag, performs a logic calculation to search for the symbol with the highest priority for drawing in, and / or refers to a stop control table (not shown) stored in the main ROM beforehand, to draw in the symbol with the highest priority among the symbol combinations related to the winning flag so that it is displayed on the active line L, and kicks out the symbol combinations associated with winning flags other than the winning flag so that they are not displayed on the active line L.
[0059] The determination means 150 determines whether or not a combination of symbols corresponding to a winning combination is displayed on the active line L. Here, the display of a combination of symbols corresponding to a winning combination on the active line L is sometimes simply referred to as winning.
[0060] The payout control means 160, based on the fact that a combination of symbols corresponding to a winning combination has been displayed on the active line L (i.e., a win has been achieved), will pay out the number of medals corresponding to that winning combination if a medal payout is to occur. In addition, a medal payout device 201 is connected to the game control board 100, and the payout control means 160 dispenses medals while counting the number of medals dispensed.
[0061] The game state control means 170 refers to the results of the internal lottery and the determination results of the determination means 150, and transitions the game state to one of several types of game states.
[0062] The command transmission means 180 sequentially determines game-related commands in conjunction with the operation of the betting means 120, internal lottery means 130, reel control means 140, determination means 150, payout control means 160, game state control means 170, etc., and sequentially transmits the determined commands to the performance control board 300.
[0063] Furthermore, the game control board 100 is equipped with a random number generation circuit. The random number generation circuit sequentially increments a count value, loops within a predetermined numerical range, and extracts the count value at a predetermined point in time to obtain a random number. The random number generated by the random number generation circuit of the game control board 100 (hereinafter referred to as the internal random number) is used to determine the game benefits to be given to the player, for example, by the internal lottery means 130 to determine the winning area.
[0064] [Performance control board 300] Furthermore, the performance control board 300, like the game control board 100, has various semiconductor integrated circuits including a sub-CPU 300a which is a central processing unit, a sub-ROM 300b which stores programs, etc., and a sub-RAM 300c which functions as a work area, and it transitions the performance based on commands from the game control board 100. Also, like the main RAM 100c, the sub-RAM 300c is connected to a backup power supply (not shown), so that data is retained without being erased even if the power is cut off.
[0065] The sub-CPU 300a, like the main CPU 100a, is equipped with interrupt functionality. When it receives a command from the main CPU 100a, it generates an interrupt to retrieve the command sent from the main CPU 100a and store it in a buffer, executing a command reception interrupt process. In addition, the sub-CPU 300a generates an interrupt each time the number of system clock inputs reaches a certain number, i.e., at regular intervals, to execute a sub-CPU timer interrupt process.
[0066] Furthermore, unlike the main CPU 100a, the sub-CPU 300a, when an interrupt occurs based on the reception of a command, will interrupt the timer interrupt process and execute the command reception interrupt process, even if the timer interrupt process is already running. Even if interrupts that trigger timer interrupts occur simultaneously, the command reception interrupt process will be given top priority.
[0067] Sub-RAM300c provides a work area for controlling various effects such as LCD displays, lamp displays, and sound output, and is used as work RAM.
[0068] Furthermore, the performance control board 300 has functional units such as an initialization means 310, a command receiving means 320, and a performance control means 330, which function through the cooperation of the sub-CPU 300a with the sub-RAM 300c based on a program stored in the sub-ROM 300b.
[0069] The initialization means 310 performs initialization processing on the performance control board 300.
[0070] The command receiving means 320 receives commands from other control boards, such as the game control board 100, and processes the commands.
[0071] The performance control means 330 controls the performance according to the game state. A performance switch 22 is connected to the performance control means 330, and the detection signal from this performance switch 22 is input. Furthermore, a liquid crystal display 14, a speaker 15, and other performance devices such as a back lamp 25 that illuminates the reels from behind are connected to the performance control means 330, and these performance devices are driven based on the control by the performance control means 330. The performance control means 330 also transitions between multiple types of performance states (non-AT performance state, AT performance state) according to commands transmitted from the main CPU 100a, and determines a performance from among multiple types according to the results of the internal lottery, the setting / cancellation of the game section (non-advantageous section, advantageous section), and the type of performance state, and causes the performance device to execute the determined performance. Furthermore, the performance control means 330 determines the performance mode according to the game situation and executes the determined game performance.
[0072] Furthermore, the performance includes auxiliary performances. These auxiliary performances are those that, when a winning area is selected in the internal lottery where a correct role (a specific role) and an incorrect role overlap, notify the player of the correct operation of stop buttons 10-12, which are the conditions for winning that correct role. These auxiliary performances allow the player to easily display the symbol combination corresponding to the correct role on the active payline. The performance state in which these auxiliary performances are executed is called AT (Assist Time). In addition, a so-called ART (Advanced Replay Time) may be used, where AT and RT (Replay Time), which has a high probability of winning a replay role, proceed in parallel. Hereafter, auxiliary performances may be referred to as navigation performances.
[0073] In the following, notification means managed by boards other than the game control board 100, including the performance control board 300, such as the liquid crystal display 14 and the speaker 15, may be referred to as other notification means. In contrast, notification means managed by the game control board 100, such as the credit display 23 and the game auxiliary display 24, may be referred to as the main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary performances may be collectively referred to as auxiliary performance notification means. The performance state control means causes the auxiliary performance notification means to execute auxiliary performances in the AT performance state.
[0074] [Winning roles and internal lottery table structure] Figure 4 is an explanatory diagram illustrating the internal lottery table.
[0075] In the slot machine S, multiple game states and performance states are provided, and the game state and performance state transition according to the progress of the game. The main control board 100 stores multiple internal lottery tables, etc., corresponding to the game states managed and controlled by the game state control means 170 in the main ROM 100b. The internal lottery means 130 extracts the corresponding internal lottery table from the main ROM 100b according to the current setting value (which indicates the ease of obtaining game profits in stages) stored in the main RAM 100c and the current game state, and based on the extracted internal lottery table, it determines which winning area in the internal lottery table corresponds to the internal lottery random number obtained in response to the operation signal of the start lever 9.
[0076] Here, the winning area is associated with a winning type (hereinafter sometimes simply referred to as a "winning combination"). The winning type is composed of winning combinations. The winning combinations that make up the winning type include replay combinations, minor combinations, and bonus combinations. A replay combination is a combination that, when a symbol combination corresponding to the replay combination is displayed on the active line L, allows the player to play the game again without setting the number of bets. A minor combination is a combination that, when a symbol combination corresponding to that minor combination is displayed on the active line L, allows the player to receive a predetermined number of medals depending on the symbol combination. A bonus combination is a combination that, when a symbol combination corresponding to that bonus combination is displayed on the active line L, allows the game state managed by the game state control means 170 to transition to a bonus game state (in this embodiment, a game state with RBB activated).
[0077] In this embodiment, the winning combinations include re-spin combinations "REP1" to "REP12". When a re-spin is achieved, a re-spin (indicated as "REP" in the diagram) is awarded. Additionally, there are minor combinations "NML1" to "NML61". When a minor combination is achieved, a predetermined number of medals (1, 3, or 15) are awarded. Furthermore, there are bonus combinations "RBB1" to "RBB4".
[0078] In this embodiment, when a player operates the stop buttons 10 to 12, if a symbol constituting a winning combination is on the active line L, the reel control means 140 controls the reels to stop so that the symbol stops on the active line L. Also, when a player operates the stop buttons 10 to 12, if a symbol constituting a winning combination is not on the active line L but is within a range (pull-in range) equivalent to 4 symbol frames in the opposite direction of rotation of reels 5 to 7, the reel control means 140 controls the reels to stop after maintaining rotation for the number of slide frames so that the number of separated symbols becomes the number of slide frames, and the symbol constituting the winning combination is pulled onto the active line L. Furthermore, if there are multiple symbols corresponding to winning combinations that can be awarded prizes in reels 5-7, and all of them are within the reel pull-in range of reels 5-7, the system determines which symbol to pull onto the active line L according to a predetermined priority order. The system then controls the reels to stop after maintaining rotation for a specified number of sliding frames to pull the prioritized symbol onto the active line L. When stop buttons 10-12 are pressed, if symbols constituting a combination of symbols corresponding to a winning combination other than a winning combination that can be awarded prizes are on the active line L, the reel control means 140 also performs a so-called "kick-away" process in parallel to prevent those symbols from stopping on the active line L. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order and operation timing) as a winning condition, the reel control means 140 stops and transitions the symbols to display on the active line L according to the player's operation pattern.
[0079] As shown in Figure 4, the internal lottery table is divided into multiple winning areas, and the types of winnings that are subject to the lottery and the presence or absence of losing (misses) differ depending on the game state. In Figure 4, the winning areas (winning types) assigned to the specified number of coins (2 or 3) and each game state (normal state (general), RBB internal game state of RBB1 or RBB2 (internal 12), RBB internal game state of RBB3 or RBB4 (internal 34), RBB operating game state (RBB)) are represented by "◎" and "○", but in reality, an internal lottery table corresponding to each of the multiple game states is stored in the main ROM 100b. Note that "◎" indicates a winning type that is eligible for a lottery related to the advantageous section (for example, a lottery related to AT control), and "○" indicates a winning type that is not eligible for a lottery related to the advantageous section.
[0080] In the internal lottery table, each partitioned winning area is associated with a predetermined number (winning range value) that indicates the winning range and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of internal random numbers (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of internal random numbers. The internal lottery means 130, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the internal lottery table, subtracts these numbers from the internal random numbers, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the internal lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 onwards is subtracted from the internal random numbers and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the internal lottery.
[0081] Here, we will provide further explanation regarding the winning combination "RBB" that constitutes the winning type "RBB". The specified first-class special bonus RB is a bonus that increases the number of symbol combinations related to winning for each specified number of times, or increases the probability that the condition device related to winning for each specified number of times will be activated. It is activated when predetermined and can continue to operate until the results of a number of games not exceeding 12 are obtained. Here, the condition device is a device whose operation is a condition required for the display of symbol combinations related to winning, replay, bonus, or the activation of the bonus continuous activation device. It is activated when the internal lottery (a lottery conducted by an electronic computer inside the gaming machine) is won, in other words, it means a winning flag. The bonus continuous activation device (winning combination "RBB") related to the first-class special bonus that constitutes the winning type "RBB" is a device that can continuously activate the first-class special bonus RB. It is activated when a specific symbol combination is displayed and terminates when predetermined.
[0082] According to the internal lottery table in Figure 4, for example, the winning area 0 is associated with the winning type "Miss (Loss)". If this winning type is selected, no symbol combinations corresponding to any winning role will be displayed on the active line L, and no medals will be paid out. However, if the RBB internal winning flag is carried over to the next game, a win of the winning type "Miss" will make it possible to display the symbol combination corresponding to the winning role "RBB" on the active line L.
[0083] Additionally, winning area 1 is associated with the winning type "JAC," which includes multiple winning combinations "NML1" through "NML61."
[0084] Additionally, in winning areas 2-25, there are corresponding selection winning types (winning types "Batting Order Bell 123 Blue A, B", "Batting Order Bell 123 Red A, B", "Batting Order Bell 132 Blue A, B", "Batting Order Bell 132 Red A, B", "Batting Order Bell 213 Blue A, B", "Batting Order Bell 231 Blue A, B", "Batting Order Bell 231 Red A, B", "Batting Order Bell 312 Blue A, B", "Batting Order Bell 312 Red A, B", "Batting Order Bell 321 Blue A, B", "Batting Order Bell 321 Red A, B") which include both correct combinations that pay out 15 coins (winning combinations "NML30" to "NML57") and incorrect combinations that pay out 1 coin (winning combinations "NML1" to "NML29").
[0085] In winning area 26, the winning type "Common Bell" is associated, which includes the winning combinations "NML23", "NML24", and "NML30" in duplicate. In winning area 27, the winning type "Common 1 Coin" is associated, which includes the winning combinations "NML1" to "NML29" in duplicate. In winning area 28, the winning type "Watermelon" is associated, which includes the winning combinations "NML58" to "NML61" in duplicate. In winning area 29, the winning type "Chance Eye A" is associated, which includes the winning combinations "NML25" to "NML29", "NML56", and "NML57" in duplicate. In winning area 30, the winning type "Chance Eye B" is associated, which includes the winning combinations "NML11", "NML12", "NML14", "NML16", "NML19" to "NML24", and "NML55" in duplicate.
[0086] Furthermore, winning area 31 corresponds to winning type "Normal Replay A," which includes duplicate winning combinations "REP5" to "REP9." Also, winning area 32 corresponds to winning type "Normal Replay B," which includes duplicate winning combinations "REP1" and "REP5" to "REP9." Furthermore, winning area 33 corresponds to winning type "Fake Replay," which includes duplicate winning combinations "REP5" to "REP10." Furthermore, winning area 34 corresponds to winning type "XD7 Matching Replay," which includes duplicate winning combinations "REP5" to "REP9" and "REP12." Furthermore, winning area 35 corresponds to winning type "C Matching Replay," which includes duplicate winning combinations "REP5" to "REP11." Additionally, the winning area 36 corresponds to the winning type "Weak Cherry Replay," which includes both winning roles "REP1" and "REP2." Furthermore, the winning area 37 corresponds to the winning type "Strong Cherry Replay," which includes both winning roles "REP3" and "REP4."
[0087] Furthermore, winning area 38 is associated with winning type "RBB1," which includes the winning combination "RBB1." Also, winning area 39 is associated with winning type "RBB2," which includes the winning combination "RBB2." Furthermore, winning area 40 is associated with winning type "RBB3," which includes the winning combination "RBB3." Furthermore, winning area 41 is associated with winning type "RBB4," which includes the winning combination "RBB4."
[0088] Furthermore, if a winning combination includes multiple winning symbols, the winning conditions are set for which symbol combinations corresponding to each winning symbol are preferentially displayed on the active line L. For example, the order in which stop buttons 10 to 12 are operated is also set.
[0089] For example, in a non-internal game state, if the winning type "Bat Order Bell 123 Blue A" in winning area 1 is won, and the operation is performed in the correct manner (bat order 1) and at the timing when the symbol "Blue 7" stops on the active line L, the stop control is performed so that the symbol combination corresponding to the winning role "NML54", which is the correct role with a payout of 15 coins, is preferentially displayed on the active line L. Furthermore, if the operation is performed in bat order 1 but at the timing when the symbol "Blue 7" stops on the active line L, or if the operation is performed in bat order 2 to 4, the stop control is performed so that the symbol combination corresponding to the winning role, which is the incorrect role with a payout of 1 coin, is preferentially displayed on the active line L. If the operation is performed in bat order 5 or 6, the stop control is performed so that the symbol combination corresponding to the winning role, which is the incorrect role with a payout of 1 coin, is preferentially displayed on the active line L with a probability of 1 / 2.
[0090] Furthermore, the probability of winning (number of wins) for each type of win in winning areas 2 to 25 is set to be equal. Since players normally cannot know which type of win they have won, the above-mentioned winning areas 2 to 25 are provided to make it more difficult to win the correct combination. Also, as described above, even if stop buttons 10 to 12 are operated in a batting order in which the correct combination is displayed preferentially, a selection of either red 7 or blue 7 will occur, so it is not always possible to display the symbol combination corresponding to the correct combination on the active line L, and depending on the manner of operation, a miss may occur (PB≠1). Also, as described above, even if stop buttons 10 to 12 are operated in a batting order in which an incorrect combination is displayed preferentially, it is not always possible to display the symbol combination corresponding to the incorrect combination on the active line L, and depending on the manner of operation, a miss may occur (PB≠1).
[0091] [Regarding the gaming area] In this embodiment, the main CPU 100a can transition to either a non-advantageous period or an advantageous period as a game period, as shown in Figure 5.
[0092] The non-advantageous period is a game period in which no instructions or notifications are given, and it begins (or transitions to) from the next game (or game) after the advantageous period ends. Subsequently, the non-advantageous period ends in the game in which the advantageous period transition area (all areas in this embodiment) is selected by internal lottery. During the non-advantageous period, the advantageous period indicator 13b is always controlled to be off.
[0093] The advantageous period is a game period in which instructions and notifications may be issued, and is more advantageous to the player compared to the non-advantageous period in which instructions and notifications may be issued. The advantageous period begins when a player is selected for the advantageous period transition area during a game in the non-advantageous period, and it is decided that the player will transition to the advantageous period, starting from the next game. The advantageous period then ends when the conditions for ending the advantageous period are met. The main CPU 100a can recognize that the player is in the advantageous period by lighting up the advantageous period indicator 13b at the start of the advantageous period. Subsequently, when the advantageous period ends, the main CPU 100a turns off the advantageous period indicator 13b and ends the period display.
[0094] In this embodiment, the main CPU 100a lights up the advantageous period indicator 13b at the start of a game in which the advantageous period begins, thereby initiating notification that the system is controlled in the advantageous period. However, it is also possible to configure the system to light up the advantageous period indicator 13b at the start of a game in which the first instruction notification is given after the start of the advantageous period and the medal payout rate (number of medals paid out / number of bets) may exceed 100%, thereby initiating notification that the system is controlled in the advantageous period.
[0095] During the advantageous period, when predetermined notification conditions are met (in this embodiment, the system is controlled to an AT state as described later, and the navigation target area is selected in an internal lottery), it becomes possible to provide instructions and notifications, and the player is notified of the operation methods of stop buttons 10 to 12 that are advantageous to them.
[0096] The conditions for ending the advantageous period include: Condition 1, which is met when the number of games played in the advantageous period (advantageous period games) reaches the upper limit (3000 games in this embodiment); Condition 2, which is met when the net increase in medals in the advantageous period exceeds the upper limit (2400 medals in this embodiment); and Condition 3, which is met when a predetermined arbitrary condition (in this embodiment, the condition for ending the AT state is met). The advantageous period ends when at least one of the conditions 1 to 3 is met.
[0097] In this embodiment, when the game section is controlled to be a non-advantageous section, the game section is transitioned to an advantageous section when the advantageous section transition area is selected through an internal lottery. However, it is also possible to perform an advantageous section transition lottery when the game section is controlled to be a non-advantageous section, when the advantageous section transition area is selected through an internal lottery, and the game section is transitioned to an advantageous section when the advantageous section transition lottery is won.
[0098] [Regarding the flow from the non-advantageous period to the AT state] Next, we will explain the process by which the main CPU 100a transitions from a non-advantageous period to the AT state, based on Figure 5.
[0099] As shown in Figure 5, the main CPU 100a, in a game played within a non-advantageous period, will transition to the advantageous period from the next game if the advantageous period transition area (all areas in this embodiment) is selected through internal lottery. Within the advantageous period, it is possible to control the game to one of several game states, consisting of a normal state, a CZ (chance zone) state, an AT preparation state, and an AT state.
[0100] In AT mode, when a target area for navigation (in this embodiment, the batting order bell) is selected, the main CPU 100a issues an instruction notification on the instruction information display 13a, and the sub-CPU 300a executes an animation (referred to as an auxiliary animation) on the liquid crystal display 14 that shows the instruction information for the correct batting order. AT mode is a state in which instruction notifications and auxiliary animations are performed, and is the most advantageous state for the player within the advantageous period.
[0101] In the normal state, instructions and notifications may be issued when certain conditions are met, and the probability of the AT lottery resulting in a transition to the AT state is low, making it the most disadvantageous state for the player during the advantageous period.
[0102] In the CZ state, when certain conditions are met, instructions and notifications may be issued, and the probability of transitioning to the AT state in the AT lottery is higher than in the normal state, making it a more advantageous state for the player than the normal state.
[0103] In addition, the AT lottery determines whether or not to transition to the AT state, and if so, the number of AT sets (for example, 1 set = 40 games). In this embodiment, the termination condition for the AT state is managed by the number of games played, but it may also be managed by the number of medals paid out or the net increase in medals, or by the number of times an instruction notification has been given.
[0104] Furthermore, in this embodiment, the main CPU 100a is configured to impose a penalty in the game if a middle first stop operation or a right first stop operation is performed without following the instruction notification. The penalty is that the AT lottery will not be performed.
[0105] Then, when the main CPU 100a transitions to the advantageous period, it first transitions to the normal state. The main CPU 100a counts the number of times a specific winning area is selected through internal lottery in states other than the CZ state during the advantageous period.
[0106] Under normal circumstances, the main CPU 100a executes an AT lottery if it wins an AT lottery target area in an internal lottery, or if the number of wins in a specific winning area reaches a predetermined number (for example, 1 to 20 times). If the main CPU 100a executes an AT lottery, it may transition to a pre-announcement period lasting a predetermined number of games (for example, 5 games). Whether or not to transition to the pre-announcement period is decided when the AT lottery is executed. During the pre-announcement period, the sub-CPU 300a executes pre-announcement effects. Then, in the final game of the pre-announcement period, it notifies whether or not the AT lottery was won. If the main CPU 100a wins the AT lottery, it transitions to the AT preparation state after the pre-announcement period. If the AT lottery is won but the pre-announcement period is not initiated, it transitions to the AT preparation state from the next game.
[0107] Furthermore, the main CPU 100a determines whether or not to transition to the CZ state in the normal state through a CZ transition lottery. If the main CPU 100a wins the CZ transition lottery in the normal state, it terminates the normal state and transitions to the CZ state after a pre-announcement period of a predetermined number of games (for example, 5 games).
[0108] In the CZ state, the main CPU 100a executes the AT lottery if it wins an AT lottery target area. Note that in the CZ state, the number of wins in specific winning areas is not counted, so the AT lottery is only conducted when it wins an AT lottery target area. Note that the AT lottery is also conducted when it wins a specific winning area.
[0109] The main CPU 100a then performs the AT lottery, and, as described above, if it transitions to the pre-announcement period, it notifies whether or not the AT lottery was won in the final game of the pre-announcement period. If the AT lottery is won, the main CPU 100a transitions to the AT preparation state after the pre-announcement period. If the AT lottery is won but the pre-announcement period is not transitioned, the system transitions to the AT preparation state from the next game.
[0110] Furthermore, the main CPU 100a terminates the CZ state and transitions to the normal state if a predetermined number of games (10 games in this embodiment) elapse after the start of the CZ state without winning the AT lottery.
[0111] The main CPU 100a transitions to the AT state when predetermined conditions are met during the AT preparation state (such as when a predetermined winning area is hit, when a so-called pseudo-game occurs and symbols are displayed, or when a predetermined number of games have elapsed). During the AT preparation state, the advantages of the AT state, such as the number of games and continuation rate of the subsequent AT state, are determined.
[0112] Then, if the number of wins in a specific winning area reaches a predetermined number during the AT state, the main CPU 100a conducts a lottery to determine whether or not to add to the number of sets (in other words, the number of games) in the AT state. If the main CPU 100a has conducted the lottery for adding to the number of sets, it interrupts the count of games in the AT state and transitions to a pre-announcement period of a predetermined number of games (for example, 5 games). During the pre-announcement period, the sub-CPU 300a executes pre-announcement sequences. Finally, in the last game of the pre-announcement sequence, it notifies whether or not the lottery for adding to the number of sets has been won.
[0113] Furthermore, the main CPU 100a transitions to a one-game end period after the end of one set of AT state. During the end period, the sub-CPU 300a executes the end animation and announces the number of coins acquired during the AT state. Then, if there are remaining sets of AT, the main CPU 100a transitions to the AT state again from the next game after the end period; otherwise, it ends the AT state.
[0114] Then, after the AT state ends, the main CPU 100a ends the advantageous period and transitions to a non-advantageous period. However, at this time, the main CPU 100a may continue the advantageous period without ending it and transition to the normal state or the CZ state.
[0115] Furthermore, the number of wins in a specific winning area is reset when transitioning from a favorable period to a non-favorable period. In addition, the predetermined number of wins is determined by lottery when the number of wins in a specific winning area reaches the predetermined number, or when transitioning from a non-favorable period to a favorable period.
[0116] [Main processing of the game control board 100] Figure 6 is a flowchart showing the main processing performed by the main CPU 100a. Here, we will first explain the outline of one game after initialization, following the main processing of the main CPU 100a, and then explain the details of each process. In addition, we will explain in detail the processes related to the features of this embodiment, and omit explanations of configurations unrelated to the features of this embodiment. Although we will omit detailed explanations, when each process is executed, the switches used in each process (MAXBET button 20a, 1BET button 20b, start lever 9, stop buttons 10-12) are activated at the start of the process and deactivated at the end of the process.
[0117] In the main process, after the initialization process (S100), the main CPU 100a sequentially executes the betting process (S200), the lottery process (S300), the counting of wins in a specific area (S300a), the reel rotation process (S400), the reel stopping process (S500), the judgment process (S600), the payout process (S700), and the game end process (S800). Once the game end process (S800) is completed, it returns to the betting process (S200).
[0118] (Step S100) In the initialization process in step S100, the main CPU 100a turns on the power to the slot machine S via the power switch, and once power is supplied, it executes the initialization process in preparation for starting the game. While the power is on, the main CPU 100a continuously generates backup data and stores this backup data in the main RAM 100c. Therefore, even if an unexpected power outage occurs, the system can be restored to its state before the power outage using the stored backup data during this initialization process. For example, even if an unexpected power outage occurs while reels 5-7 are spinning, the system will start again from the state where each reel 5-7 is spinning after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear) the main RAM 100c.
[0119] (Step S200) In the betting process in step S200, the main CPU 100a sets the bet amount by having the player operate the MAX bet button 20 or by inserting medals into the medal slot 8. The main CPU 100a also generates an insert command indicating that the bet amount has been set and transmits the generated insert command to the performance control board 300.
[0120] (Step S300) In the lottery process in step S300, the main CPU 100a activates the game start operation on the start lever 9 and transitions to a state waiting for the start lever 9 to be operated. Here, the main CPU 100a obtains an internal random number of 1 at the time the start lever 9 is operated, in response to the player's operation of the start lever 9. The main CPU 100a then determines an internal lottery table of 1 corresponding to the currently set game state from the internal lottery table shown in Figure 4, and determines which winning area in the determined internal lottery table the obtained internal random number corresponds to, and determines the type of winning or losing for the determined winning area as the lottery result.
[0121] Furthermore, after the lottery result is determined in response to the operation of the start lever 9, the main CPU 100a generates an internal lottery command that includes information such as the lottery result (winning type or losing) and the game state, and transmits the generated internal lottery command to the performance control board 300.
[0122] (Step S900) In the process of counting the number of times a specific area is won in step S900, the main CPU 100a counts the number of times a specific winning area (in this embodiment, chance event A and chance event B) is won through internal lottery.
[0123] (Step S400) In the reel rotation process in step S400, when the start lever 9 is operated, the main CPU 100a drives the stepping motor 200 to rotate the left reel 5, middle reel 6, and right reel 7. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 5, middle reel 6, and right reel 7 in the previous game (wait), the rotation of the left reel 5, middle reel 6, and right reel 7 for the current game begins, and when all three reels are rotating at a constant speed, the process moves to step S500.
[0124] (Step S500) In the reel stopping process in step S500, the main CPU 100a activates stop buttons 10-12, and when it receives an operation from the player using stop buttons 10-12, it stops one of the left reel 5, middle reel 6, or right reel 7 corresponding to that operation.
[0125] Furthermore, when any of the stop buttons 10 to 12 are operated, the main CPU 100a generates a stop command (first stop command, second stop command, third stop command) indicating the information of the operated stop button 10 to 12, and sequentially transmits the generated stop commands to the performance control board 300.
[0126] (Step S600) In the judgment process in step S600, the main CPU 100a determines which of the predetermined combinations the symbol combination displayed on the active line L corresponds to, and executes various processes required for changing the game state or for replays according to that symbol combination. The main CPU 100a also generates a winning command indicating the symbol combination displayed on the active line L, and transmits the generated winning command to the performance control board 300.
[0127] (Step S700) In the payout process in step S700, the main CPU 100a, based on the judgment result in step S600, executes the payout process for the medals corresponding to the minor role if, for example, a combination of symbols corresponding to a minor role is displayed on the active line L. Furthermore, if the medal payout process is completed, the main CPU 100a generates a payout command indicating that the payout process has been completed and transmits the generated payout command to the performance control board 300.
[0128] (Step S800) In the game end processing at step S800, the main CPU 100a executes a process to set the game state in preparation for the next game. For example, if a symbol combination corresponding to a re-playable role is displayed on the active line L, it automatically executes a process to place a bet for the next game. Also, if the main CPU 100a wins an RBB in the normal state, it executes a process to transition the game state from the normal state to the RBB internal state. Also, if the main CPU 100a wins an RBB while inside the RBB, it executes a process to transition the game state from the RBB internal state to RBB operation. Also, if a predetermined number of medals are paid out during RBB operation, the main CPU 100a executes a process to transition the game state from RBB operation to the normal state. In this way, the main CPU 100a performs various processes in response to the symbol combinations displayed on the active line L and ends the game. The main CPU 100a also sets the advantageous and disadvantageous periods during the game end processing.
[0129] (Specific area winning count processing S900) Figure 7 is a flowchart showing the process of counting the number of wins in a specific area in step S900 described above. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.
[0130] (Step S9000) First, the main CPU 100a determines whether or not a specific winning area has been selected in the internal lottery. If a specific winning area has not been selected, the process ends. If a specific winning area has been selected, the process proceeds to step S9002. If the CZ state is active, the process ends.
[0131] (Step S9002) The main CPU 100a determines whether the game state is in the CZ state or not. If it is not in the CZ state, the process proceeds to step S9004. If it is in the CZ state, the process ends.
[0132] (Step S9004) The main CPU 100a determines whether the game state is a specific state. Specific states include, for example, a non-advantageous period, a pre-announcement period, and a state where the AT state has ended and the AT state does not continue after the end of the period. If a specific state is found, the process terminates. If the state is not a specific state, the process proceeds to step S9006.
[0133] (Step S9006) The main CPU 100a decrements the count value of the win count counter, which counts the number of wins in a specific winning area, by "1", and proceeds to step S9008.
[0134] (Step S9008) The main CPU 100a determines whether the count value of the win count counter has reached 0. If the count value is not 0, the process terminates. If the count value is 0, the process proceeds to step S9010.
[0135] (Step S9010) The main CPU 100a determines whether it is in AT mode or not. If it is in AT mode, the process proceeds to step S9012. If it is not in AT mode, the process proceeds to step S9014.
[0136] (Step S9012) The main CPU 100a performs a lottery to determine whether or not to add to the number of AT (Automatic Transmission) sets. The lottery also determines the number of sets to add.
[0137] (Step S9014) The main CPU 100a performs an AT lottery to determine whether or not to transition to the AT state.
[0138] (Step S9016) The main CPU 100a performs a lottery to determine the number of specified steps, selecting one of several possible numbers. For example, the lottery determines the number of steps to be 20, 8, or 4. Once the lottery is complete, the process proceeds to step 9018.
[0139] (Step S9018) The main CPU 100a sets the predetermined number of times determined by the predetermined number of draws into the winning count counter and terminates processing.
[0140] [Sub-processing of the performance control board 300] Figure 8 is a flowchart showing the subprocessing of the performance control board 300.
[0141] (Step S1100) When the slot machine S is powered on via the power switch and becomes energized, the sub-CPU 300a performs initialization processing in preparation for the start of gameplay. While the power is on, the sub-CPU 300a continuously generates backup data and stores this backup data in the sub-RAM 300c.
[0142] (Step S1200) Sub-CPU 300a determines whether or not it has received a command from main CPU 100a. If it has received a command, it proceeds to step S1300; otherwise, it proceeds to step S1400.
[0143] (Step S1300) If it is determined in step S1200 that a command has been received, the sub-CPU 300a analyzes the content of the received command and performs various processes based on the received command.
[0144] (Step S1400) The sub-CPU 300a analyzes the detection signal from the performance switch 22 and performs various processing based on the analysis results.
[0145] (Step S1800) The sub-CPU 300a executes a control process for displaying the number of wins in a specific area. In this control process, the sub-CPU 300a displays the number of times the specific winning area has been won in the internal lottery on the LCD display 14 based on a command received from the main CPU 100a, and also executes a process to update this count. The sub-CPU 300a does not update the display if the middle first stop operation or the right first stop operation is performed in a game in which an instruction notification has been given, and does not update the display in the CZ state, but does update the display in all other cases. Furthermore, in certain situations the main CPU 100a does not perform counting (see step S9004 in Figure 7), but the sub-CPU 300a updates the win count display on the LCD display 14 even in those specific situations.
[0146] (Step S1900) SubCPU 300a executes roulette animation control processing. In roulette animation control processing, subCPU 300a displays multiple choice images based on commands received from mainCPU 100a and executes a roulette animation that identifies one of the choice images as the selected result. In this embodiment, the roulette animation is executed to indicate the current game state (for example, an indication that the player is in a high probability state for rare roles, or an indication that a continuous animation will develop (opportunity → opportunity → development), etc.), to indicate the expected value of benefits from the winning role (for example, CZ, bonus, AT, etc.), or to indicate a change in the game state in the advantageous section. For example, it is executed to indicate a transition from the normal state to the CZ state. When subCPU 300a executes a roulette animation, it sets the animation data for the roulette animation and performs processing to execute the animation in step S2100 based on the set animation data.
[0147] (Step S2100) The sub-CPU 300a refers to the execution information (timetable) of various effects whose execution has been decided, performs time schedule management processing to execute the process corresponding to the time stored in the timetable, and repeats the process from step S1200. In this process, the display images of the liquid crystal display 14 are inserted or switched, and various commands are sent to each device. As a result, the various effects are executed.
[0148] [Regarding the counting and display of the number of wins in specific winning areas] Next, the counting of the number of wins in a specific winning area by the main CPU 100a and the display of the number of wins in that specific winning area on the liquid crystal display 14 by the sub-CPU 300a will be explained using Figure 9. In Figure 9, the explanation will begin from the state where the count by the main CPU 100a is "0" and the number of wins displayed on the liquid crystal display is "0". In this embodiment, the count that has not reached the predetermined number is carried over except when transitioning from a favorable section to a non-favorable section. Also, in this embodiment, the predetermined number is indicated by the liquid crystal display 14 (see Figure 10).
[0149] As shown in Figure 9, if a specific winning area is hit during a non-advantageous period (specific situation), the main CPU 100a does not perform the count. However, if the left first stop operation is performed during a non-advantageous period, the sub-CPU 300a updates the winning count display on the LCD display 14. Therefore, the number counted by the main CPU 100a remains "0", and the winning count display on the LCD display 14 has not reached the upper limit of the specified number (20 in this example), so the winning count display is updated to "1".
[0150] In this embodiment, the main CPU 100a imposes a penalty (non-execution of AT lottery) if a middle-first stop operation or a right-first stop operation is performed. Therefore, if a middle-first stop operation or a right-first stop operation is performed, the main CPU 100a does not perform the count, and the number of wins displayed on the LCD display 14 is not updated.
[0151] Next, let's assume that the game has transitioned from a non-advantageous period to a normal state in an advantageous period. At this time, the number of wins displayed on the LCD display 14 is carried over. Then, if a win occurs in a specific winning area in the normal state, the main CPU 100a counts the number of wins, and the sub-CPU 300a updates the number of wins displayed on the LCD display 14.
[0152] Therefore, for example, if the count by the main CPU 100a becomes "1", and the number of wins displayed on the LCD display 14 has not reached the upper limit of the specified number, the number of wins displayed is updated to "2". From thereafter, under normal circumstances, the number of wins displayed on the LCD display 14 will remain one higher than the number counted by the main CPU 100a, and the counting will continue.
[0153] Then, under normal circumstances, the count by the main CPU 100a reaches a predetermined number (8 times in the example shown in the diagram), an AT lottery is held, and the game transitions to the pre-announcement period. At this point, the predetermined number is determined again, the count by the main CPU 100a becomes "0", and the number of wins displayed on the LCD display 14 also returns to "0".
[0154] Furthermore, during the pre-announcement period, even if the number of times a specific winning area is reached a predetermined number, the AT lottery will not be conducted. Therefore, even if the number of times a specific winning area is reached a predetermined number (for example, 4 times) during the pre-announcement period (in other words, during the pre-announcement sequence), and then the specific winning area is won again, the main CPU 100a will not count it.
[0155] However, if the number of wins displayed on the LCD display 14 has not reached the upper limit of the specified number, the sub-CPU 300a will update the number of wins displayed even after the specified number has been reached. Therefore, for example, after the count value calculated by the main CPU 100a becomes "4", the count value will remain "4" during the execution period of the pre-announcement effect. On the other hand, the number of wins displayed on the LCD display 14 will continue to be updated to "5".
[0156] In this embodiment, if the number of wins in a specific winning area reaches a predetermined number during the premonition period, an icon labeled "Opportunity" will be displayed to indicate that the predetermined number has been reached. When the "Opportunity" icon is displayed, the probability of winning the AT lottery or the bonus lottery increases.
[0157] Next, after a premonition period, the system transitions to the AT state. If the number of wins in a specific winning area reaches a predetermined number during the premonition period, a lottery for adding sets in the AT state is executed when the specific winning area is won during the AT state. Also, if the number of wins in a specific winning area reaches a predetermined number during the premonition period, the predetermined number is determined again, the count by the main CPU 100a becomes "0", and the win count display on the LCD display 14 also returns to "0".
[0158] Furthermore, if the transition to AT state does not occur after the premonition period (i.e., the AT lottery is not won), and the specified number of attempts is reached during the premonition period, the AT lottery will be held again when a specific winning area is won.
[0159] Then, if a specific winning area is hit while in AT mode, the main CPU 100a performs a count, and the sub-CPU 300a updates the winning count display on the LCD display 14. Therefore, for example, if the count value by the main CPU 100a becomes "4", the winning count display on the LCD display 14 will also become "4".
[0160] Next, when the AT state ends, the game transitions to the AT state termination period in the next game. During the AT state termination period, if the AT does not continue, the main CPU 100a does not count even if a specific winning area is hit. However, the sub-CPU 300a updates the winning count display on the LCD display 14 even after the predetermined number of wins has been reached, as long as the predetermined number of wins has not been reached.
[0161] Therefore, for example, if the count by the main CPU 100a in AT mode is "4", the count will remain at "4". On the other hand, the number of wins displayed on the LCD display 14 has not reached the upper limit of the specified number, so the specified number is updated to "5".
[0162] Next, when the AT ends and the advantageous period continues while the game returns to the normal state, the count is carried over. Then, let's assume the game transitions from the normal state to the CZ state. In the CZ state, the AT lottery is not performed because the number of wins in a specific winning area has reached a predetermined number. Therefore, the main CPU 100a does not perform the count, and the sub-CPU 300a does not update the win count display on the LCD display 14. In this way, the win count display is not updated in the section where the number of wins in a specific winning area is not counted, which prevents the player from feeling any sense of unease.
[0163] In this embodiment, even if the count by the main CPU 100a has not reached the predetermined number, the "Opportunity" icon will be displayed when the number of wins displayed on the LCD 14 reaches the predetermined number. In this case, the AT lottery or bonus lottery will be held when the count by the main CPU 100a reaches the predetermined number.
[0164] Then, when transitioning from the CZ state to the normal state or AT state, the same process as described above is carried out.
[0165] As described above, if the main CPU 100a does not perform a count when a specific winning area is hit under certain circumstances, the player may feel uneasy if the winning count display on the LCD display 14 is not updated despite the player having hit the specific winning area. However, in this embodiment, the configuration allows the winning count display on the LCD display 14 to be updated even under certain circumstances, thus eliminating the uneasiness felt by the player.
[0166] [Specific examples of displaying the number of wins in a designated winning area] Next, we will explain a specific example of the display of the number of wins in a specific winning area using Figure 10. Note that the animation screen shown in Figure 10 transitions in the order of (a)→(b)→(c)→(d)→(e)→(f)→(g)→(h). In Figure 10, we explain using the game following the game in which the number of wins in a specific winning area has reached a predetermined number as an example. However, if the number of wins in a specific winning area reaches a predetermined number and the game transitions to a pre-announcement period, a similar animation will be performed in the final game of the pre-announcement period.
[0167] As shown in Figure 10(a), the lower left area of the liquid crystal display 14 displays a winning count display 200 indicating the number of wins in a specific winning area, and a specified number indication display 201 indicating the specified number of wins. The winning count display 200 is displayed superimposed on the specified number indication display 201, with the specified number indication display 201 displayed behind the winning count display 200. The winning count display 200 is displayed using numbers. The specified number indication display 201 indicates the specified number of wins by color. Specifically, if it is blue, it indicates that the specified number of wins is one of 1 to 20; if it is green, it indicates that the specified number of wins is one of 1 to 8; and if it is purple, it indicates that the specified number of wins is one of 1 to 4.
[0168] Then, as shown in Figures 10(a) to (d), suppose that a specific winning area is selected in the internal lottery, and the number of times that specific area has been selected reaches a predetermined number (4 times in the example shown in the figure).
[0169] Then, as shown in Figure 10(e), in the next game, when the start lever 9 is operated, the reels 5-7 rotate and an image ("Chance!" in the figure) indicating that a bonus will be awarded is displayed on the liquid crystal display 14. In this embodiment, the bonus is the execution of an AT lottery or a bonus lottery. After the reels 5-7 rotate at a constant speed, the progress of the game is delayed, resulting in a so-called freeze state. At this time, the main CPU 100a accepts the operation of the stop buttons 10-12 as operations that do not affect the progress of the game, and executes a simulated game.
[0170] Then, as shown in Figures 10(f) to (g), when stop buttons 10 to 12 are operated during the freeze state, the main CPU 100a temporarily stops reels 5 to 7. While reels 5 to 7 are temporarily stopped, they vibrate slightly. In this example, when reels 5 to 7 are temporarily stopped, a combination of symbols that suggests an advantage for the player (in this example, a strong cherry replay) is aligned on the active line L. In this way, it is possible to suggest that a bonus will be awarded through the combination of symbols, which can draw attention to the combination of symbols and enhance the enjoyment of the game.
[0171] Furthermore, the presentation when a specific winning area is hit may differ from the example above. For example, the system may be configured to allow selection of character images, and the selected character image may repeatedly perform a certain animation to indicate that a specific winning area has been hit. Alternatively, text indicating that a specific winning area has been hit may be displayed in a predetermined area of the display area 14a of the liquid crystal display 14 (for example, the lower left area), and this text may repeatedly perform a certain animation. If a different character is selected, the animation by the character may end, but the animation by the text may continue.
[0172] [Specific examples of roulette presentations] Next, a specific example of the roulette animation will be explained using Figure 11. The roulette animation may be performed, for example, when a lottery for transitioning to the CZ state is executed in the normal state. The roulette animation suggests that the game state will transition from the normal state to the CZ state. The roulette animation includes, for example, animation pattern A (a pattern that transitions in the order of Figure 11 (a1) → (b1) → (c1)) and animation pattern B (a pattern that transitions in the order of Figure 11 (a2) → (b2) → (c2)). Animation pattern B has a higher expectation of entering the CZ state than animation pattern A.
[0173] First, let's explain the roulette animation for animation pattern A.
[0174] As shown in Figure 11(a1), when the roulette animation of animation pattern A is executed, after the bet amount is set and the start lever 9 is operated, six types of choice images 400a to 400f are displayed as combinations of choice images. In animation pattern A, the background of the animation images in the roulette animation is primarily blue.
[0175] Each of the six option images, 400a to 400f, includes a design portion that encompasses a circular shape (base) and the colored area inside the base, as well as a pattern formed within the design portion. While these six option images share a common circular shape, they differ in color and pattern.
[0176] Furthermore, option images 400b to 400f include text ("Development," "Performance," "Opportunity," "Super Hot," "Confirmed") as part of the design, while option image 400a does not include text as part of the design. Note that option image 400a includes a predetermined design ("Dice") as part of the design and is treated as a so-called "blank." The total number of colors used in option image 400a is less than the total number of colors used in option images 400b to 400f. In this way, multiple types of option images can be created by changing the presence or absence of text and the number of colors, thereby increasing the efficiency of creating presentation data.
[0177] Furthermore, when comparing the probability of the game state changing to the CZ state using the symbols, the order from lowest to highest is "Confirmed," "Super Hot," "Good Opportunity," "Performance," "Development," and "Blank." In other words, "Confirmed" has the highest probability, and "Blank" has the lowest. In this embodiment, an image is displayed in which the character image 401 is surrounded by choice images 400a to 400f. In this way, the colors differ according to the text portion of the symbols, and this makes it possible to create choice images with different levels of expectation, thereby increasing the efficiency of creating performance data.
[0178] As shown in Figure 11(a2), when the start lever 9 is operated, a combination of choice images is displayed, and then each choice image 400a to 400f rotates counterclockwise, causing the choice images 400a to 400f to change. At this time, the choice images 400a to 400f start rotating at a low speed and are highly visible, but as the rotation speed gradually increases to high speed, they become less visible, and the visibility of the pattern portion decreases. The changing display of choice images 400a to 400f continues when the first stop operation and the second stop operation are performed.
[0179] As shown in Figure 11(a3), when the third stop operation is performed, an image is displayed that identifies the selected image from among the six types of selection images 400a to 400f that were displayed when the start lever 9 was operated.
[0180] The selected image is then displayed larger than when the start lever 9 was operated. In the example in Figure 11(a3), along with the animation action that occurred when the third stop operation was performed, the character image 401 that was activated by the animation action is displayed enlarged, and the selected image 400d is also displayed enlarged. This indicates that the selected image 400d has been identified.
[0181] Furthermore, when the start lever 9 is operated, the decorative border around the image portion of the choice images 400a to 400f is not added, but the decorative border is added to the image portion of the selected choice image. In the example in Figure 11(a3), the decorative border 402 is added to the word "Opportunity" in the image portion of choice image 400d. This effectively highlights the choice image identified as the selection result. An effect image that highlights the choice image is also displayed.
[0182] Next, I will explain the roulette animation for animation pattern B.
[0183] As shown in Figure 11(b1), when the roulette animation of animation pattern B is executed, after the bet amount is set and the start lever 9 is operated, six choice images 400e are displayed as a combination of choice images. That is, all of the same choice image 400e are displayed. In addition, in animation pattern B, the background of the choice images is primarily red. Furthermore, in this example, the choice images 400a to 400f displayed when the start lever 9 is operated in animation pattern A and the choice image 400d displayed when the start lever 9 is operated in animation pattern B share at least a circular shape. In this way, multiple types of choice images can be created with a common shape between animation pattern A and animation pattern B, thereby increasing the efficiency of creating animation data.
[0184] As shown in Figure 11(b2), when the start lever 9 is operated, the combination of choice images is displayed, and then the choice image 400e rotates counterclockwise, causing the choice image 400e to change. At this time, the choice image 400e rotates at high speed, reducing the visibility of the graphic portion of the choice image 400e. The changing display of the choice image continues when the first stop operation and the second stop operation are performed.
[0185] As shown in Figure 11(b3), when the third stop operation is performed, an image is displayed that identifies the selected image from among the six selection images 400e that were displayed when the start lever 9 was operated.
[0186] The selected image is then displayed larger than when the start lever 9 was operated. In the example in Figure 11(b3), along with the animation action that occurred when the third stop operation was performed, the character image 401 that was activated by the animation action is displayed enlarged, and the selected image 400d is also displayed enlarged. This indicates that the selected image 400d has been selected. In this way, the selection result can be identified without changing any animation data other than the size of the selected image, thus improving the efficiency of creating animation data. In addition, the emphasis on the selected result can enhance the enjoyment of the game.
[0187] Furthermore, when the start lever 9 is operated, the decorative border around the pattern portion of the selection image 400e is not added, but the decorative border is added to the pattern portion of the selected selection image. In the example in Figure 11(b3), the decorative border 402 is added to the "Super Hot" part of the pattern portion of selection image 400e. This effectively highlights the selection image identified as the result of the selection. An effect image that highlights the selection image is also displayed.
[0188] In this embodiment, when comparing the presentation pattern A and the presentation pattern B, when the start lever 9 is operated, the selection images (Figures 11(a1) and 11(b1)) are displayed, and throughout the series of image displays from the display of the changing selection images (Figures 11(a2) and 11(b2)) to the determination of the selection result (Figures 11(a3) and 11(b3)), the position coordinates (i.e., parameter information) of the image display area of the liquid crystal display 14 for the selection images constituting the presentation pattern A and the selection images constituting the presentation pattern B are the same at any timing of the display frame, and the vertical and horizontal sizes (i.e., parameter information) of the selection images constituting the presentation pattern A and the selection images constituting the presentation pattern B are also set to be the same.
[0189] As described above, since the parameter information for image display is the same for both performance pattern A and performance pattern B, multiple types of performance patterns can be created simply by changing the image portion. Therefore, the efficiency of creating performance data can be increased.
[0190] In this embodiment, we have described an example where two roulette animation patterns, Pattern A and Pattern B, are provided. However, the form and type of the roulette animation patterns may differ from those in this embodiment. For example, a Pattern C with a higher expectation level than Patterns A and B may be provided. In this Pattern C, the background color may be based on rainbow, and the proportion of "confirmed" options, which have a higher expectation level, may be increased.
[0191] Furthermore, in this embodiment, an example was given of a roulette animation that suggests a transition from the game state to the CZ state. However, the animation may also suggest different content from the above embodiment, such as suggesting a transition to another game state, such as the AT state or a bonus, or suggesting the result of the AT lottery.
[0192] (Other variations) In the above embodiments, a slot machine in which the number of bets is set using medals and credits was used as an example, but the invention is not limited to this. For example, the configuration shown in the above embodiments can be applied to a pachinko game machine that uses game balls for gameplay, a slot machine in which the number of bets is set using game balls used in a pachinko game machine, or a fully credit-based slot machine in which the number of bets is set using only credits, and the invention according to each claim can be realized. When game balls are used as the game medium, for example, if one medal corresponds to five game balls, then setting the number of bets to 3 in the above embodiments corresponds to setting the number of bets using 15 game balls.
[0193] The gaming machine of the present invention is not limited to one that uses only one of several types of game value, such as medals and game balls, but may also be able to use multiple types of game value, such as medals and game balls, in combination. In other words, a slot machine of the present invention is also included in the slot machine of the present invention, which can be played by setting the number of bets regardless of which of the multiple types of game value, such as medals and game balls, is used, and which can pay out any of the multiple types of game value, such as medals and game balls, when a win occurs.
[0194] In the above embodiments, a slot machine in which the number of bets is set using medals and credits was used as an example for explanation. However, it is possible to realize the inventions according to each claim by applying the configuration shown in the above embodiments to a pachinko game machine that uses game balls, for example. [Explanation of symbols]
[0195] S Slot Machine 5-7 reels 10-12 Stop button 100 Game control boards 100a Main CPU 100b Main ROM 100c Main RAM 300 Performance control board 300a Sub-CPU 300b Sub-ROM 300c Sub-RAM
Claims
[Claim 1] Multiple reels with multiple types of patterns arranged on their outer surface, An internal lottery mechanism that performs an internal lottery to determine whether multiple types of roles are achieved, A reel control means that rotates the plurality of reels for each game and controls the reels that are rotating to stop in a manner corresponding to the result of the internal lottery when a stop operation is triggered, A means of determining which roles are awarded, A gaming machine that includes a means for controlling the performance to execute performances, and provides game value according to the winning combination, The aforementioned plurality of reels include a first reel, a second reel, and a third reel, As for the winning patterns of the aforementioned minor role, there are multiple specific winning patterns in which multiple types of minor roles are won simultaneously. In a game in which the specific winning pattern is obtained by the internal lottery, the reel control means When the stop operation is performed in the correct operation mode corresponding to the specified winning mode, control is performed to stop the spinning reels so that a specific small win that provides a greater amount of game value than the game value bet for one game can be won, If the stopping operation is performed in an operation mode different from the correct operation mode described above, it is possible to perform a first control that stops the spinning reels so that a small win that provides a smaller game value than the specified small win is always awarded, or a second control that stops the spinning reels so that there are cases where the small win is awarded and cases where no win is awarded. The aforementioned performance control means is capable of executing a performance that suggests the winning of the predetermined winning pattern, which is a specific performance common to both situations where the game situation is a specific situation in which a predetermined winning pattern has been won during a non-advantageous period, and situations other than the said specific situation. A gaming machine characterized by the following features.
Citation Information
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