Gaming machine
The gaming machine improves engagement by using a winning type lottery and reel control system to ensure varied outcomes and trackable gameplay, addressing monotony in existing gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-01-06
- Publication Date
- 2026-04-09
AI Technical Summary
Existing gaming machines provide monotonous gameplay and lack engagement as players cannot track past results, leading to boredom due to abrupt game endings based on correct or incorrect moves.
A gaming machine with a winning type lottery system that determines multiple types of winning combinations, including auxiliary performance execution to assist players in achieving these combinations, and controls reel stopping based on correct operations, ensuring varying outcomes and enhanced gameplay experience.
Enhances gameplay experience by providing varied and engaging outcomes, allowing players to track their progress and receive rewards based on correct operations, thereby reducing monotony.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine that determines whether to give a gaming profit to a player by lottery.
Background Art
[0002] In a slot machine as a gaming machine, in response to a player's bet of medals (gaming media) and operation of a start switch, a winning combination lottery is performed, and rotation control is performed on a plurality of reels on which various symbols are depicted. Then, in accordance with the lottery result and the player's operation of a stop switch, the reels are sequentially stopped, and when a symbol combination corresponding to a winning combination is displayed on an effective line that is a line for payout, a predetermined number of medals are paid out, and a gaming profit (hereinafter simply referred to as a gaming benefit) is given to the player.
[0003] Also, in a slot machine, a plurality of gaming states that differ in the degree of advantage (gaming benefit) of the player are provided during the progress of the game. For example, when winning a winning type (hereinafter referred to as a selected winning type) in which a winning combination with a large gaming benefit (hereinafter referred to as a correct winning combination) overlaps with other winning combinations, the operation mode of the stop switch (hereinafter referred to as a correct operation mode) that is a winning condition for the correct winning combination is notified (hereinafter, an effect of notifying (assisting the winning of) the operation mode that is a winning condition for such a predetermined winning combination is simply referred to as an assist effect), and there is also a slot machine provided with an AT (assist time) effect state in which the player can easily display the symbol combination corresponding to the correct winning combination on the effective line. Further, an RT (replay time) gaming state in which the winning probability of the replay combination is set high may be used, or a so-called ART gaming state in which the above AT effect state and RT gaming state are simultaneously advanced may be used (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
[0005] As mentioned above, when a predetermined winning type is selected through a lottery, the player can perform a predetermined operation on the stop switch to win the predetermined prize. Taking advantage of this gameplay, some games allow players to selectively operate the stop switch, and if the predetermined prize is won, the game is awarded a bonus for the operation being deemed correct.
[0006] However, in a game where the player receives a reward if they make a correct move and no reward if they fail, and the game ends abruptly after each play, it becomes impossible to track past results of the same game. This can lead to monotonous gameplay and boredom for the player.
[0007] In view of these problems, the present invention aims to provide a gaming machine that can improve gameplay. [Means for solving the problem]
[0008] To solve the above problems, the gaming machine of the present invention includes a winning type lottery means (for example, a winning type lottery means 304) that determines one of a plurality of winning types by a winning type lottery, and a reel control means (for example, a reel control means) that controls the rotation of a plurality of reels (for example, a reel 110) in which a plurality of types of symbols are arranged, in response to the operation of a start switch (for example, a start switch 118), and controls the stopping of the reel corresponding to the operated stop switch in response to the operation of a stop switch corresponding to the rotating reel. The system comprises means 306), auxiliary performance execution means (for example, auxiliary performance execution means described in paragraphs 35 and 36) that perform auxiliary performances to assist in winning a specific role, payout control means (for example, payout control means 310) that pays out game value based on the winning role, and performance control means (for example, performance control means 334) that executes performances, and the plurality of reels include a first reel (for example, left reel 110a), a second reel (for example, middle reel 110b), and a third reel (for example, right reel 110c), and the winning type includes multiple types of small roles overlapping There are multiple types of selectable winning types (for example, the winning type "Batting Order Bell" described in paragraphs 48, 55, 56 and Figure 6), and each of the multiple types of selectable winning types has a set correct operation mode, and the winning type in which the operation mode in which the second reel is stopped first is the correct operation mode is the winning type (for example, the winning type "Batting Order Bell A1" described in paragraphs 55, 56 and Figures 3, 5, 6), and the winning type in which the operation mode in which the third reel is stopped first is the correct operation mode is the winning type described in paragraphs 55, 56 and Figures 3, 5, 6 Although there is a type "Bat Order Bell A3", there is no selected winning type in which the operation to stop the first reel first is the correct operation, and the reel control means controls the reels to stop in such a way that when the stop operation is performed in the correct operation method corresponding to the selected winning type in a game in which the selected winning type is won, a small win (for example, the winning wins "Small Win 1", "Small Win 2", "Small Win 5", and "Small Win 7" described in paragraphs 55, 56 and Figures 3, 5, and 6) that pays out a game value greater than the game value bet for one game is awarded. Regardless of which of the above selected winning categories you win,If a stop operation is performed using a first incorrect operation, which is an incorrect operation that is different from the correct operation that corresponds to the selected winning type, and the first incorrect operation is which stops the first reel first, the reels are controlled to stop so that a small win (for example, the winning combinations "small win 38" and "small win 37" described in paragraphs 55, 56 and Figures 3, 5, and 6) that pays out a game value less than the game value bet for one game is always awarded, and if a stop operation is performed using a second incorrect operation, which is an incorrect operation that stops the second reel or the third reel first, If a stop operation is performed, the reels are controlled to stop in such a way that, depending on the timing of the stop operation, there are cases where a small win (for example, the winning combinations "small win 25" and "small win 21" described in paragraphs 55, 56 and Figures 3, 5, and 6) that pays out a game value less than the game value bet for one game is awarded, and cases where no win occurs. The performance control means stores information in its memory that suggests a specific operation (for example, a first stop operation), and after all the stop switches have been operated, it is possible to notify the information in response to a confirmation operation. [Effects of the Invention]
[0009] According to the present invention, it is possible to improve the gameplay experience. [Brief explanation of the drawing]
[0010] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2] This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 3] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 4] This is a block diagram showing the general electrical configuration of a slot machine. [Figure 5] This is an explanatory diagram to explain the winning roles. [Figure 6] This diagram shows the draw table for the winning categories. [Figure 7]It is an explanatory diagram for explaining the transition of the game state. [Figure 8] It is an explanatory diagram for explaining the transition of the effect state. [Figure 9] It is a flowchart for explaining the CPU initialization process in the main control board. [Figure 10] It is a flowchart for explaining the cold start process in the main control board. [Figure 11] It is a flowchart for explaining the error stop process in the main control board. [Figure 12] It is a flowchart for explaining the set value switching process in the main control board. [Figure 13] It is a flowchart for explaining the initialization start process in the main control board. [Figure 14] It is a flowchart for explaining the state return process in the main control board. [Figure 15] It is a flowchart for explaining the game start process in the main control board. [Figure 16] It is a flowchart for explaining the game medal insertion process in the main control board. [Figure 17] It is a flowchart for explaining the internal lottery process in the main control board. [Figure 18] It is a flowchart for explaining the symbol code setting process in the main control board. [Figure 19] It is a flowchart for explaining the execution flag setting process in the main control board 200. [Figure 20] It is a flowchart for explaining the non-favorable effect state process executed in the state-specific module execution process. [Figure 21] It is a flowchart for explaining the distribution effect state process executed in the state-specific module execution process. [Figure 22] It is a flowchart for explaining the normal effect state process executed in the state-specific module execution process. [Figure 23] It is a flowchart for explaining the precursor effect state process executed in the state-specific module execution process. [Figure 24] This is a flowchart for explaining the AT production state process executed in the state-specific module execution process. [Figure 25] This is a flowchart for explaining the special precursor production state process executed in the state-specific module execution process. [Figure 26] This is a flowchart for explaining the special production state process executed in the state-specific module execution process. [Figure 27] This is a flowchart for explaining the process during drum rotation in the main control board [Figure 28] This is a flowchart for explaining the drum stop process in the main control board. [Figure 29] This is a flowchart for explaining the display determination process in the main control board. [Figure 30] This is a flowchart for explaining the payout process in the main control board. [Figure 31] This is a flowchart for explaining the game transition process in the main control board. [Figure 32] This is a flowchart for explaining the power-off evacuation process in the main control board. [Figure 33] This is a flowchart for explaining the timer interrupt process in the main control board. [Figure 34] This is an explanatory diagram for explaining the flow of the stage change process. [Figure 35] This is an explanatory diagram for explaining the flow of the stage change process. [Figure 36] This is an explanatory diagram for explaining the flow of the stage change process. [Figure 37] This is an explanatory diagram for explaining the flow of the stage change process accompanied by a stage transition effect. [Figure 38] This is an explanatory diagram for explaining another flow of the stage change process accompanied by a stage transition effect. [Figure 39] This is an explanatory diagram for explaining another flow of the stage change process accompanied by a stage transition effect. [Figure 40]This is an explanatory diagram to show the flow of the color-matching game. [Figure 41] This is an explanatory diagram for explaining the history of correct color-pressing operations. [Figure 42] This is an explanatory diagram for explaining the correct answer notification effect. [Figure 43] This is a diagram explaining auxiliary effects and push effects. [Figure 44] This is a diagram explaining auxiliary effects and push effects. [Figure 45] This diagram explains the timing of the disappearance and reappearance animations. [Figure 46] This diagram explains the timing of the disappearance and reappearance animations. [Modes for carrying out the invention]
[0011] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustrations.
[0012] (Mechanical configuration of slot machine 100) As shown in the external views of Figures 1 and 2, the slot machine 100 as a gaming machine is provided with a casing 102 with an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the casing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104, and three reels 110 (left reel 110a, middle reel 110b, and right reel 110c) are provided in the casing 102 at positions corresponding to the symbol display window 108, each of which is rotatably and independently provided. On the outer surfaces of the left reel 110a, the middle reel 110b, and the right reel 110c, multiple types of symbols are arranged in each of the 20 equally divided areas, as shown in the symbol arrangement in Figure 3(a). Through the symbol display window 108, the player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows.
[0013] An operating panel mounting base 112 is formed at the top of the front lower door 106, and the operating panel mounting base 112 is equipped with a medal insertion section 114, a bet switch 116, a start switch 118, a stop switch 120, a performance switch 122, etc. The medal insertion section 114 accepts the insertion of medals as game value through the medal insertion slot 114a. The bet switch 116 is a switch used when inserting (betting) a predetermined number of medals from the medals electrically stored (hereinafter simply referred to as credits) inside the slot machine 100. The bet switch 116 includes a max bet switch for inserting (betting) a predetermined number of medals required for one game, and a 1 bet switch for inserting an additional one medal within the predetermined range.
[0014] The start switch 118 is composed of, for example, a lever capable of detecting tilting operations, and detects the player's operation to start the game. The stop switches 120 (stop switches 120a, 120b, and 120c) are provided corresponding to the left reel 110a, the middle reel 110b, and the right reel 110c, respectively, and detect the player's stopping operations. When the stop switches 120 are in a state where they can be stopped, the first time the player stops one of the stop switches 120a, 120b, or 120c is called a first stop. After the first stop, stopping one of the two remaining stop switches 120 is called a second stop. After the second stop, stopping the last remaining stop switch 120 is called a third stop. The effect switch 122 is composed of, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the player's push and rotation operations.
[0015] A liquid crystal display unit 124 is provided at the upper center of the front upper door 104 to display various images related to the performance. In addition, performance lamps 126, which are made up of, for example, high-brightness light-emitting diodes (LEDs), are provided at the top and left and right sides of the front upper door 104. Speakers 128 are provided at the left and right positions of the liquid crystal display unit 124 on the back of the front upper door 104 and at the left and right positions on the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones.
[0016] The control panel mounting base 112 is equipped with a main credit display unit 130 and a main payout display unit 132. Between the symbol display window 108 and the control panel mounting base 112, there is a sub-credit display unit 134 and a sub-payout display unit 136. The main credit display unit 130 and sub-credit display unit 134 display the number of credited medals (credit count), while the main payout display unit 132 and sub-payout display unit 136 display the number of medals paid out.
[0017] Below the reels 110 inside the casing 102, a medal dispensing device (medal hopper) 142 is provided for dispensing medals from the medal dispensing port 140a. Furthermore, a receiving tray 140 is provided at the lower front of the front lower door 106 for storing the medals dispensed from the medal dispensing port 140a. A power switch 144 is also provided inside the casing 102. The power switch 144 is operated by an administrator managing the slot machine 100 and is used to switch between two states: power off and power on.
[0018] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (payout rate) in stages, and is expressed in six stages, for example, from 1 to 6. Generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting can be changed, the setting value is increased by 1. For example, when the setting value is changed to one of the six setting values and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Note that setting changes are only possible for a certain period of time after the power switch 144 is operated and the power is turned on.
[0019] In the slot machine 100, once the game can be started and a predetermined number of medals have been bet, the active lines are activated and the operation of the start switch 118 becomes effective. Here, betting includes inserting credited medals through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay symbol on the active line, which will be described in more detail later. The active line is the line used to determine the winning combination, and in this embodiment there is one line. As shown in Figure 3(b), of the nine symbols (3 reels x 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set to be the line connecting the positions corresponding to the symbols that stop on the upper row of the left reel 110a, the middle row of the middle reel 110b, and the lower row of the right reel 110c. Invalid lines are lines other than valid line A that display other symbol combinations to make it easier to determine the winning combination when it is difficult to determine the winning combination based solely on the symbol combinations displayed on valid line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed.
[0020] When the player operates the start switch 118, the game begins, and the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate, and a lottery for winning types is performed. Subsequently, the left reel 110a, middle reel 110b, and right reel 110c are stopped according to the operation of the stop switches 120a, 120b, and 120c, respectively. Then, if a winning combination that is eligible for a medal payout is achieved based on the results of the winning type lottery and the combination of symbols displayed on the active line A, the medals are paid out. If a winning type that is eligible for a medal payout is not achieved, or if a winning type is achieved but the symbols do not land, the game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop.
[0021] In this embodiment, the above-mentioned game 1 refers to the game from the time when a medal is inserted through the medal insertion unit 114, when credited medals are inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on the display of a replay symbol on the active line A, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are controlled to stop in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, and until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive a medal payout is hit, the medal payout is performed. Furthermore, if the player fails to win a prize that is eligible for a medal payout, or if they win a prize but do not win a medal, one game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting medals or winning a replay. The number of times such a game is repeated is called the number of games. In addition, one game in which a prize type lottery is performed and a payout is possible is sometimes called a basic game to distinguish it from the pseudo-game (simulated game) described later. Here, whether a basic game is performed alone or in combination with a pseudo-game, the completion of a basic game is considered the completion of one game. Therefore, the completion of a pseudo-game does not affect the counting of the number of games in the slot machine 100. However, the number of games managed by the hall computer (not shown) may or may not include simulated games in the game count, depending on the specifications.
[0022] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100. As shown in Figure 4, the slot machine 100 is equipped with a control board that includes a main control board 200 (main control unit) which controls the progress of the game, and a sub-control board 202 (sub-control unit) which controls the effects according to the progress of the game. Furthermore, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is restricted to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud.
[0023] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. In addition, even if the power is cut off, the data in the main RAM 200c will not be erased unless a setting change is made and a RAM clear is performed.
[0024] Furthermore, the main control board 200 has functional units such as initialization means 300, betting means 302, winning type lottery means 304, reel control means 306, determination means 308, payout control means 310, game state control means 312, performance state control means 314, and command transmission means 316, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.
[0025] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects when medals are inserted into the medal slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c. Based on the received detection signals, the main CPU 200a performs various processes.
[0026] The initialization means 300 executes the initialization process on the main control board 200. The betting means 302 places a bet for the tokens to be used in the game. The winning type lottery means 304, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is correct, and more specifically, whether a winning type that includes the winning combination is correct, as will be described in more detail later.
[0027] The reel control means 306 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively. Furthermore, the reel control means 306 may extend the time from the activation of the stop switches 120a, 120b, and 120c in the previous game until the player activates the stop switches 120a, 120b, and 120c to display the lottery results for the winning type (they are deactivated by the completion of the operation of the stop switches 120a, 120b, and 120c in the previous game) beyond a predetermined time, and during that time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time. Furthermore, in this embodiment, as a reel effect, in response to the operation of the start switch 118 in the basic game, the basic game may be interrupted and its progress delayed, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c are temporarily stopped, thereby performing a simulated game that resembles the basic game. The simulated game ends upon the operation of the start switch 118 again, or after a predetermined time has elapsed since the temporary stop control, and the rotation control of reels 110a, 110b, and 110c in the basic game resumes. As an example of the simulated game, predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c can also be automatically temporarily stopped in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated games, the game can be enhanced by performing effects with rotation control and stopping patterns similar to or different from those of the basic game.Temporary stop, while appearing to be stopped, indicates a state where the reels are not completely stopped by continuously changing the phase signals of the stepping motors 152 of reels 110a, 110b, and 110c within 500 msec. Temporary stop control refers to control that temporarily stops reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop, in the sense that they maintain their position without rotating in one direction. Similarly, stop control and temporary stop control are simply treated as stop control, in the sense that the left reel 110a, middle reel 110b, and right reel 110c are rotated in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively.
[0028] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 306 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c respectively, and the detection signal from the rotation position detection circuit 154, transmitted from the reel control means 306 in response to the operation signal of the stop switch 120.
[0029] The determination means 308 determines whether or not a combination of symbols corresponding to a winning combination is displayed on the active line A. Here, the display of a combination of symbols corresponding to a winning combination on the active line A is sometimes simply referred to as a win. The payout control means 310 pays out a number of medals (value) corresponding to the winning combination based on whether or not a combination of symbols corresponding to a winning combination has been displayed on the active line A (a win has been achieved). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals dispensed.
[0030] The game state control means 312 refers to the result of the winning type lottery and the result of the determination means 308 and transitions the game state to one of several types of game states. The performance state control means 314 refers to the result of the winning type lottery, the result of the determination means 308 and the game state transition information and transitions the performance state to one of several types of performance states.
[0031] The command transmission means 316 sequentially determines game-related commands in conjunction with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game state control means 312, the performance state control means 314, etc., and sequentially transmits the determined commands to the sub-control board 202.
[0032] Furthermore, the main control board 200 is equipped with a random number generator (random number generation means) 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains random values by extracting the count value from the random number generator 200d at a predetermined time. The random values generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random numbers) are used to determine the type of game prize to be given to the player, for example, by the winning type lottery means 304 to determine the winning type.
[0033] (Sub-control board 202) Furthermore, the sub-control board 202, like the main control board 200, has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs, etc., and a sub-RAM 202c which functions as a work area, and controls the performance in particular based on commands from the main control board 200. Also, like the main RAM 200c, the sub-RAM 202c is connected to a backup power supply (not shown), so that data is retained without being erased even if the power is cut off. In addition, the sub-control board 202 is also provided with a random number generator (random number generation means) 202d, like the main control board 200, and the random values generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.
[0034] Furthermore, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function through the cooperation of the sub-CPU 202a with the sub-RAM 202c based on a program stored in the sub-ROM 202b.
[0035] The initialization determination means 330 executes the initialization process on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122 and determines the game performance to be performed by the liquid crystal display unit 124, speaker 128, and performance lamp 126 based on the received command. Specifically, the performance control means 334 determines the image data to be displayed on the liquid crystal display unit 124, the lighting data for the performance through lighting equipment such as the performance lamp 126, sub-credit display unit 134, and sub-payout display unit 136, and also determines the audio data that constitutes the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined game performance. Note that auxiliary performances are also included in the performance. The auxiliary animation is an animation that, in the lottery for the winning type, notifies the player of the correct operation of stop switches 120a, 120b, and 120c, which are the conditions for winning the correct role, when the selected winning type overlaps with the correct role. Through this auxiliary animation, the player can easily display the symbol combination corresponding to the correct role on the active line A. The correct role is a winning role that is more advantageous than the incorrect role, not only in terms of the payout of medals from winning that role, but also in terms of all the game benefits obtained from winning that role. The animation state in which this auxiliary animation is performed is called the AT (Assist Time) animation state. In addition, a so-called ART (Advanced Replay Time) game state may be used in which the AT animation state and the RT (Replay Time) game state, in which the probability of winning the replay role is high, proceed in parallel.
[0036] In the following, notification means managed by boards other than the main control board 200, including the sub-control board 202, such as the liquid crystal display unit 124, the effect lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as the main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as the auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute auxiliary effects in the AT effect state. In particular, in this embodiment, as the main notification means (instruction monitor), a numerical value (instruction number) that can identify the operation pattern (batting order) is displayed on the main payout display unit 132, and as other notification means, the operation order is notified through the liquid crystal display unit 124, the effect lamp 126, and the speaker 128.
[0037] (Table used on the main control board 200) Figure 5 is an explanatory diagram for explaining the winning roles, and Figure 6 is an explanatory diagram for explaining the winning type lottery table.
[0038] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. The main control board 200 stores multiple winning type lottery tables, etc., corresponding to the game states managed and controlled by the game state control means 312 in the main ROM 200b. The winning type lottery means 304 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value (which indicates the ease of obtaining game profits in stages) stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.
[0039] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include replay combinations, minor combinations, and bonus combinations. A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play the game again without placing a new bet of medals. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of medals depending on the symbol combination. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, allows the game state managed by the game state control means 312 to transition to a bonus game state (the RBB operation game state described later).
[0040] In this embodiment, as shown in Figure 5, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 12," and minor combinations "Minor Combination 1" to "Minor Combination 46." In Figure 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, winning combinations "Minor Combination 1" to "Minor Combination 20" may be abbreviated as "7-coin combination," and winning combinations "Minor Combination 21" to "Minor Combination 38," "Minor Combination 40," "Minor Combination 41," "Minor Combination 43," and "Minor Combination 45" may be abbreviated as "1-coin combination."
[0041] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 306 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 306 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 306 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 306 also performs a so-called kick-away process in parallel to prevent those symbols from stopping on the active line A. 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 306 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.
[0042] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 12", "Small Win 1" to "Small Win 20", "Small Win 33" to "Small Win 41", "Small Win 43", "Small Win 45", and "Small Win 46" are arranged on each reel 110 in such a way that they can always be displayed on the active line A by the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "RBB", "Small Win 21" to "Small Win 32", "Small Win 42", and "Small Win 44" are not necessarily arranged on each reel 110 in such a way that they can always be displayed on the active line A by the stop control described above, so so-called missed wins may occur. Such winning combinations are sometimes represented as PB≠1.
[0043] As shown in Figure 6, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and whether or not there are losses (misses) differ depending on the game state. In Figure 6, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB active game state (RBB active)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section, and "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section.
[0044] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating 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 random numbers for the winning type lottery (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 random numbers for the winning type lottery. The winning type lottery means 304, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, 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 winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.
[0045] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when predetermined conditions are met 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 activation is a necessary condition for displaying symbol combinations related to winning, replay, bonus, or continuous bonus device activation. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag.
[0046] According to the winning type lottery table in Figure 6, for example, the winning type "Loss" is associated with winning area 0. If this winning type is selected, none of the symbol combinations corresponding to any of the winning roles shown in Figure 5 will be displayed on the active line A, and no medals will be paid out.
[0047] Additionally, the winning area 1 is associated with the winning type "Small Win ALL," which includes multiple winning combinations of "Small Win 1" to "Small Win 46." The winning area 2 is associated with the winning type "Medium Payout ALL," which includes multiple winning combinations of "Small Win 1" to "Small Win 20." The winning area 3 is associated with the winning type "1 Coin ALL," which includes multiple winning combinations of "Small Win 21" to "Small Win 38," "Small Win 41," "Small Win 43," and "Small Win 45."
[0048] Furthermore, each of the winning areas 4 to 23 is associated with a selection of winning types (winning types "Batting Order Bell A1" to "Batting Order Bell A8", winning types "Batting Order Bell C1" to "Batting Order Bell C8", winning types "Batting Order Bell D1" to "Batting Order Bell D4") in which one of the correct winning combinations (winning combinations "Small Win 1" to "Small Win 20") that pay out 7 coins and one of the incorrect winning combinations (winning combinations "Small Win 21" to "Small Win 38") that pay out 1 coin. Note that in the following, the 20 winning types in winning areas 4 to 23 may be simply abbreviated as the winning type "Batting Order Bell".
[0049] Additionally, the winning area 24 is associated with the winning type "weak watermelon," which includes the winning combinations "minor role 42," "minor role 44," and "minor role 46" overlapping.
[0050] Furthermore, in winning areas 25-39, there are corresponding selection winning types (winning types "Select Replay 1" to "Select Replay 22" and "Matching Replay") that include both the winning combination "Replay 1" and one of the winning combinations "Replay 2" to "Replay 12". As can be understood by referring to Figures 3 and 5, when the winning combination "Replay 1" is displayed on active line A, it is possible to display one of the symbols "Blue BAR", "Red BAR", "Blank A", or "Blank B" in the middle of the left reel 110a, the middle reel 110b, and the middle of the right reel 110c, which correspond to the invalid line B1. Furthermore, when the winning combination "Replay 2" is displayed on active line A, the "Replay" symbol can be displayed on the upper part of left reel 110a, the middle part of middle reel 110b, and the upper part of right reel 110c (a so-called small V-shaped replay). When the winning combination "Replay 5" is displayed on active line A, the "Replay" symbol can be displayed on the lower part of left reel 110a, the middle part of middle reel 110b, and the upper part of right reel 110c, which correspond to invalid line C (a so-called upward-sloping replay). When "Play 6" is displayed on active line A, the "Replay" symbol can be displayed on the upper part of left reel 110a, the upper part of middle reel 110b, and the upper part of right reel 110c, which correspond to invalid line B2 (so-called upper replay). When the winning combination "Replay 7" is displayed on active line A, the "Replay" symbol can be displayed on the upper part of left reel 110a, the middle part of middle reel 110b, and the lower part of right reel 110c, which correspond to active line A (so-called diagonal replay). In the following, the 15 winning types in winning areas 25-39 may be simply abbreviated as winning type "Selection Replay".
[0051] Additionally, the winning area 40 is associated with the winning type "Normal Replay," which includes both "Replay 5" and "Replay 8"; the winning area 41 is associated with the winning type "Chance Eye," which includes both "Replay 5" and "Replay 10"; the winning area 42 is associated with the winning type "Strong Watermelon," which includes both "Replay 5" and "Replay 11"; and the winning area 43 is associated with the winning type "Confirmed Cherry," which includes both "Replay 5," "Replay 7," "Replay 9," and "Replay 12."
[0052] Furthermore, the winning area 44 is associated with the winning type "RBB Strong Cherry," which includes both the winning role "RBB" and the winning role "Small Role 40"; the winning area 45 is associated with the winning type "RBB Weak Cherry," which includes both the winning role "RBB," the winning role "Small Role 37," the winning role "Small Role 39," and the winning role "Small Role 45"; the winning areas 46 and 47 are associated with the winning types "RBB Common 1 Coin A" and "RBB Common 1 Coin B," which include both the winning role "RBB" and one of the winning roles "1 Coin," which pays out 1 coin; the winning areas 48 to 51 are associated with the winning types "RBB 1 Coin 1" to "RBB 1 Coin 4," which include both the winning role "RBB" and one of the winning roles "1 Coin," which pays out 1 coin; and the winning area 52 is associated with the winning type "RBB," which includes only the winning role "RBB."
[0053] Furthermore, if a winning combination includes multiple winning symbols, the conditions for which the symbol combination corresponding to each winning symbol will be preferentially displayed on the active line A are set. These conditions include the order in which the stop switches 120a, 120b, and 120c are operated, and the timing of the operation of the stop switches 120a, 120b, and 120c (the operating position of the reel 110).
[0054] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as "Batting Order 4," and the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a is defined as "Batting Order 5," and the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 6."
[0055] For example, if the winning type "Bat Order Bell C1" in winning area 12 is selected and the correct operation (bat order 3) is performed, the stop control is performed so that the symbol combination corresponding to the winning role "Small Role 17", which is the correct role with a payout of 7 coins, is preferentially displayed on active line A. Also, if the operation is performed with bat order 1, 2, 4-6, the stop control is performed so that the symbol combination corresponding to the winning role "1-Coin Role", which is the incorrect role with a payout of 1 coin, is displayed on active line A with a probability of 1 / 1 or 1 / 4.
[0056] Furthermore, the probability of winning (number of wins) for each type of win in winning areas 4-11 and for each type of win in winning areas 12-19 are set to be equal. Since players normally cannot know which type of win they have won, the above-mentioned winning areas are provided to make it more difficult to win the correct combination. In addition, as described above, even if stop switches 120a, 120b, and 120c are operated in a manner that prioritizes the display of incorrect combinations, it is not guaranteed that the symbol combination corresponding to the incorrect combination will be displayed on active line A, so depending on the manner of operation, a missed win may occur (PB≠1).
[0057] Furthermore, if the winning type "Selection Replay 1" in winning area 25 is selected, and the operation is performed in the correct operation mode, which is batting order 1, and the correct color-pressing operation is performed when symbol numbers 0-2 and 13-19 are located on the active line A for all reels 110, the stop control is performed so that the symbol combination corresponding to the winning role "Replay 1", which is the correct color-pressing role, is preferentially displayed on the active line A. If an operation other than the correct color-pressing operation, which is an incorrect color-pressing operation, is performed, the stop control is performed so that the symbol combination corresponding to the winning role "Replay 3", which is the incorrect color-pressing role, is preferentially displayed on the active line A. Here, "correct color-matching operation" refers to an operation performed at a timing when, on each rotating reel 110, it is possible to draw in the symbols corresponding to the colors shown in the batting order 1 and 2 of the winning area 25-39 in Figure 6 (red = symbol "red BAR", blue = symbol "blue BAR"), and at a timing when it is not possible to draw in symbols other than the corresponding symbols (red = symbol "blue BAR", blue = symbol "red BAR"). Furthermore, if the operation is performed in batting order 2, which is the correct operation mode, and corresponds to the correct color-matching operation, when symbols number 0-2 and 13-19 are located on the active line A for all reels 110, the stop control is performed so that the symbol combination corresponding to the winning role "Replay 1", which is the correct color-matching role, is preferentially displayed on the active line A. If an operation other than the correct color-matching operation is performed, the stop control is performed so that the symbol combination corresponding to the winning role "Replay 4", which is the incorrect color-matching role, is preferentially displayed on the active line A.
[0058] Furthermore, if the winning type "Selection Replay 1" in winning area 25 is selected, and the operation is performed in the incorrect operation mode, name 3, and the color-pressing operation is correct, the stop control is set so that the symbol combination corresponding to the winning role "Replay 2", which is the correct color-pressing role, is preferentially displayed on active line A (a so-called small V replay is displayed). If an operation other than the correct color-pressing operation is performed, the stop control is set so that the symbol combination corresponding to the winning role "Replay 7", which is the incorrect color-pressing role, is preferentially displayed on active line A (a so-called downward-sloping replay is displayed). Furthermore, if the operation is performed in the incorrect operation mode, name 4, and the color-pressing operation is correct, the stop control is set so that the symbol combination corresponding to the winning role "Replay 2", which is the correct color-pressing role, is preferentially displayed on active line A (a so-called small V replay is displayed). If an operation other than the correct color-pressing operation is performed, the stop control is set so that the symbol combination corresponding to the winning role "Replay 5", which is the incorrect color-pressing role, is preferentially displayed on active line A (a so-called upward-sloping replay is displayed). Furthermore, if the operation is performed in the 5th turn of the batting order, which is an incorrect operation, and the correct color-press operation is performed, the stop control is set so that the symbol combination corresponding to the winning role "Replay 2", which is the correct color-press role, is preferentially displayed on active line A (a so-called small V replay is displayed). If an operation other than the correct color-press operation is performed, the stop control is set so that the symbol combination corresponding to the winning role "Replay 6", which is an incorrect color-press role, is preferentially displayed on active line A (a so-called upper replay is displayed). Furthermore, if the operation is performed in the 6th turn of the batting order, which is an incorrect operation, and the correct color-press operation is performed, the stop control is set so that the symbol combination corresponding to the winning role "Replay 2", which is the correct color-press role, is preferentially displayed on active line A (a so-called small V replay is displayed). If an operation other than the correct color-press operation is performed, the stop control is set so that the symbol combination corresponding to the winning role "Replay 5", which is an incorrect color-press role, is preferentially displayed on active line A (a so-called downward-sloping replay is displayed).Thus, when a winning combination "Selection Replay" in winning area 25-39 is selected, and the correct operation is performed in order 1 or 2, and the correct color-pressing operation is also performed, the stopping control is performed so that the symbol combination corresponding to the winning combination "Replay 1" is preferentially displayed on active line A, allowing the player to visually confirm that their operation was the correct color-pressing operation.
[0059] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning type that includes the small win was won, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring any tokens is performed, the internal winning flag will be turned off.
[0060] (Transition of game state) Here, we will explain the transitions between game states using Figure 7. Multiple game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 6.
[0061] The non-internal game state is a game state that corresponds to the initial state in multiple game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 312 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 312 transitions the game state to the RBB activation game state (1).
[0062] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the possible winning types are set as follows: Winning Area 1 has the winning type "Small Win ALL", Winning Area 2 has "Medium Payout ALL", and Winning Area 3 has "1 Coin ALL". When the winning type "Small Win ALL" is won, a symbol combination corresponding to one of the winning roles "Small Win 1" to "Small Win 46" is displayed on active line A. When the winning type "Medium Payout ALL" is won, a symbol combination corresponding to one of the winning roles "Small Win 1" to "Small Win 20" is displayed on active line A. When the winning type "1 Coin ALL" is won, the symbols are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 21" to "Small Win 38", "Small Win 41", "Small Win 43", or "Small Win 45" is displayed on active line A. In this case, the expected number of coins won per unit game during RBB operation is low due to the configuration of the small wins.
[0063] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 312 transitions the game state to a non-internal game state (2).
[0064] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 312 transitions the game state to the RBB internal game state (3).
[0065] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the RBB internal game state, it is not possible to win a "miss" type prize. In other words, if the symbol combination corresponding to the winning prize "RBB" cannot be displayed on active line A during a game in which the winning prize "RBB" is won, then subsequent stopping control on active line A will prioritize minor prizes and replay prizes over the winning prize "RBB," making it impossible to display the symbol combination corresponding to the winning prize "RBB" on active line A. Therefore, once the game state transitions to the RBB internal game state, the game state will not change thereafter, and the RBB internal game state will be maintained. Here, while maintaining this RBB internal game state, the AT performance state is realized in that RBB internal game state.
[0066] In this system, during the RBB internal gameplay state, multiple types of winning combinations are awarded without overlapping, increasing the opportunities to win winning combinations. As a result, for example, auxiliary effects are performed during the AT (Attack Time) performance state in the RBB internal gameplay state, making it easier to acquire medals. On the other hand, during the RBB activation gameplay state, multiple types of winning combinations are awarded simultaneously, reducing the opportunities to win winning combinations. This makes it more difficult for players to increase their medal count compared to the AT performance state in other gameplay states. Therefore, it is possible to implement a specification (Accel RBB) where the RBB activation gameplay state has the functionality of having a higher probability of winning winning combinations than the RBB internal gameplay state, but is inferior to the RBB internal gameplay state in terms of medal acquisition performance.
[0067] (Transition of performance state) Figure 8 is an explanatory diagram illustrating the transitions between performance states. The performance states transitioned by the performance state control means 314 on the main control board 200 will be described in detail below.
[0068] Here, in order to comprehensively and uniformly determine whether or not there is a bias in game states that have high medal acquisition performance, a game section that is advantageous to the player is defined as an advantageous section, which includes game sections that have performance related to instruction functions, i.e., game sections that execute auxiliary effects (instruction functions). In the advantageous section, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, the main control board 200 may transmit information indicating the content of the instruction to a peripheral board such as the sub-control board 202, for example, only when it is displayed on the main notification means, so that the content of the instruction can be identified by the main control board 200. In addition, a game section that does not allow the execution of auxiliary effects (instruction functions), unlike the advantageous section, is defined as an unadvantageous section. Therefore, multiple performance states belong to either an advantageous section or an unadvantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, unadvantageous performance states) are unadvantageous sections.
[0069] Furthermore, in the advantageous section, among the winning patterns where the correct role would be missed without auxiliary effects, if an auxiliary effect is performed to assist in winning the correct role (an auxiliary effect that allows the maximum payout to be obtained) in the selected winning pattern that yields the maximum payout (in this case, 9 coins), this must be indicated, for example, by lighting up the section indicator 160.
[0070] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.
[0071] Therefore, the performance state control means 314 manages not only the transition of performance states but also the transition between the non-advantageous section and the advantageous section. Furthermore, regardless of this management, the advantageous section is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous section is forcibly terminated when the value counted in the advantageous section reaches a predetermined value (for example, when the number of games played reaches 1500 or 3000 games, or when MY exceeds 2400 coins). Note that MY represents the difference in coins, with the lowest difference in coins being 0. In the case of a coinless gaming machine, which can proceed with the game without the intervention of physical coins while maintaining the gameplay of a slot machine, there is no need to set a limit on the number of games played, so the advantageous section is forcibly terminated when MY exceeds 2400 coins in the advantageous section. In either case, the performance state control means 314 resets all information updated in the advantageous section (all variables that affect the performance related to the instruction function) when transitioning from the advantageous section to the non-advantageous section.
[0072] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of medals that can be obtained. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.
[0073] In the advantageous period, when a selected winning type is won, the auxiliary performance execution mechanism executes an auxiliary performance, making it possible to acquire many medals while suppressing medal consumption. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are different performance states, each with different gameplay characteristics: normal performance state, pre-announcement performance state, AT performance state, distribution performance state, special pre-announcement performance state, and special performance state. Each performance state will be explained individually below.
[0074] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 314 conducts an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the AT performance state, and the performance state control means 314 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 314 wins the AT lottery, it transitions the performance state to a pre-announcement performance state which is the stage before the AT performance state (1), and causes the performance control means 334 to execute a pre-announcement performance that increases the expectation that the transition to the AT performance state has been decided. In addition, even if the performance state control means 314 does not win the AT lottery, it may maintain the normal performance state and cause the performance control means 334 to execute a pre-announcement performance, making the player expect that the transition to the AT performance state has been decided. Furthermore, the performance state control means 314 executes a so-called chance zone (CZ) over multiple games, which increases the probability of winning the AT lottery each time a predetermined number of games are played in the normal performance state. If the AT lottery is won in such a chance zone, the performance state control means 314 also transitions the performance state to a pre-announcement performance state (1).
[0075] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and executes pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The pre-announcement performances executed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances executed in the normal performance state (false pre-announcement performances) are similar in display style and the number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances executed in the pre-announcement performance state differ from those executed in the normal performance state in that they ultimately announce that a transition to the AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which they announce that a transition to the AT performance state has been decided. The performance state control means 314 then always transitions the performance state to the AT performance state when the pre-announcement performance state ends (2). In other words, if a pre-announcement performance is being executed in the pre-announcement performance state, it will always transition to the AT performance state. In this respect, the pre-announcement state is more advantageous to the player than the normal state. Furthermore, the decision to transition to the pre-announcement state is synonymous with the decision to transition to the subsequent AT state, and sometimes the transition to the pre-announcement state (i.e., the transition to the AT state), along with, in other cases, a direct transition to the AT state, is collectively referred to as transitioning to a specific state.
[0076] (AT performance state) The AT performance state belongs to the advantageous section, and auxiliary performances are executed until a predetermined termination condition is met, for example, until the difference in the number of tokens, which is the difference between the number of tokens inserted (bet) and the number of tokens paid out, reaches a predetermined difference in tokens (300 or 100 tokens). The performance state control means 314 performs a lottery to add to the difference in tokens at a probability corresponding to the winning type determined by the winning type lottery in the AT performance state. If the lottery for adding tokens is won, the performance state control means 314 adds the won difference in tokens to the predetermined difference in tokens, which is the termination condition. In this way, the termination condition of the AT performance state changes. Then, when the predetermined termination condition is met, the performance state control means 314 transitions the performance state to the normal performance state (3).
[0077] Thus, in this embodiment, the player remains in the normal performance state, expecting to transition to the AT performance state, and when a pre-announcement performance begins, the player hopes that it is a genuine pre-announcement, that is, a pre-announcement performance in the pre-announcement performance state. Here, if the transition to the AT performance state is not announced during the pre-announcement performance, the normal performance state continues, and if the transition to the AT performance state is announced during the pre-announcement performance, the AT performance state is executed after the pre-announcement performance state ends.
[0078] When the AT performance state ends, the performance state control means 314 may transition the performance state to the normal performance state (3), or it may transition the performance state to a non-advantageous performance state (4) and reset the advantageous period. When the advantageous period is reset, as described above, the information updated in the advantageous period (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance pattern at the time of transition, the player will not know whether the performance state has transitioned to the normal performance state or the non-advantageous performance state.
[0079] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 314, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (5). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).
[0080] (Distribution and production state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to an advantageous section, and is a performance state that can only be experienced for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 314 may, for example, decide to transition to the pre-announcement performance state with a probability of 1 / 10 and change the performance state to the pre-announcement performance state (6), or decide to transition to the normal performance state with a probability of 9 / 10 and change the performance state to the normal performance state (7). However, the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 1:9 and can be determined arbitrarily.
[0081] If a pre-announcement state is determined during the distribution state, the state will always transition to the AT state via the pre-announcement state, which continues for a predetermined number of games (through the pre-announcement state). If a pre-announcement state is not determined during the distribution state, the state will be the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the AT state to the normal state (3), the state control means 314 will perform an AT lottery at a low probability (for example, 1 / 4000) in the normal state that was transitioned from the AT state (not from a non-advantageous state).
[0082] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (7), the performance state control means 314 conducts an AT lottery with a high probability (for example, 1 / 8) in the normal performance state transitioned from the non-advantageous period. Therefore, in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period), the AT lottery will eventually be won. Here, two patterns of winning the AT lottery have been given as examples: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8). However, it is also possible to provide three or more patterns for the winning probability, and conduct an AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 8 or 1 / 4000, but is sufficient if the transition to the AT (Attack Time) state is more likely in the normal state transitioned from the non-advantageous state than in the normal state that has not transitioned from the non-advantageous state. For example, if the probability of winning the AT lottery in the normal state transitioned from the non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from the non-advantageous state, then that probability can be set arbitrarily.
[0083] However, the performance state control means 314, even if the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, does not immediately transition to the pre-announcement performance state. Instead, after the distribution performance state ends, it keeps the player in the normal performance state for a block period of, for example, 96 games, and prohibits the transition to the AT performance state. Specifically, when the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 314 turns on the main pre-announcement permission flag. The main pre-announcement permission flag is a flag that indicates whether or not the transition to the pre-announcement performance state is permitted, and when it is turned on, the transition to the pre-announcement performance state is permitted. Once the main pre-announcement permission flag is turned on, it remains on until the transition to the pre-announcement performance state is made, so even if the AT lottery is won afterward, the main pre-announcement permission flag remains on. The performance state control means 314 also determines the number of games up to 96 by lottery when transitioning from the distribution performance state to the normal performance state, and sets this as the block period. However, it is set so that 96 games are often selected as the block period.
[0084] The performance state control means 314 counts the number of games played after the distribution performance state has ended, and during the block period, regardless of whether the main pre-announcement permission flag is ON or OFF, it does not transition the performance state to the pre-announcement performance state. Then, when the block period has elapsed (a predetermined number of games corresponding to the block period has been reached) and the main pre-announcement permission flag is ON, the performance state control means 314 transitions the performance state to the pre-announcement performance state (8) and resets the main pre-announcement permission flag. Therefore, in the normal performance state transitioned from the non-advantageous performance state, even if the AT lottery is won early, the pre-announcement performance state will not be transitioned until at least 96 games corresponding to the block period have been played.
[0085] In this way, by passing through a non-advantageous performance state (non-advantageous section), the player can obtain the following benefits. Specifically, there is a 1 / 10 probability of immediately transitioning to a pre-announcement performance state, then transitioning to an AT performance state after the pre-announcement performance state, or there is a 9 / 10 probability of transitioning to a normal performance state, then a pre-announcement performance is executed after the block period has elapsed, and then transitioning to an AT performance state after the pre-announcement performance state. In this case, after the non-advantageous performance state and distribution performance state have ended, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance has ended, i.e., after the non-advantageous performance state and distribution performance state have ended, for example, after 32 to 128 games have passed, the player will almost certainly transition to an AT performance state. In this way, where the player has a high probability of winning the AT lottery for a predetermined number of games, it is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to a non-advantageous performance state (non-advantageous section), that is, to reset the advantageous section.
[0086] Here, a normal performance state is adopted that makes it highly likely to transition to the AT performance state when passing through a non-advantageous performance state, that is, when transitioning from a non-advantageous section to an advantageous section. By introducing a block period, the trigger for its initiation is biased to occur 128 games after the non-advantageous performance state and distribution performance state have ended. In other words, even if the AT performance state ends and the player is downgraded to the normal performance state, there is a high probability of executing (re-entering) the AT performance state again until 128 games have passed. Therefore, players will continue playing in the hope of re-entering the AT performance state after it has ended, thus improving the utilization rate of slot machine 100.
[0087] Furthermore, even in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 314 executes a chance zone with an increased probability of winning the AT lottery over multiple games each time a predetermined number of games are played, similar to the normal performance state transitioned from an AT performance state. If the AT lottery is won in such a chance zone, the performance state control means 314 transitions the performance state to a pre-announcement performance state, regardless of whether it is within the block period mentioned above. In the normal performance state transitioned from a non-advantageous performance state, it should normally be possible to transition to a pre-announcement performance state after the block period has elapsed. If this is the case, by deciding to transition to the AT performance state on their own, the AT performance state that could have been obtained is lost instead, which may reduce the player's motivation to play. Therefore, if the AT lottery is won on the player's own in the chance zone in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 314 transitions the performance state back to a non-advantageous performance state after the end of the subsequent AT performance state (4). In this way, players can fully receive the benefits of playing through a non-advantageous state. Furthermore, by having the chance zone start before the 96th game, which is more likely to be selected as a block period, players can expect to win the AT lottery in the chance zone, that is, to have the AT state executed at least twice.
[0088] In this embodiment, as described above, when the AT performance state ends, the performance state control means 314 may either directly transition the performance state to the normal performance state (3) or transition the performance state to a non-advantageous performance state (4). Here, a condition for transitioning the performance state to a non-advantageous performance state is that the player has won the AT lottery to transition to an AT performance state that has a predetermined game benefit. For example, there are multiple types of AT performance states that differ in the number of continuous games played and the probability of increasing the difference in the number of tokens. If the player wins a specific AT performance state, the performance state control means 314 will always transition the performance state to a non-advantageous performance state after the AT performance state ends (4). Alternatively, even if the player does not win a specific AT performance state, the performance state control means 314 may transition the performance state to a non-advantageous performance state with a predetermined probability after the AT performance state ends (4).
[0089] Here, the advantageous period is reset. Therefore, players can transition to a high-profit AT (Automatic Trigger) state with a relatively small number of games played from the start of the advantageous period, for example, 1500 or 3000 games. They can also effectively utilize the number of games played within the advantageous period to gain profits.
[0090] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the AT performance state has ended, the performance state control means 314 transitions the performance state to the pre-announcement performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 600 games) without transitioning to the AT performance state, and the AT lottery is won in the normal performance state, the performance state control means 314 ultimately decides to transition to the non-advantageous performance state, and without transitioning the performance state to the pre-announcement performance state, performs a pre-announcement performance (false pre-announcement performance) to notify that the AT performance state has not been directly transitioned, and then first transitions to the special pre-announcement performance state (9). Here, the predetermined transition condition for determining the transition to a non-advantageous performance state (non-advantageous section) is explained as the number of games played in the normal performance state reaching a predetermined number of games (for example, 600 games), followed by winning an AT lottery in the normal performance state. However, the predetermined transition condition is not limited to this case; it may also be the number of games played in the advantageous section reaching a predetermined number, followed by winning an AT lottery in the normal performance state. In addition, the predetermined transition condition may also be, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 871 games) (the so-called ceiling function), or winning an AT lottery again based on not winning an AT lottery in a chance zone (CZ).
[0091] (Special premonition sequence state) The special pre-announcement performance state is a performance state that belongs to the advantageous section and remains for a predetermined number of games (for example, 10 games). A lottery for the special performance state is held, and a pre-announcement performance indicating the expected probability of transitioning to the special performance state is executed. Here, the lottery for the special performance state is a lottery for increasing the number of coins, and if the number of coins is increased one or more times, the transition to the special performance state is determined. The performance state control means 314 holds a lottery for the special performance state with a probability corresponding to the winning type determined by the winning type lottery. Here, the lottery for the special performance state is designed so that the game profit differs steadily and in stages according to the setting value. For example, in two arbitrarily selected setting values, the higher the setting value, the higher the probability of increasing the number of coins through the special performance state lottery than the lower the setting value. Therefore, for example, the expected number of coins to be increased is 100 coins for setting 1 and 200 coins for setting 6, and a gameplay structure can be created in which it is relatively easier to obtain game profits with a higher setting value. The performance state control means 314, upon winning the special performance state lottery, sets the cumulative number of added tokens (final tokens) as the termination condition for the special performance state and transitions the performance state to the special performance state (10). If the special performance state lottery is not won, the performance state control means 314 directly transitions the performance state to a non-advantageous performance state (11). Here, an example has been given of adding tokens in the special performance state through the special performance state lottery, but it is not limited to this case; a predetermined number of tokens may be added, or the number of tokens may be added through a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Also, here, an example has been given of adding tokens in the special performance state, but it is not limited to this case; the number of tokens acquired (payout) or the number of continuous games may be added.
[0092] (Special performance state) The special performance state (special state) belongs to the advantageous section, and auxiliary performances are executed until predetermined termination conditions are met. Such termination conditions are, for example, the awarding of game benefits determined before the start of the special performance state is completed during the special performance state, such as when the number of acquired net winnings reaches the termination number. For example, at the end of the special pre-announcement performance state (at the start of the special performance state), the termination number (cumulative number of added net winnings) is determined by the special performance state lottery in the special pre-announcement performance state. Then, in the special performance state, when the termination number is awarded to the player (when the number of acquired net winnings reaches the termination number), the termination condition is met, and the special performance state ends. Here, the termination number is not changed in the special performance state (the special performance state is not extended). Then, when the predetermined termination conditions are met, the performance state control means 314 transitions the performance state to a non-advantageous performance state (12).
[0093] If a player wins an AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 600 games), they will always transition to a non-advantageous performance state via a special pre-announcement performance state (11), (12), and as a result, they can transition to the AT performance state. Here, the performance state control means 314 transitions the performance state to a non-advantageous performance state and resets the advantageous section, so that the player can transition to the AT performance state, which offers high game profits, from the start of the number of games played allowed in the advantageous section, for example, 1500 games or 3000 games, and can also effectively utilize the number of games played allowed in the advantageous section to obtain game profits.
[0094] Furthermore, in the normal performance state accessed via the special performance state, non-advantageous performance state, or distribution performance state, the probability of winning the AT lottery is higher than in the normal performance state accessed directly from the AT performance state. Therefore, to allow players to understand this, the LCD display unit 124 displays a predetermined message to indicate that there is a high probability of transitioning to the AT performance state.
[0095] However, in the normal performance state, whether the AT lottery is won after the number of games played exceeds a predetermined number (for example, 600 games) or before the predetermined number of games, the advantageous period is reset, but from the perspective of being able to execute the AT performance state once, the gameplay profit is not much different. Furthermore, in the latter case, the AT performance state starts after the pre-announcement performance state ends, i.e., within 32 games, whereas in the former case, the AT performance state often starts after waiting for a block period to elapse. In that case, it can be said that the gameplay profit is smaller in the former case because medals are consumed in the normal performance state until the transition to the AT performance state is made possible. Therefore, if the AT lottery is won after the number of games played in the normal performance state exceeds a predetermined number of games, the game transitions to a special pre-announcement performance state, and a special performance state lottery is executed, and if successful, additional gameplay profit is given by the special performance state. Thus, if the AT lottery is won after the number of games played in the normal presentation state exceeds a predetermined number, the game's profit is greater than if the AT lottery is won before the predetermined number of games has been played, and the player will feel satisfied. Therefore, players can expect that the game's profit will increase as the number of games played in the normal presentation state increases, and will continue to play. In this way, the utilization rate of slot machine 100 can be improved.
[0096] In the special performance state executed here, as mentioned above, a higher setting value makes it easier to obtain stable game profits. Also, only the game profits determined before the special performance state begins are awarded in the special performance state, and no additional (bonus) game profits are added during the special performance state. Therefore, in the special performance state, the range of fluctuation in the expected number of coins obtained can be suppressed according to the setting value. This makes it possible to increase the design value of the expected number of coins obtained in the AT performance state.
[0097] Furthermore, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number, the number of times it occurs is less likely to fluctuate compared to the AT performance state, and it will be executed at a stable frequency. In that case, even if the range of fluctuation in the expected number of coins won in the AT performance state becomes large, the special performance state can absorb that fluctuation, and it becomes possible to further suppress the range of fluctuation in the expected number of coins won according to the setting value, while raising the design value of the expected number of coins won in the AT performance state.
[0098] Furthermore, after the AT performance state ends, the game directly transitions to the normal performance state (3). If the number of games played in the normal performance state reaches a predetermined number of games (for example, 871 games) without transitioning to the AT performance state (the so-called ceiling function), the performance state control means 314 resets the advantageous section and transitions the performance state to the non-advantageous performance state (13). As described above, after the non-advantageous performance state and the distribution performance state end, for example, a premonition performance begins after 0 to 96 games have passed, and after the premonition performance ends, that is, after the non-advantageous performance state and the distribution performance state end, for example, after 32 to 128 games have passed, the game can transition to the AT performance state. Therefore, if the game continues to be played in the normal performance state without transitioning to the AT performance state, the game will transition to the AT performance state within a predetermined number of games (for example, 999 games). This ceiling function gives players the reassurance that they can receive relief measures even if they are unlucky and consume a lot of medals. Furthermore, once the normal gameplay state has progressed to a certain extent, the expected number of coins to be won if the game continues increases, encouraging players to continue playing until the ceiling (for example, 999 plays), thus improving the utilization rate of slot machine 100.
[0099] The predetermined number of games for this ceiling function (for example, 96 to 871 games) is determined at the following timings. For example, when transitioning directly from the AT performance state to the normal performance state (3), the performance state control means 314 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 871 games) when transitioning from the AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state (7), the performance state control means 314 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 871 games) when transitioning from the distribution performance state to the normal performance state. However, unlike the case of transitioning from the AT performance state to the normal performance state, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state, there is a high probability of winning the AT lottery, so it is common to wait for the block period to elapse and then transition to the pre-announcement performance state, and the ceiling function is rarely executed.
[0100] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 8) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 4000) when transitioning directly from an AT performance state to a normal performance state. However, the case is not limited to these examples. For instance, when transitioning directly from an AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from an AT performance state to a normal performance state, the probability of winning the AT lottery may become high from the start of the normal performance state if certain conditions are met, such as winning a lottery.
[0101] Furthermore, in the embodiment described above, assuming that the number of games allowed in the advantageous period is 1500, the number of games allowed in the normal performance state that can transition to the special performance state is set to 600, and the ceiling of the ceiling function is set to 871 games. However, not limited to this case, if the number of games allowed in the advantageous period is 3000, the number of games allowed in the normal performance state that can transition to the special performance state and the ceiling of the ceiling function may be set to higher values, for example, 1200 games or 2000 games, in order to increase the expected number of coins obtained in the AT performance state. Also, as described above, in a coinless gaming machine, there is no need to set a limit on the number of games played (1500 games or 3000 games), and the advantageous period is forcibly terminated based on the MY exceeding 2400 coins in the advantageous period. Therefore, in a medalless gaming machine, the value of the advantageous section MY counter, which counts the difference in the number of tokens (MY) during the advantageous section, can be set to 900 tokens in the normal performance state that allows transition to a special performance state, or the ceiling of the ceiling function can be set to 1200 tokens, as long as the value of the advantageous section MY counter does not exceed 2400 tokens. In this way, the number of games played that constitutes the condition can be arbitrarily determined.
[0102] The specific processes in the main control board 200 and the sub-control board 202 will be explained below based on flowcharts.
[0103] (CPU initialization process of main control board 200) Figure 9 is a flowchart illustrating the CPU initialization process on the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).
[0104] (Step S100-1) When powered on, the main CPU 200a performs initial setup processing, which includes reading the boot program from the main ROM 200b and performing the necessary configuration processes to execute various operations.
[0105] (Step S100-3) The main CPU 200a sets the wait processing time in the timer counter.
[0106] (Step S100-5) The main CPU 200a determines whether it has detected a power failure warning signal. The main control board 200 is equipped with a power failure detection circuit, and when the power supply voltage falls below a predetermined value, the power failure detection circuit outputs a power failure warning signal. If a power failure warning signal is detected, the process proceeds to step S100-3 above; if a power failure warning signal is not detected, the process proceeds to step S100-7.
[0107] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it determines that the wait processing time has elapsed, it proceeds to step S100-9; if it determines that the wait time has not elapsed, it proceeds to step S100-5.
[0108] (Step S100-9) Main CPU 200a performs the necessary processing to allow access to main RAM 200c.
[0109] (Step S100-11) Main CPU 200a performs a checksum verification process. Here, Main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power failure, and whether the backup is abnormal. If Main CPU 200a determines that either the backup or the checksum, or both, are abnormal, it turns on the backup abnormality flag. If it determines that both the backup and the checksum are normal, it turns off the backup abnormality flag.
[0110] (Step S100-13) The main CPU 200a determines whether the backup error flag is turned on. If it determines that the backup error flag is turned on, the process moves to step S110; if it determines that the backup error flag is not turned on, the process moves to step S120.
[0111] (Step S110) The main CPU 200a will perform a cold start procedure. This cold start procedure will be explained later.
[0112] (Step S120) The main CPU 200a executes a setting value switching process to change the configured values. This setting value switching process will be described later.
[0113] (Step S130) The main CPU 200a performs a state recovery process to return to the state it was in immediately before the power was cut off. This state recovery process will be described later.
[0114] Figure 10 is a flowchart illustrating the cold start process (S110) in the main control board 200.
[0115] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and performs a RAM usage check process to detect any abnormalities in the used area.
[0116] (Step S110-3) The main CPU 200a clears a separate area (unused area) in the main RAM 200c and performs a separate area RAM check process to detect abnormalities in that area. If an abnormality is detected in the separate area during the separate area RAM check process, the main CPU 200a turns on the RAM read / write error flag.
[0117] (Step S110-5) The main CPU 200a sets the error code "EA," which indicates a malfunction in the main RAM 200c.
[0118] (Step S110-7) The main CPU 200a determines whether an abnormality was detected in step S110-1. If it determines that an abnormality was detected in step S110-1, it proceeds to step S112; if it determines that no abnormality was detected in step S110-1, it proceeds to step S110-9.
[0119] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag, which is turned on when an abnormality is detected in step S110-3 above.
[0120] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. If it determines that the RAM read / write error flag is on, the process moves to step S112; if it determines that the RAM read / write error flag is not on, the process moves to step S120.
[0121] (Step S120) The main CPU 200a executes a setting value switching process to change the configured values. This setting value switching process will be described later.
[0122] (Step S110-13) The main CPU 200a sets the error code "E7," indicating a backup error.
[0123] (Step S112) The main CPU 200a executes an error stop process to halt gameplay due to an error. This error stop process will be described later.
[0124] Figure 11 is a flowchart illustrating the error stop process (S112) in the main control board 200.
[0125] (Step S112-1) The main CPU 200a sets the initial stack pointer value as the address of the stack pointer.
[0126] (Step S112-3) The main CPU 200a performs error setting processing, which includes setting error display and warning sounds.
[0127] (Step S112-5) The main CPU 200a sets the output bit off for external signals 1-3, which turns off the output image of the bits corresponding to external signals 1-3.
[0128] (Step S112-7) The main CPU 200a executes an output port image set process to update the output image for the bits set in step S112-5 above.
[0129] (Step S112-9) The main CPU 200a enters an infinite loop. This will cause the game to stop progressing.
[0130] Figure 12 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.
[0131] (Step S120-1) The main CPU 200a acquires the signal from input port 1 and determines whether the setting value switching condition is met based on the acquired signal from input port 1. If it is determined that the setting value switching condition is not met, the setting value switching process is terminated. If it is determined that the setting value switching condition is met, the process moves to step S120-3. Here, the signal from input port 1 includes signals indicating whether the front upper door 104 and the front lower door 106 are open, and signals indicating whether the setting key is turned on. Here, it is determined that the setting value switching condition is met when signals indicating that the front upper door 104 and the front lower door 106 are open, and signals indicating that the setting key is turned on are acquired.
[0132] (Step S120-3) The main CPU 200a executes a RAM clear process in the main RAM 200c to clear the used area that should be cleared when the settings are changed.
[0133] (Step S120-5) Main CPU 200a executes a table content setting process that transfers the table data of the data table to main RAM 200c when the setting value is switched.
[0134] (Step S120-7) The main CPU 200a sets a command to start changing settings in the send buffer, indicating that it is beginning to change the setting values.
[0135] (Step S120-9) The main CPU 200a performs edge checking to detect the falling edge (on-edge) of the signal at the input port.
[0136] (Step S120-11) The main CPU200a retrieves configuration data that shows the current settings.
[0137] (Step S120-13) The main CPU 200a determines whether it has detected the on-edge of the setting change switch in step S120-9. If it determines that it has not detected the on-edge of the setting change switch, it proceeds to step S120-17. If it determines that it has detected the on-edge of the setting change switch, it proceeds to step S120-15.
[0138] (Step S120-15) The main CPU 200a increments the setting value data by 1.
[0139] (Step S120-17) The main CPU 200a determines whether the setting value data is within the range of possible settings (1 to 6). If it determines that the setting value data is within the range, it proceeds to step S120-21; otherwise, it proceeds to step S120-19.
[0140] (Step S120-19) The main CPU 200a sets the setting value data to 0.
[0141] (Step S120-21) The main CPU 200a updates the set value data to the value incremented or set in step S120-15 or step S120-19 above.
[0142] (Step S120-23) The main CPU 200a performs a display data conversion process to display the set values on the main credit display unit 130.
[0143] (Step S120-25) The main CPU 200a determines whether it has detected the on-edge of the setting change switch. If it determines that it has not detected the on-edge of the setting change switch, it proceeds to step S120-31. If it determines that it has detected the on-edge of the setting change switch, it proceeds to step S120-27.
[0144] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. If it determines that the setting change switch is on, the process moves to step S120-27; if it determines that the setting change switch is not on, the process moves to step S120-29.
[0145] (Step S120-29) The main CPU 200a sets the timer for the setting change switch interval.
[0146] (Step S120-31) The main CPU 200a performs a timer wait process, waiting until the setting change switch interval timer reaches 0.
[0147] (Step S120-33) The main CPU 200a determines whether it has detected the on-edge of the start switch 118. If it determines that it has not detected the on-edge of the start switch 118, it proceeds to step S120-9. If it determines that it has detected the on-edge of the start switch 118, it proceeds to step S120-35.
[0148] (Step S120-35) The main CPU 200a determines whether the setting key is off. If it determines that the setting key is off, the process moves to steps S120-35; otherwise, the process moves to step S120-37.
[0149] (Step S120-37) The main CPU 200a determines whether the setting key is on. If it determines that the setting key is on, the process moves to steps S120-37; if it determines that the setting key is not on, the process moves to step S122.
[0150] (Step S122) The main CPU 200a executes an initialization start process to initiate the initialization process. This initialization start process will be described later.
[0151] Figure 13 is a flowchart illustrating the initialization start process (S122) in the main control board 200.
[0152] (Step S122-1) The main CPU 200a sets a configuration change completion command in the send buffer to indicate that the configuration change has finished.
[0153] (Step S122-3) The main CPU 200a sets a setting change status command in the send buffer, indicating the state when the setting change is complete.
[0154] (Step S122-5) The main CPU 200a sets a wait timer when initialization starts.
[0155] (Step S122-7) The main CPU 200a performs a timer wait process, waiting until the wait timer reaches 0 during initialization.
[0156] (Step S122-9) The main CPU 200a executes a RAM clear process when a setting change is made, which clears a different area of the main RAM 200c.
[0157] (Step S122-11) The main CPU 200a executes a RAM clear process in the main RAM 200c to clear the used area that should be cleared when the settings are changed.
[0158] (Step S122-13) The main CPU 200a sets a game status command, which indicates the current game state, into the transmit buffer.
[0159] (Step S200) The main CPU 200a executes the game start process to begin the game. This game start process will be described later.
[0160] Figure 14 is a flowchart illustrating the state recovery process (S130) in the main control board 200.
[0161] (Step S130-1) Main CPU 200a restores the stack pointer.
[0162] (Step S130-3) The main CPU 200a executes an unused area clearing process to clear any unused areas in the main RAM 200c.
[0163] (Step S130-5) Main CPU 200a clears the stack pointer save buffer.
[0164] (Step S130-7) The main CPU 200a sets (turns on) a flag after power loss and recovery.
[0165] (Step S130-9) The main CPU 200a performs port input processing to update the image of the input port.
[0166] (Step S130-11) The main CPU 200a performs an operation target bit extraction process to extract information about the operation target bit based on the input port image updated in step S130-9 above.
[0167] (Step S130-13) The main CPU 200a sets the target bit extracted in step S130-11 above as the target bit of the previous state.
[0168] (Step S130-15) The main CPU 200a acquires the motor phase of reels 110a, 110b, and 110c. Here, the motor phase is set as the state of reels 110a, 110b, and 110c. The motor phase indicates the operating state of reels 110a, 110b, and 110c, namely, accelerating, steady rotation, stopped, and standby. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as 3 for accelerating, 2 for steady rotation, 1 for stopped, and 0 for standby, depending on the operating state of the stepping motor 152.
[0169] (Step S130-17) Based on the motor phases obtained in step S130-15, the main CPU 200a determines whether any of the reels 110a, 110b, and 110c are in steady rotation or accelerating mode. If it determines that none of the reels 110a, 110b, and 110c are in steady rotation or accelerating mode, the process moves to step S130-21. If it determines that any of the reels 110a, 110b, or 110c are in steady rotation or accelerating mode, the process moves to step S130-19.
[0170] (Step S130-19) The main CPU 200a performs rotation error processing, which sets the parameters for when an error is detected in reels 110a, 110b, and 110c.
[0171] (Step S130-21) The main CPU 200a restores the saved registers.
[0172] (Step S130-23) Main CPU 200a enables the interrupt and terminates the state recovery process. As a result, Main CPU 200a returns to the state it was in immediately before the power was cut off.
[0173] Figure 15 is a flowchart illustrating the game start process (S200) on the main control board 200.
[0174] (Step S200-1) The main CPU 200a executes a replay state identification signal output setting process to output a replay state identification signal indicating whether or not it is a replay.
[0175] (Step S200-3) The main CPU 200a sets the coin count indicator output bit off to turn off (turn off) the bit corresponding to the coin count indicator that displays the number of coins inserted (number of coins bet).
[0176] (Step S200-5) The main CPU 200a executes the output port image set process to update the output image for the bits set in step S200-3 above.
[0177] (Step S200-7) The main CPU 200a sets the game start wait timer.
[0178] (Step S200-9) The main CPU 200a performs a timer wait process, waiting until the game start wait timer reaches 0.
[0179] (Step S200-11) The main CPU 200a executes a game-by-game RAM clear process, which clears the portion of the main RAM 200c's used memory that should be cleared after each game.
[0180] (Step S200-13) The main CPU 200a executes the bonus signal setting process, which sets the bonus signal.
[0181] (Step S200-15) The main CPU 200a performs edge clearing, which clears the edge information of the input port image.
[0182] (Step S210) The main CPU 200a executes the game token insertion process, which accepts the insertion of tokens. This game token insertion process will be described later.
[0183] Figure 16 is a flowchart illustrating the game token insertion process (S210) on the main control board 200.
[0184] (Step S210-1) The main CPU 200a performs error checking, which involves verifying the results of various error detections.
[0185] (Step S210-3) The main CPU 200a performs edge checking to detect the falling edge (on-edge) of the signal at the input port.
[0186] (Step S210-5) The main CPU 200a acquires a door open error detection flag, which is set to 1 when either the front upper door 104 or the front lower door 106 is open.
[0187] (Step S210-7) Based on the door open error detection flag obtained in step S210-5, the main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed. If it determines that the front upper door 104 and the front lower door 106 are closed, the process moves to step S210-17. If it determines that at least one of the front upper door 104 or the front lower door 106 is not closed, the process moves to step S210-9.
[0188] (Step S210-9) The main CPU 200a sets error code "E8," indicating that at least one of the front upper door 104 or the front lower door 106 is open.
[0189] (Step S210-11) The main CPU 200a performs error display, requests for warning sounds, and error wait processing, including waiting for error recovery.
[0190] (Step S210-13) The main CPU 200a executes a setting value verification process to check the configured values.
[0191] (Step S210-15) The main CPU 200a performs edge clearing, which clears the edge information of the input port image.
[0192] (Step S210-17) The main CPU 200a executes a credit button check process to refund stored (credit) medals when the credit switch (not shown) for refunding stored (credit) medals is pressed.
[0193] (Step S210-19) The main CPU 200a executes the processing related to the game token insertion button used to bet tokens. When the bet switch 116 is pressed, the CPU bets the stored (credit) tokens up to a predetermined number and subtracts the number of tokens bet from the stored token count. Also, when tokens are inserted through the token slot 114a, the CPU bets the tokens up to a predetermined number, and if more tokens are inserted than the predetermined number, the excess amount is added to the stored token count.
[0194] (Step S210-21) The main CPU 200a executes a game token acquisition process to check if the number of tokens inserted is the specified number.
[0195] (Step S210-23) Based on the results of the check in step S210-21, the main CPU 200a determines whether the number of inserted sheets is not the specified number. If it determines that the number of inserted sheets is not the specified number, it proceeds to step S210-1; if it determines that the number of inserted sheets is the specified number, it proceeds to step S210-25.
[0196] (Step S210-25) The main CPU 200a sets a start indicator output bit to turn on (light up) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been successful.
[0197] (Step S210-27) The main CPU 200a determines whether or not the falling edge (press) of the start switch 118 has been detected. If it determines that the falling edge of the start switch 118 has not been detected, the process moves to step S210-1; if it determines that the falling edge of the start switch 118 has been detected, the process moves to step S210-29.
[0198] (Step S210-29) The main CPU 200a clears the main payout display buffer in order to clear the display on the main payout display unit 132.
[0199] (Step S210-31) The main CPU 200a executes a re-play state identification signal clearing process to clear the re-play state identification signal.
[0200] (Step S210-33) The main CPU 200a performs pre-processing to block the start indicator light, which is turned off.
[0201] (Step S210-35) The main CPU 200a sets a lever press command in the transmit buffer, indicating that the start switch 118 has been pressed.
[0202] (Step S220) The main CPU 200a executes an internal lottery process to determine the winning category. This internal lottery process will be described later.
[0203] Figure 17 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.
[0204] (Step S220-1) The main CPU200a acquires the setting value data.
[0205] (Step S220-3) The main CPU 200a sets the error code "EC," which indicates an error with an incorrect setting.
[0206] (Step S220-5) The main CPU 200a determines whether the setting value data obtained in step S220-1 is abnormal. If it determines that the setting value data is abnormal, it proceeds to step S112; if it determines that the setting value data is not abnormal, it proceeds to step S220-7.
[0207] (Step S220-7) The main CPU 200a obtains the random number for the winning type, which has been updated by the random number generator 200d.
[0208] (Step S220-9) The main CPU 200a executes a state offset acquisition process to obtain an offset value related to the game state.
[0209] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).
[0210] (Step S220-13) The main CPU 200a sets the value indicated by the address obtained by adding the offset value acquired in step S220-9 to the address set in step S220-11 as the initial value of the winning area. Here, the first winning area in the winning type lottery table for the current game state is set as the initial value.
[0211] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and also executes a lottery data acquisition process that shifts the winning area by 1.
[0212] (Step S220-17) The main CPU 200a determines whether or not to conduct a draw for the winning category. If it determines that a draw for the winning category should not be conducted, the process moves to step S220-21; if it determines that a draw for the winning category should be conducted, the process moves to step S220-19.
[0213] (Step S220-19) The main CPU 200a subtracts the lottery data from the random value.
[0214] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, that is, whether it has won in the winning area by the winning type lottery. As a result, if it is determined that it has won in the winning type lottery, the process proceeds to step S230, and if it is determined that it has not won in the winning type lottery, the process proceeds to step S220-23.
[0215] (Step S220-23) The main CPU 200a determines whether the winning type lottery has ended. As a result, if it is determined that the winning type lottery has not ended, the process proceeds to step S220-15, and if it is determined that the winning type lottery has ended, the process proceeds to step S220-25.
[0216] (Step S220-25) The main CPU 200a clears the trigger role type.
[0217] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. Note that this symbol code setting process will be described later.
[0218] FIG. 18 is a flowchart for explaining the symbol code setting process (S230) in the main control board 200.
[0219] (Step S230-1) The main CPU 200a acquires the winning area selected in step S220 above, and if the winning area obtained includes a bonus role, it executes a game state setting process for setting the game state to an internal middle game state.
[0220] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 above as a stop control number.
[0221] (Step S230-5) Based on the winning area obtained in step S230-1 above, the main CPU 200a determines (sets) the winning combination group. Note that depending on the determined winning combination group, the main CPU 200a may turn on the pseudo-game execution flag. The pseudo-game execution flag indicates that a pseudo-game is executed when it is on, and indicates that a pseudo-game is not executed when it is off.
[0222] (Step S230-7) Based on the stop control number set in step S230-3 above, the main CPU 200a executes a symbol code initial setting process for setting the displayable symbols and the symbol codes indicating the symbols to be drawn.
[0223] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting the display symbol bits.
[0224] (Step S231) The main CPU 200a executes an execution flag setting process for setting the execution flag, performing various processes related to the production state, processes related to the auxiliary production, etc. Note that this execution flag setting process will be described later.
[0225] (Step S230-13) The main CPU 200a sets an effect command, which is a command related to the advantageous section, in the transmission buffer.
[0226] (Step S230-15) The main CPU 200a sets a winning information command indicating the winning type in the transmission buffer.
[0227] (Step S230-17) The main CPU 200a checks the one-game timer.
[0228] (Step S230-19) The main CPU 200a sets a pre-rotation command in the transmission buffer, indicating that reels 110a, 110b, and 110c are not yet rotating.
[0229] (Step S230-21) The main CPU 200a executes an excitation / deactivation waiting process, which waits for the stepping motor 152 to be de-energized.
[0230] (Step S236) The main CPU 200a executes the reel animation processing that runs the simulated game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, it automatically controls the temporary stopping of predetermined symbols (for example, symbols that make up a bonus role) on each reel 110a, 110b, and 110c. Once all reels 110a, 110b, and 110c have temporarily stopped, or once they start rotating again after the temporary stop has ended through random delay processing, it turns off the simulated game execution flag.
[0231] (Step S230-23) The main CPU 200a determines whether the time between games is not 0. If it determines that the time between games is not 0, it proceeds to step S230-23; if it determines that the time between games is 0, it proceeds to step S230-25.
[0232] (Step S230-25) The main CPU 200a executes the reel start process to begin the rotation of reels 110a, 110b, and 110c. Here, it sets the motor phase of reels 110a, 110b, and 110c to acceleration to start the rotation of each reel, and sets the interval timer between games to a value equivalent to 4.1 seconds.
[0233] (Step S230-27) The main CPU 200a sets a reel start command in the transmission buffer, indicating that the rotation of reels 110a, 110b, and 110c has begun.
[0234] (Step S240) The main CPU 200a executes the drum rotation process, which is a process during the rotation of the reels 110a, 110b, and 110c. The drum rotation process will be described later.
[0235] FIG. 19 is a flowchart for explaining the execution flag setting process (S231) on the main control board 200.
[0236] (Step S231-1) The main CPU 200a executes the AT state update process of updating (transferring) the production state based on the next AT flag. The next AT flag indicates the production state to be set in the next game and will be set in the following process.
[0237] (Steps S232 to Step S238) The main CPU 200a executes the state-specific module execution process of executing the modules for each production state and game section, and ends the execution flag setting process. In the state-specific module execution process, the modules (processes) corresponding to the transferred production state and game section are read from the main ROM 200b and executed. Hereinafter, the modules related to the features of the present embodiment will be described in detail, and the description of the modules unrelated to the features of the present embodiment will be omitted.
[0238] FIG. 20 is a flowchart for explaining the non-favorable production state process (S232) executed in the state-specific module execution process. The non-favorable production state process is executed when the production state is a non-favorable production state.
[0239] (Step S232-1) The main CPU 200a performs a transfer lottery to a favorable section based on the winning type determined by the winning type lottery.
[0240] (Step S232-3) The main CPU 200a determines whether the player has won the advantageous period in step S232-1. If it determines that the player has won the advantageous period, it proceeds to step S232-5. If it determines that the player has not won the advantageous period, it terminates the processing for the non-advantageous state.
[0241] (Step S232-5) The main CPU 200a sets the next AT flag to a value corresponding to the distribution performance state, turns on the advantageous period flag indicating that it is an advantageous period, and terminates the processing for the non-advantageous performance state.
[0242] Figure 21 is a flowchart illustrating the distribution performance state processing (S233) executed in the state-specific module execution process. The distribution performance state processing is executed when the performance state is the distribution performance state.
[0243] (Step S233-1) The main CPU 200a performs a lottery, for example, which determines whether the game enters a pre-announcement state with a probability of 1 / 10 or a normal state with a probability of 9 / 10.
[0244] (Step S233-3) The main CPU 200a determines whether the normal performance state was won in step S233-1 above. If it is determined that the normal performance state was won, the process moves to step S233-5; if it is determined that the normal performance state was not won (i.e., the pre-announcement performance state was won), the process moves to step S233-13.
[0245] (Step S233-5) Main CPU 200a sets the next AT flag to a value corresponding to the normal performance state.
[0246] (Step S233-7) The main CPU 200a determines the number of games required to trigger the ceiling function in the normal performance state, with an upper limit of 871 games, and sets this determined number of games to the ceiling game counter. The ceiling game counter is a counter that counts the number of games until the ceiling function is triggered.
[0247] (Step S233-9) The main CPU 200a determines the number of games played during a block period, up to a maximum of 96 games, that prohibits the transition to the AT (Attack Time) state when transitioning from a non-advantageous state to a normal state, and sets the determined number of games in the block game counter. The block game counter is a counter that counts the number of games played during which the execution (setting) of the AT state is prohibited.
[0248] (Step S233-11) The main CPU 200a sets a high probability (for example, 1 / 8) as the winning probability for the AT lottery in the normal performance state, and terminates the distribution performance state processing.
[0249] (Step S233-13) In step S233-3, if it is determined that the normal performance state has not been won (i.e., the pre-announcement performance state has been won), the main CPU 200a sets the next AT flag to the value corresponding to the pre-announcement performance state.
[0250] (Step S233-15) The main CPU 200a determines the number of games to continue the pre-announcement state, up to a maximum of 32 games, sets the determined number of games to the pre-announcement game counter, and terminates the distribution state processing. The pre-announcement game counter is a counter that counts the number of games until the end of the pre-announcement state.
[0251] Figure 22 is a flowchart illustrating the normal performance state processing (S234) executed in the state-specific module execution process. The normal performance state processing is executed when the performance state is the normal performance state.
[0252] (Step S234-1) The main CPU 200a performs the AT lottery based on the probability of winning the AT lottery (low probability or high probability) and the winning type determined by the winning type lottery.
[0253] (Step S234-3) The main CPU 200a determines whether the AT lottery has been won or whether the pre-announcement permission flag is ON. If it is determined that the AT lottery has been won or the pre-announcement permission flag is ON, the process moves to step S234-5. If it is determined that the AT lottery has not been won and the pre-announcement permission flag is OFF, the process moves to step S234-21.
[0254] (Step S234-5) The main CPU 200a determines whether the block game counter is 0 or not. If it determines that the block game counter is 0, it proceeds to step S234-9; if it determines that the block game counter is not 0 (the block period is still ongoing), it proceeds to step S234-7.
[0255] (Step S234-7) Main CPU200a turns on the pre-announcement permission flag, regardless of whether the pre-announcement permission flag is ON or OFF at that time.
[0256] (Step S234-9) In step S234-5, if it is determined that the block game counter is 0, the main CPU 200a turns OFF the pre-announcement permission flag.
[0257] (Step S234-11) The main CPU 200a determines whether the ceiling game count counter exceeds 271. If it determines that the ceiling game count counter exceeds 271, that is, that the number of games played in the normal performance state is less than 600, the process moves to step S234-13. If it determines that the ceiling game count counter is 271 or less, that is, that the number of games played in the normal performance state is 600 or more, the process moves to step S234-19.
[0258] (Step S234-13) Main CPU 200a sets the next AT flag to a value corresponding to the pre-announcement state.
[0259] (Step S234-15) The main CPU 200a determines the number of games in which the pre-announcement state will continue, up to a maximum of 32 games, and sets the determined number of games in the pre-announcement game counter.
[0260] (Step S234-17) The main CPU 200a sets the probability of winning the AT lottery to a low probability (for example, 1 / 4000) for the next normal performance state, regardless of whether the probability of winning the AT lottery in the normal performance state is low or high.
[0261] (Step S234-19) In step S234-11, if it is determined that the ceiling game count counter is 271 or less, that is, that the number of games played in the normal performance state is 600 or more, the main CPU 200a sets the next AT flag to a value corresponding to the special pre-announcement performance state.
[0262] (Step S234-21) The main CPU 200a determines whether the block game counter is greater than 0. If it determines that the block game counter is greater than 0, it proceeds to step S234-23; if it determines that the block game counter is not greater than 0 (i.e., it is 0), it proceeds to step S234-25.
[0263] (Step S234-23) The main CPU 200a decrements the block game counter by 1.
[0264] (Step S234-25) The main CPU 200a determines whether the ceiling game counter is 0. If it determines that the ceiling game counter is 0, the process moves to step S234-27; if it determines that the ceiling game counter is not 0, the process moves to step S234-29.
[0265] (Step S234-27) Main CPU 200a, in order to execute the ceiling function, turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous performance state, and terminates the processing of the normal performance state.
[0266] (Step S234-29) The main CPU 200a decrements the ceiling game count counter by 1 and terminates the processing of the normal performance state.
[0267] While a detailed explanation is omitted here, in the normal gameplay state, after a predetermined number of games, a chance zone (CZ) with an increased probability of winning the AT lottery is executed over multiple games. Also, the probability of winning the AT lottery is low at the start of the normal gameplay state, but it may change to a high probability through an upgrade lottery.
[0268] Figure 23 is a flowchart illustrating the pre-announcement performance state processing (S235) executed in the state-specific module execution process. Pre-announcement performance state processing is executed when the performance state is a pre-announcement performance state.
[0269] (Step S235-1) The main CPU 200a determines whether the pre-announcement game count counter is 0. If it determines that the pre-announcement game count counter is 0, the process moves to step S235-3; if it determines that the pre-announcement game count counter is not 0, the process moves to step S235-5.
[0270] (Step S235-3) The main CPU 200a sets the next AT flag to a value corresponding to the AT performance state and terminates the processing of the corresponding pre-performance state.
[0271] (Step S235-5) The main CPU 200a decrements the pre-announcement game count counter by 1 and terminates the processing of the corresponding pre-announcement animation state.
[0272] Figure 24 is a flowchart illustrating the AT performance state processing (S236) executed in the state-specific module execution process. The AT performance state processing is executed when the performance state is the AT performance state.
[0273] (Step S236-1) The main CPU 200a performs a lottery to determine the number of additional tokens that will be added to the predetermined number of tokens, which is the termination condition in the AT performance state. If the lottery is successful, the winning number of tokens is added to the predetermined number of tokens.
[0274] (Step S236-3) The main CPU 200a determines whether the AT performance state has met the termination conditions. If it determines that the termination conditions have been met, it proceeds to step S236-5; if it determines that the termination conditions have not been met, it terminates the AT performance state processing.
[0275] (Step S236-5) The main CPU 200a determines whether or not a transition to the normal performance state has been decided. If a transition to the normal performance state has been decided, the process moves to step S236-7. If a transition to the normal performance state has not been decided, i.e., a transition to a non-advantageous performance state has been decided, the process moves to step S236-11.
[0276] (Step S236-7) Main CPU 200a sets the next AT flag to a value corresponding to the normal performance state.
[0277] (Step S236-9) The main CPU 200a determines the number of games to execute the ceiling function in the normal performance state, with an upper limit of 871 games. It then sets the determined number of games to the ceiling game counter and terminates the AT performance state processing.
[0278] (Step S236-11) If it is determined in step S236-5 that a transition to the normal performance state has not been decided, the main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous performance state, and terminates the AT performance state processing.
[0279] Figure 25 is a flowchart illustrating the special pre-announcement performance state processing (S237) executed in the state-specific module execution processing. The special pre-announcement performance state processing is executed when the performance state is a special pre-announcement performance state.
[0280] (Step S237-1) The main CPU 200a performs a lottery to determine how to increase the predetermined number of tokens that can be earned during a special performance state. If the lottery is successful, the winning number of tokens is added to the predetermined number of tokens.
[0281] (Step S237-3) The main CPU 200a determines whether the special pre-announcement performance state has met its termination condition (in this case, the completion of a predetermined number of games). If it determines that the termination condition has been met, it proceeds to step S237-5; if it determines that the termination condition has not been met, it terminates the special pre-announcement performance state process.
[0282] (Step S237-5) In step S237-1, the main CPU 200a determines whether or not it has won the bonus lottery. If it determines that it has won the bonus lottery, it proceeds to step S237-7; if it determines that it has not won the bonus lottery, it proceeds to step S237-9.
[0283] (Step S237-7) Main CPU 200a sets the next AT flag to a value corresponding to the special performance state and terminates the processing for that special pre-performance state.
[0284] (Step S237-9) If it is determined in step S237-5 that the bonus lottery has not been won, the main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous performance state, and terminates the special pre-announcement performance state processing.
[0285] Figure 26 is a flowchart illustrating the special performance state processing (S238) executed in the state-specific module execution process. The special performance state processing is executed when the performance state is a special performance state.
[0286] (Step S238-1) The main CPU 200a determines whether the special performance state has met the termination conditions. If it determines that the termination conditions have been met, it proceeds to step S238-3; if it determines that the termination conditions have not been met, it terminates the special performance state process. The termination condition for the special performance state is that the predetermined number of additional tokens added in step S237-1 has been obtained.
[0287] (Step S238-3) The main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous performance state, and terminates the special performance state processing.
[0288] Figure 27 is a flowchart illustrating the processing (S240) during rotation of the main control board 200.
[0289] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bits corresponding to the indicators (not shown) of the stop switches 120a, 120b, and 120c. Here, the stop indicator output bit consists of a 3-bit bit sequence, with each bit corresponding to the illumination color of the three stop switches 120a, 120b, and 120c, represented as blue = 1 and red = 0.
[0290] (Step S240-3) The main CPU 200a executes an output port image set process to update the output image for the bits set in step S240-1 above.
[0291] (Step S240-5) The main CPU 200a performs error checking, which involves verifying the results of various error detections.
[0292] (Step S240-7) The main CPU 200a refers to the index flag to obtain the index of the rotating reels 110a, 110b, and 110c. Note that the index flag is only set after reels 110a, 110b, and 110c have reached a steady rotation speed. In other words, if the index flag is set, it also indicates that reels 110a, 110b, and 110c have reached a steady rotation speed.
[0293] (Step S240-9) The main CPU 200a determines whether all index flags for reels 110a, 110b, and 110c have been detected. If it determines that none of the index flags have been detected, it proceeds to step S240-1; if it determines that all of the index flags have been detected, it proceeds to step S240-11.
[0294] (Step S240-11) The main CPU 200a obtains stop reel bits indicating which reels 110a, 110b, and 110c are stopped or starting to stop. Here, the stop reel bits consist of a 3-bit sequence, where each bit corresponds to one of the three reels 110a, 110b, and 110c, and are represented as 1 for steady state, and 0 for acceleration, deceleration, or stopped state.
[0295] (Step S240-13) The main CPU 200a saves the stop spinner bit obtained in step S240-11 as a spinner rotation flag.
[0296] (Step S240-15) The main CPU 200a sets the stop indicator output bit ON (output image) to turn on (turn off) the bits corresponding to the indicators (not shown) of the stop switches 120a, 120b, and 120c.
[0297] (Step S240-17) The main CPU 200a acquires an image of input port 0 and performs a target bit extraction process to extract the target bits from the acquired image. Here, the target bits consist of a 3-bit sequence, where each bit is associated with one of the three stop switches 120a, 120b, and 120c, and are represented as 1 for operated and 0 for not operated.
[0298] (Step S240-19) The main CPU 200a calculates the logical AND of the reel rotation flag obtained in step S240-13 and the target bit extracted in step S240-17. Here, if the reel 110 is rotating and the stop switch 120 corresponding to that reel is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is rotating, the logical AND is 1.
[0299] (Step S240-21) The main CPU 200a determines whether the logical AND calculated in step S240-19 is 0, that is, whether the stop switch 120 corresponding to the rotating reel 110 has not been operated. If it determines that the stop switch 120 corresponding to the rotating reel 110 has not been operated, the process moves to step S240-3. If it determines that the stop switch 120 corresponding to the rotating reel 110 has been operated, the process moves to step S240-23.
[0300] (Step S240-23) The main CPU 200a acquires an output image containing the stop indicator output bits, and calculates the logical AND of the acquired output image and the logical AND calculated in step S240-19 above. Here, the logical AND bit is 0 if the operated stop switch 120 is lit red, and 1 if it is lit blue.
[0301] (Step S240-25) The main CPU 200a determines whether the logical AND calculated in step S240-23 is 0, that is, whether the operated stop switch 120 is lit red. If it determines that the operated stop switch 120 is lit red, the process moves to step S240-1; if it determines that the operated stop switch 120 is not lit red, the process moves to step S240-27.
[0302] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is valid or not. If it determines that the operated stop switch 120 is not valid, the process moves to step S240-1; if it determines that the operated stop switch 120 is valid, the process moves to step S240-29. Here, it is determined whether only one stop switch 120 was operated. If it determines that only one stop switch 120 was operated, the process moves to step S240-29; if it determines that more than one stop switch 120 was operated, i.e., two or more, the process moves to step S240-1.
[0303] (Step S240-29) The main CPU 200a executes a stop control reel setting process to acquire various parameters for stopping the reel 110 corresponding to the operated stop switch 120.
[0304] (Step S240-31) The main CPU 200a will have interrupts disabled.
[0305] (Step S240-33) The main CPU 200a executes a press reference position acquisition process, which derives the symbol number of the symbol located on active line A as the press reference position.
[0306] (Step S240-35) The main CPU 200a executes a process to determine the number of slipping frames of reel 110.
[0307] (Step S250) The main CPU 200a executes a reel stop process to stop the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.
[0308] Figure 28 is a flowchart illustrating the reel stop process (S250) on the main control board 200.
[0309] (Step S250-1) The main CPU 200a obtains the press reference position derived in step S240-35 above.
[0310] (Step S250-3) The main CPU 200a calculates the stop request number by correcting the number of sliding frames determined in step S240-37 with respect to the press reference position obtained in step S250-1.
[0311] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is used to request a concurrently running program to stop the target reel 110. By setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the active line A. This stop request flag and the above stop request number are read by the concurrently running program, and the reel 110 is stopped. Once the stop process is complete, the program resets the stop request flag to 0 (OFF).
[0312] (Step S250-7) Main CPU 200a enables interrupts.
[0313] (Step S250-9) The main CPU 200a sets a stop information command indicating the stopping order of reel 110 into the transmit buffer.
[0314] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.
[0315] (Step S250-13) The main CPU 200a executes an output port image set process to update the output image for the bits set in step S250-11 above.
[0316] (Step S250-15) The main CPU 200a executes the display pattern bit setting process, which sets the display pattern bits.
[0317] (Step S250-17) The main CPU 200a performs the next machine setting preprocessing to stop the next reel 110.
[0318] (Step S250-19) The main CPU 200a determines whether the stopping process for all reels 110 has been completed. If it determines that the stopping process for all reels 110 has not been completed, it proceeds to step S240; if it determines that the stopping process for all reels 110 has been completed, it proceeds to step S250-21.
[0319] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, that is, whether all of the reels 110 are not stopped. If it determines that all of the reels 110 are not stopped, it proceeds to step S250-21; if it determines that all of the reels 110 are stopped, it proceeds to step S250-23.
[0320] (Step S250-23) The main CPU 200a performs error checking, which involves verifying the results of various error detections.
[0321] (Step S250-25) The main CPU 200a performs a target bit extraction process to extract information about the target bit.
[0322] (Step S250-27) The main CPU 200a determines whether the stop switch 120 is pressed based on the target bit obtained in step S250-25 above. If it determines that the stop switch 120 is pressed, it proceeds to step S250-23; if it determines that the stop switch 120 is not pressed, it proceeds to step S260.
[0323] (Step S260) The main CPU 200a executes a display determination process to determine the winning combination. This display determination process will be described later.
[0324] Figure 29 is a flowchart illustrating the display determination process (S260) in the main control board 200.
[0325] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.
[0326] (Step S260-3) The main CPU 200a executes a display judgment anomaly detection process to determine whether a display judgment anomaly has occurred, based on whether the combination of symbols displayed on active line A matches the combination of symbols permitted to be displayed on active line A.
[0327] (Step S260-5) The main CPU 200a sets the error code "EE" to indicate a display judgment error.
[0328] (Step S260-7) The main CPU 200a determines whether there is a display judgment abnormality based on the result of the determination in step S260-3 above. If it determines that there is a display judgment abnormality, it proceeds to step S112; if it determines that there is no display judgment abnormality, it proceeds to step S260-9.
[0329] (Step S260-9) The main CPU 200a executes a display symbol identification and generation process that determines the winning combination based on the symbol combination that stops (is displayed) on the active line A.
[0330] (Step S260-11) The main CPU 200a is set to 0 as the initial value for the number of coins to be dispensed.
[0331] (Step S260-13) The main CPU 200a determines whether a minor win has occurred. If it determines that a minor win has occurred, it proceeds to step S260-15; if it determines that a minor win has not occurred, it proceeds to step S260-35.
[0332] (Step S260-15) The main CPU 200a turns on the winning flag, which indicates that a minor role has been achieved.
[0333] (Step S260-17) The main CPU 200a executes a payout setting process that sets the number of coins to be paid out according to the winning combination.
[0334] (Step S260-19) The main CPU 200a determines whether it is in a favorable period. If it determines that it is not in a favorable period, it proceeds to step S270; if it determines that it is in a favorable period, it proceeds to steps S260-21.
[0335] (Step S260-21) The main CPU 200a obtains the value of the advantageous period MY counter, which counts MY during the advantageous period.
[0336] (Step S260-23) The main CPU 200a adds the number of payouts to the value of the advantageous section MY counter obtained in step S260-23 above.
[0337] (Step S260-25) The main CPU 200a retrieves the number of tokens inserted into the game.
[0338] (Step S260-27) The main CPU 200a subtracts the number of inserted sheets from the value added in step S260-23 above.
[0339] (Step S260-29) The main CPU 200a determines whether the subtraction result in step S260-27 is negative. If it determines that the subtraction result is not negative, it proceeds to step S260-33; if it determines that the subtraction result is negative, it proceeds to step S260-31.
[0340] (Step S260-31) Main CPU200a clears (sets to 0) the value of the advantageous section MY counter.
[0341] (Step S260-33) The main CPU 200a updates the value of the advantageous section MY counter with the value subtracted in step S260-27 above, or the value cleared in step S260-31 above.
[0342] (Step S260-35) The main CPU 200a determines whether a replay combination has been awarded. If it determines that a replay combination has not been awarded, it proceeds to step S270; if it determines that a replay combination has been awarded, it proceeds to steps S260-37.
[0343] (Step S260-37) The main CPU 200a sets the number of coins to be inserted as the number of coins to be dispensed.
[0344] (Step S260-39) Main CPU 200a turns on the "Re-play in progress" flag.
[0345] (Step S260-41) The main CPU 200a sets the number of sheets to be automatically inserted.
[0346] (Step S270) The main CPU 200a executes the payout process to dispense medals. This payout process will be described later.
[0347] Figure 30 is a flowchart illustrating the dispensing process (S270) on the main control board 200.
[0348] (Step S270-1) The main CPU 200a acquires the flag indicating that the game is in operation for replay.
[0349] (Step S270-3) The main CPU 200a sets a payout start command in the send buffer, indicating that medal payout has begun.
[0350] (Step S270-5) The main CPU 200a determines whether a replay combination has been won based on the replay activation flag obtained in step S270-1 above. If it determines that a replay combination has been won, it proceeds to step S270-41; if it determines that a replay combination has not been won, it proceeds to step S270-7.
[0351] (Step S270-7) The main CPU 200a executes the main display processing to display 0 on the main payout display unit 132.
[0352] (Step S270-9) The main CPU 200a determines whether there is no payout (the number of payouts is 0). If it determines that there is no payout, it proceeds to step S270-35; if it determines that there is a payout, it proceeds to step S270-11.
[0353] (Step S270-11) The main CPU 200a determines whether the number of stored tokens is 50 or more. If it determines that the number of stored tokens is 50 or more, it proceeds to step S270-13; if it determines that the number of stored tokens is not 50 or more, it proceeds to step S270-15.
[0354] (Step S270-13) The main CPU 200a executes a medal dispensing device control process to dispense one medal from the medal dispensing device 142, and then proceeds to step S270-23.
[0355] (Step S270-15) The main CPU 200a sets the payout start interval timer.
[0356] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, i.e., whether it is the first payout. If it is determined that it is the first payout, the process moves to step S270-21; otherwise, the process moves to step S270-19.
[0357] (Step S270-19) The main CPU 200a performs a timer wait process, waiting until the payout start interval timer reaches 0.
[0358] (Step S270-21) The main CPU 200a increments the number of stored tokens by 1.
[0359] (Step S270-23) The main CPU 200a sets a payout execution command in the send buffer, indicating that one medal has been dispensed.
[0360] (Step S270-25) The main CPU 200a performs pre-display processing for the main display unit 132 to display the number of tokens that have already been dispensed.
[0361] (Step S270-27) The main CPU 200a determines whether or not the game is in bonus mode. If it determines that the game is not in bonus mode, it proceeds to step S270-31; if it determines that the game is in bonus mode, it proceeds to step S270-29.
[0362] (Step S270-29) The main CPU 200a increments the number of medals earned during bonus play by 1, which is the number of medals dispensed during bonus play.
[0363] (Step S270-31) The main CPU 200a determines whether the payout of the specified number of tokens has been completed. If it determines that the payout has not been completed, it proceeds to step S270-11; if it determines that the payout has been completed, it proceeds to step S270-33.
[0364] (Step S270-33) The main CPU 200a executes a payout termination process to end the medal payout.
[0365] (Step S270-35) The main CPU 200a determines whether an over-error has been detected. If it determines that no over-error has been detected, it proceeds to step S270-41; if it determines that an over-error has been detected, it proceeds to step S270-37.
[0366] (Step S270-37) The main CPU 200a sets the error code "E5," which indicates an over-error.
[0367] (Step S270-39) The main CPU 200a performs error display, requests for warning sounds, and error wait processing, including waiting for error recovery.
[0368] (Step S270-41) The main CPU 200a sets a payout completion command in the send buffer to indicate that the medal payout has finished.
[0369] (Step S280) The main CPU 200a executes game transition processing, which includes managing transitions between game states and advantageous periods. This game transition processing will be described later.
[0370] Figure 31 is a flowchart illustrating the game transition process (S280) on the main control board 200.
[0371] (Step S280-1) The main CPU 200a acquires a replay activation flag, and based on the acquired replay activation flag, it sets a stop indicator output bit off (output image) to turn on or off the bit corresponding to the replay indicator (not shown) that indicates the next game is a replay, and executes replay indicator control processing to update the output bit of the set output image.
[0372] (Step S280-3) When a bonus combination is achieved, the main CPU 200a executes a mechanism activation symbol display process that sets various parameters for controlling the bonus game state.
[0373] (Step S281) The main CPU 200a executes state-specific module execution processing, which runs modules for each performance state and interval state. In this state-specific module execution processing, the module (process) corresponding to the transitioned performance state is read from the main ROM 200b and executed.
[0374] (Step S280-5) When the bonus game state is active, the main CPU 200a executes a bonus operation termination process that transitions the game state to a non-internal game state when the number of coins acquired during the bonus operation reaches a predetermined number.
[0375] (Step S280-7) The main CPU 200a executes the advantageous period update process, which manages the advantageous period.
[0376] (Step S280-9) The main CPU 200a determines whether the next game is in an AT (Attack Time) state. If it determines that the next game is not in an AT state, it proceeds to step S280-15; if it determines that the next game is in an AT state, it proceeds to step S280-11.
[0377] (Step S280-11) The main CPU 200a determines whether or not the game is in bonus mode. If it determines that the game is not in bonus mode, it proceeds to step S280-15; if it determines that the game is in bonus mode, it proceeds to step S280-13.
[0378] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON in order to light up the section indicator 160.
[0379] (Step S280-15) The main CPU 200a executes the performance command setting process, which sets performance commands, which are commands related to the advantageous period, into the transmission buffer.
[0380] (Step S280-17) The main CPU 200a sets a game end command in the send buffer to indicate that a game has finished.
[0381] (Step S280-19) The main CPU 200a performs terminal board signal output processing to output external signals.
[0382] (Step S280-21) The main CPU 200a determines whether the performance wait timer, which is set when the advantageous period ends in step S280-7, is not 0. If it determines that the performance wait timer is not 0, it proceeds to step S280-21; if it determines that the performance wait timer is 0, it proceeds to step S280-23.
[0383] (Step S280-23) The main CPU 200a sets a game status command, which indicates the game status, into the transmit buffer.
[0384] (Step S280-25) The main CPU 200a sets a game start command, indicating the start of the next game, into the transmit buffer and moves processing to step S200.
[0385] One game is executed through the series of processes from step S200 to step S280. Thereafter, the process from step S200 to step S280 will be repeated.
[0386] Next, the power outage saving process and timer interrupt processing in the main control board 200 will be described.
[0387] (Power outage saving process for main control board 200) Figure 32 is a flowchart illustrating the power failure escape process in the main control board 200. The main CPU 200a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts and executes the power failure escape process.
[0388] (Step S300-1) When a power failure warning signal is received, the main CPU 200a saves its registers.
[0389] (Step S300-3) The main CPU 200a checks for a power failure warning signal.
[0390] (Step S300-5) The main CPU 200a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-11; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-7.
[0391] (Step S300-7) Main CPU 200a restores the registers.
[0392] (Step S300-9) The main CPU 200a performs the process to enable interrupts and then terminates the power-out save process.
[0393] (Step S300-11) The main CPU 200a executes an output port clear process, which stops the output from the output port.
[0394] (Step S300-13) The main CPU 200a performs backup processing for a separate area in the event of a power outage.
[0395] (Step S300-15) Main CPU200a performs the necessary RAM protection configuration process to prevent access to main RAM200c.
[0396] (Step S300-17) The main CPU 200a sets the counter value of the loop counter to a predetermined number of times a power failure detection signal has been detected in order to set the power failure monitoring time.
[0397] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 above by 1.
[0398] (Step S300-21) The main CPU 200a determines whether the loop counter value is not zero. If it determines that the counter value is not zero, it proceeds to step S300-19; if it determines that the counter value is zero, it proceeds to the CPU initialization process described above (step S1000).
[0399] If a power outage actually occurs, the slot machine 100 will stop operating while steps S300-19 to S300-21 are looping.
[0400] (Timer interrupt processing on main control board 200) Figure 33 is a flowchart illustrating the timer interrupt processing in the main control board 200. The main control board 200 is equipped with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (1.49 milliseconds in the simultaneous rotation example, hereinafter referred to as "1.49ms"). When a clock pulse is generated by the reset clock pulse generation circuit, an interrupt occurs and the following timer interrupt processing is executed.
[0401] (Step S400-1) Main CPU 200a saves the registers.
[0402] (Step S400-3) The main CPU 200a clears the interrupt flag.
[0403] (Step S400-5) The main CPU 200a reads various input port images and performs port input processing to accurately obtain the latest switch status.
[0404] (Step S400-7) The main CPU 200a outputs the set output image to the output port and performs dynamic port output processing to control the illumination of the main credit display unit 130, the main payout display unit 132, the number of coins inserted display unit, the start display unit, the stop switch displays 120a, 120b, and 120c, the replay display unit, and the section display unit 160.
[0405] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase can be one of 0 to 3. In this case, if the timer interrupt processing phase is 0, 1, or 2, it is incremented by 1, and if the timer interrupt processing phase is 3, it is changed to 0.
[0406] (Step S400-11) The main CPU 200a performs subcommand transmission processing to send commands stored in the transmit buffer to the sub-control board 202.
[0407] (Step S400-13) The main CPU 200a executes stepping motor control processing to control the stepping motor 152.
[0408] (Step S400-15) The main CPU 200a executes output port image output processing, which outputs an output image to be sent to the medal dispensing device 142.
[0409] (Step S400-17) The main CPU 200a performs a random number update process to update various random values.
[0410] (Step S400-19) The main CPU 200a executes an error detection and monitoring process to output external signals (external signals 4 and 5) corresponding to the error.
[0411] (Step S400-21) The main CPU 200a executes the module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9 above. Here, the timer interrupt processing phase is set to one of 0 to 3, and there is one module corresponding to each of the timer interrupt processing phases 0 to 3 (a total of 4), so one module is executed once every 4 timer interrupt processing (every 5.96ms). For example, a module that performs time monitoring processing to subtract various timers is associated with one timer interrupt processing phase.
[0412] (Step S400-23) The main CPU 200a performs test signal output processing, which outputs the test signal to an external source.
[0413] (Step S400-25) The main CPU 200a reads various input port images and performs port input processing to accurately obtain the latest switch status.
[0414] (Step S400-27) Main CPU 200a restores the registers.
[0415] (Step S400-29) The main CPU 200a enables the interrupt and terminates the timer interrupt processing.
[0416] <Stage Production> As described above, the performance control means 334 determines the image data to be displayed on the liquid crystal display unit 124 and the lighting data for performances through lighting equipment such as the performance lamps 126, sub-credit display unit 134, and sub-payout display unit 136, based on commands received from the main control board 200, and also determines the audio data that constitutes the sound to be output from the speaker 128, and executes the determined game performance. One of the performances executed by the performance control means 334 is a stage performance that suggests the internal progress of the game through the background of the image on the liquid crystal display unit 124. The player can grasp the progress of the game through the stage performance. The elements that constitute the stage performance are, here, background image, stage indicator, BGM, performance type, and system sound. However, it goes without saying that the elements that constitute the stage performance are not limited to these.
[0417] The background image (first image) is displayed on the liquid crystal display unit 124 and serves as the background for any image. Examples include scenes such as a park, road, building, stadium, facility, city, mountain, hill, pond, sea, beach, morning, noon, evening, night, sunny, cloudy, rainy, or snowy. Alternatively, the background image may be an image corresponding to the character that primarily appears in the stage production. Furthermore, the content of the background image may not change, but the overall color and brightness of the background image may change according to the expected level of profit from the game, for example, from white (daytime) to orange (evening) to black (night).
[0418] The stage indicator (second image) is an indicator that shows the type of stage effect and background image. The title symbolizing the type of background image, which is the stage indicator, is highlighted in large letters immediately after the display starts, and after a predetermined time has elapsed, it is displayed in small letters in the upper left corner of the liquid crystal display unit 124. In addition, when the stage indicator starts to be displayed, a sound effect that emphasizes that the stage indicator has been displayed is output from the speaker 128. Therefore, the timing of the start of display of the stage indicator shown below can be replaced with the timing of the sound effect output.
[0419] Background music (BGM) is the music continuously output from speaker 128 during the stage performance. While this example shows music being used as BGM, other types of audio may also be used. Silence is also a form of BGM.
[0420] The performance type indicates the type of performance to be executed in the stage performance. The performance control means 334 determines a performance suitable for the stage performance, such as a performance in which a character moves, by drawing lots based on the performance type.
[0421] System sounds are output from speaker 128 and are generated in accordance with the progress of the game. For example, they are output from speaker 128 in response to inserting medals through the medal slot 114, operating the bet switch 116, operating the start switch 118, operating the stop switch 120, and dispensing medals through the medal dispensing device 142. Hereinafter, inserting medals through the medal slot 114, operating the bet switch 116, operating the start switch 118, operating the stop switch 120, and dispensing medals through the medal dispensing device 142 may be abbreviated as "system sound triggers".
[0422] The performance control means 334 determines the stage performance based on information managed by the main control board 200, such as the type of win, the winning role, the game state, and the performance state, as well as the game progress and the lottery results based on the performance type, which are managed by the sub-control board 202. For example, the main control board 200 transmits a command (identifier 90H) indicating the type of win, the game state, and the performance state to the sub-control board 202 in response to the player's operation of the start switch 118, and transmits a command (identifier B1H) indicating the winning role, the game state, and the performance state to the sub-control board 202 in response to the third stop (press and release) of the player's stop switch 120. Therefore, the performance control means 334 may determine the stage performance based on the player's switch operation. If the determined stage performance is different from the currently running stage performance, the performance control means 334 performs a so-called stage change, switching the currently running stage performance to the determined stage performance. In addition, the entire process of switching the stage effects that follow the decision to change stages is sometimes referred to as the stage change process.
[0423] When a stage performance different from the currently running stage performance is determined (when a stage change is determined), the performance control means 334 performs a stage change process at a predetermined timing. The stage change process is performed, for example, when switching between games (timing related to switching between games) or when a performance ends (a predetermined switching timing).
[0424] Here, the switchover of one game occurs at the start of the next game in response to the player's operation of the start switch 118. Also, since the previous game ends with the start of the next game, the switchover of one game can also be replaced with the end of the previous game. The end of a performance refers to the end of a performance that starts in response to the operation of a predetermined switch, for example, the start switch 118, and ends in response to the third stop (press and hold or release) of the stop switch 120. However, in the stage change process at the end of a performance, a stage transition performance, which will be described in detail later, may occur during the process. The stage transition performance is a performance that emphasizes that a stage change is being performed and makes the player expect that the progress of the game has changed and that they may have gained a game benefit. Therefore, if a stage change occurs at the end of a performance, the start of the next stage performance may not be limited to the timing of the player's switch operation, such as the third stop of the stop switch 120, but may also occur after the stage transition performance has been executed in response to the switch operation and a predetermined time (for example, 1 second) has elapsed.
[0425] Thus, when the performance control means 334 decides to change the stage, it must appropriately switch the stage performance without complicating the switching process of each element and without causing any discomfort to the player. The stage change process will be explained in detail below.
[0426] Figures 34 to 36 are explanatory diagrams illustrating the flow of the stage change process. Figure 34 shows an example where the stage change process is performed when switching between games, for example, when the start switch 118 is operated. Figures 35 and 36 show an example where the stage change process is performed at the end of a performance, in this case in response to the operation of the stop switch 120.
[0427] As shown in Figure 34, the performance control means 334 displays background image A (for example, a townscape) and stage indicator A (for example, "Stage A") on the liquid crystal display unit 124 as a stage performance, outputs BGMA from the speaker 128, executes performance type A (for example, normal performance state, performance type of Stage A), and outputs system sound A from the speaker 128 in accordance with the system sound trigger. The performance control means 334 then decides on a stage change in response to the operation of the start switch 118, which is the switching of a game, and starts the stage change process at the timing when the start switch 118 is operated. Specifically, at the timing when the start switch 118 is operated, the performance control means 334 switches background image A on the liquid crystal display unit 124 to background image B (for example, the sea), highlights stage indicator B (for example, "Stage B"), stops the output of BGMA, and starts the output of BGMB. Furthermore, the performance control means 334 outputs a sound effect to emphasize that the stage indicator B has been displayed at the timing when it starts to display the stage indicator B. Also, when the start switch 118 is operated, the performance control means 334 switches the performance type from performance type A to performance type B (for example, the normal performance state, the performance type of stage B), and switches the system sound from system sound A to system sound B.
[0428] In this explanation, as an example of executing a stage change process when switching between games (at the timing related to switching between games), the performance control means 334 executes the stage change process in response to the operation of the start switch 118. However, not limited to this case, if a game is started by inserting a medal through the medal insertion unit 114, inserting a credited medal through the operation of the bet switch 116, or by automatic medal insertion based on the display of a replay symbol on the active line A, it may be assumed that a game has been switched and the stage change process has been performed in response to the execution of any of these actions.
[0429] Next, as shown in Figure 35, the performance control means 334 displays a background image B (for example, the sea) and a stage indicator B (for example, "Stage B") on the liquid crystal display unit 124 as a stage performance, outputs BGMB from the speaker 128, executes performance type B (for example, normal performance state, performance type of Stage B), and outputs system sound B from the speaker 128 in accordance with the system sound trigger. The performance control means 334 then performs the performance throughout one game, and at the end of the performance, that is, in response to the third stop of the stop switch 120, it decides to change the stage, starts the stage change process in response to the third stop of the stop switch 120, and switches the stage performance after a predetermined time has elapsed. Specifically, after a predetermined time has elapsed from the third stop of the stop switch 120, the performance control means 334 switches the background image B on the liquid crystal display unit 124 to background image C (for example, night view), highlights the stage indicator C (for example, "Stage C"), stops the output of BGMB, and starts the output of BGMC. Furthermore, the performance control means 334 switches the performance type from performance type B to performance type C (for example, the performance type for the chance zone or C stage) and switches the system sound from system sound B to system sound C after a predetermined time has elapsed since the third stop of the stop switch 120.
[0430] In this explanation, as an example of executing a stage change process at the end of a performance (a predetermined switching timing), the performance control means 334 switches the stage performance after a predetermined time (for example, 1 second) has elapsed since the third stop of the stop switch 120. However, the stage may also switch in accordance with the elapsed time when a player operates switches that the player can operate, such as the bet switch 116, start switch 118, stop switch 120, performance switch 122, or settlement switch (not shown), or when a medal is inserted through the medal insertion unit 114 or when a medal is dispensed through the medal dispensing device 142.
[0431] As mentioned above, stage change processing occurs at various times, such as when switching between games or when an effect ends. When stage change processing is executed, the background image, stage indicator, BGM, effect type, and system sound all switch simultaneously. However, if the background image, stage indicator, BGM, effect type, and system sound were all switched uniformly for each of these various stage change processes, the stage change processing would become complex, unnecessarily increasing the processing load and program size.
[0432] Therefore, once a stage change is decided, each element of the stage presentation is switched at the appropriate timing. For example, background images, stage indicators, and BGM, which make it easy for players to understand the stage change, are switched when the stage change is decided for a given game or when the presentation ends, while other presentation types and system sounds are switched when the game is switched, that is, when the start switch 118 for the next game is operated (at a fixed timing).
[0433] As shown in Figure 36, the performance control means 334 displays a background image B (e.g., the sea) and a stage indicator B (e.g., "Stage B") on the liquid crystal display unit 124 as a stage performance, outputs BGMB from the speaker 128, executes performance type B (e.g., normal performance state, performance type of Stage B), and outputs system sound B from the speaker 128 according to the system sound trigger. The performance control means 334 performs the performance throughout one game, and at the end of the performance, i.e., in response to the third stop of the stop switch 120, it decides to change the stage, starts the stage change process from the third stop of the stop switch 120, and starts switching the stage performance after a predetermined time has elapsed. Specifically, after a predetermined time has elapsed from the third stop of the stop switch 120, the performance control means 334 switches the background image B on the liquid crystal display unit 124 to background image C (e.g., night view), highlights the stage indicator C (e.g., "Stage C"), stops the output of BGMB, and starts the output of BGMC.
[0434] However, the performance control means 334 does not switch the performance type and system sound after a predetermined time has elapsed since the third stop of the stop switch 120. Instead, when the start switch 118 is operated thereafter, it switches the performance type from performance type B to performance type C (for example, the performance type for the chance zone or C stage) and switches the system sound from system sound B to system sound C.
[0435] In the example shown in Figure 36, based on the decision to change stages, the background image, stage indicators, and BGM for the stage presentation are switched after a predetermined time has elapsed since the third stop of the stop switch 120. Therefore, players can easily understand that a stage change has occurred triggered by the third stop of the stop switch 120. Here, the presentation type and system sound are switched after waiting until the start switch 118 is operated. However, it is unlikely that a presentation will be determined based on the presentation type between the third stop of the stop switch 120 and the start switch 118 is operated. Even if a presentation is determined, it is unlikely that the presentation type will be recognized. Therefore, players are unlikely to feel any discomfort if the presentation type has not changed after a predetermined time has elapsed since the third stop of the stop switch 120. Furthermore, even if the system sound has not changed after a predetermined time has elapsed since the third stop of the stop switch 120, it is unlikely that the system sound itself will be output. Even if the system sound is output, it is difficult to distinguish compared to the BGM and is rarely consciously listened to, so players are unlikely to feel any discomfort. Therefore, the stage effects can be switched appropriately without the player feeling any discomfort.
[0436] Furthermore, the performance control means 334 uniformly switches the performance type and system sound at the timing when the start switch 118 is operated after the stage change has been decided, regardless of when the stage change is decided. Therefore, as shown in Figure 34, whether the stage change is decided when switching between games, or as shown in Figure 36, whether the stage change is decided when the performance ends, in both cases the performance type and system sound are switched when switching between games. This configuration simplifies the programming for the performance type and system sound, thereby reducing the processing load and program capacity.
[0437] <Stage transition effect> As described above, the performance control means 334 may perform a stage transition performance during the stage change process to emphasize that a stage change is being performed and to make the player expect that the progress of the game has changed and that they may have gained a game benefit. The stage transition performance is a performance in which the currently running stage performance is covered with an arbitrary image (transition image), the stage performance is switched during that time, and the covered transition image is deleted so that the switched stage performance appears.
[0438] The transition images used in stage transition sequences include images such as the following. For example, doors appear open from both the left and right sides of the LCD display unit 124, gradually closing over a predetermined period of time (e.g., 1 second), and then closing completely after the predetermined time has elapsed. At this time, the background image of the stage sequence that was running immediately before is covered by the doors and becomes invisible to the player. Subsequently, the closed doors gradually open over a predetermined period of time (e.g., 1 second), and after the predetermined time has elapsed, they open completely and the doors themselves are removed. At this time, the background image of the stage sequence after the transition appears from inside the doors.
[0439] The following explanation uses the example of a door opening and closing as a transition image, but it is not limited to this case. Any various images can be used as long as the transition image occupies the liquid crystal display unit 124, covers the background image of the currently running stage performance to some extent, and then, as time passes, releases its occupation of the liquid crystal display unit 124, allowing the background image of the next stage performance to appear. For example, instead of a door, any character may appear, and the background image of the stage performance may be covered by the character's movements. Alternatively, an obstruction such as a letter or a logo may be used as the transition image. Alternatively, the entire screen of the liquid crystal display unit 124 may change to a predetermined color and brightness, making the background image of the currently running stage performance invisible. Alternatively, the transition image may move from one side (left, right, top, or bottom) of the liquid crystal display unit 124 to another side, and the background image of the next stage performance may be switched sequentially from the point the image has passed through.
[0440] Figure 37 is an explanatory diagram illustrating the flow of a stage change process accompanied by a stage transition animation. Here, an example is shown in which the stage change process is performed at the end of the animation (after a predetermined time has elapsed since the operation of the stop switch 120). The slope of the transition image in the timing chart of Figure 37 represents the change in the occupancy rate of the transition image in the liquid crystal display unit 124. An upward slope to the right indicates a change in occupancy rate from 0% to 100%, and a downward slope to the right indicates a change in occupancy rate from 100% to 0%. The display state of the liquid crystal display unit 124 at points (a) to (f) in the timing chart of Figure 37 is shown below the timing chart. Here, we will focus on the background image, stage indicator, and BGM among the elements of the stage animation.
[0441] As shown in Figure 37, the performance control means 334 displays a background image B (for example, the sea) and a stage indicator B (for example, "Stage B") on the liquid crystal display unit 124 as a stage performance, outputs BGM B from the speaker 128, and executes performance type B (for example, normal performance state, performance type of Stage B). The performance control means 334 then performs the performance for one game, and when the performance ends, that is, in response to the third stop of the stop switch 120, it decides to change the stage and starts the stage change process.
[0442] Specifically, at the point (a) when the third stop of the stop switch 120 is completed, the performance control means 334 displays the background image B and the stage indicator B on the liquid crystal display unit 124, and then makes transition images (for example, doors) appear from the left and right so as to cover the background image B in the layer in front of the background image B. The performance control means 334 gradually closes the transition image, which is the door, and at point (b), 0.5 seconds after point (a), it covers about half of the background image B. Then, at point (c), 0.5 seconds after point (b), the performance control means 334 closes the transition image, which is the door, and completely covers the background image B. The performance control means 334 maintains the state in which the door is fully displayed until a predetermined time has elapsed since the third stop of the stop switch 120 in Figure 36 (d). At time (d), it displays the background image C and gradually opens the door, which is the transition image. At time (e), 0.5 seconds after time (d), it reveals the background image C, covering approximately half of the background image C displayed on the rear layer of the transition image. Then, at time (f), 0.5 seconds after time (e), the performance control means 334 removes the door, which is the transition image, and the background image C is displayed across the entire liquid crystal display unit 124.
[0443] The performance control means 334 decides to change stages when the stop switch 120 is stopped for the third time, but does not immediately switch to background image B. Instead, it starts the stage transition animation in parallel while background image B is still displayed on the back. In other words, background image B remains displayed at least until the transition image completely covers background image B (c). Also, the performance control means 334 decides to change stages when the stop switch 120 is stopped for the third time, but does not immediately switch to background image C. Instead, it switches during the stage transition animation. Then, in the stage transition animation, background image C appears on the back at the same time as the door, which is the transition image, begins to open. In other words, background image C only needs to start displaying at least until the door, which is the transition image, begins to open (d). Therefore, when the performance control means 334 performs a stage change accompanied by a stage transition performance, after deciding to perform a stage change when the stop switch 120 is stopped for the third time, it continues to display background image B until at least the point (c) when the transition image completely covers background image B, and starts displaying background image C at the point (d) when the door, which is the transition image, begins to open.
[0444] Furthermore, the performance control means 334 highlights the stage indicator C (for example, "Stage C") of the switched background image C when a stage change occurs. However, when a stage change is performed accompanied by a stage transition animation, at the time when the display of the background image C begins (d), the transition image covers the background image C, and the player cannot see the entire background image C. Therefore, even if the stage indicator is displayed at this point, there is a high possibility that the player will not be able to properly recognize it. For this reason, as shown in Figure 37, the performance control means 334 starts displaying the background image C at the time when the door, which is the transition image, begins to open (d), but the stage indicator C is only displayed at the time when the transition image is deleted (f). In addition, the performance control means 334 outputs a sound effect when the display of the stage indicator C begins. With this configuration, since the stage indicator C is displayed after the background image C is displayed across the entire LCD display unit 124, the player can easily and reliably see that the stage animation has switched to the stage animation C indicated by the stage indicator C ("Stage C").
[0445] Furthermore, as shown in Figure 37, the performance control means 334 starts outputting BGMC at the same time as the display of the stage indicator C begins when a stage changes. In this way, the start of the stage performance can be emphasized by simultaneously displaying the stage indicator C and outputting sound effects and BGM. Since BGM is a musical piece, it is not affected by the transition images in the stage transition performance. Therefore, the performance control means 334 may start outputting BGMC at the time (d) when the display of the background image C begins.
[0446] As described above, a stage change is performed accompanied by a stage transition animation in response to the third stop of the stop switch 120. After the reels 110 stop due to the third stop of the stop switch 120, the player can start the next game at any time by operating the start switch 118. If the player operates the start switch 118 without waiting for the stage transition animation to be completed, the previous animation will be interrupted and the next stage animation will begin. In other words, the animation control means 334 must start the next stage animation when the start switch 118 is operated, regardless of the progress of the stage change process. In this way, when an animation being performed in the previous game is terminated midway due to the start of the next game, it is sometimes called a cancellation. The following describes a case in which an animation related to the stage change process is canceled by the player's operation.
[0447] Figure 38 is an explanatory diagram illustrating another flow of the stage change process that includes a stage transition animation. Here, an example is shown in which the stage change process is performed at the end of the animation (after a predetermined time has elapsed since the operation of the stop switch 120). As with Figure 37, this explanation focuses on the background image, stage indicators, and BGM among the elements of the stage animation.
[0448] As shown in Figure 38, the performance control means 334 displays a background image B (for example, the sea) and a stage indicator B (for example, "Stage B") on the liquid crystal display unit 124 as a stage performance, outputs BGM B from the speaker 128, and executes performance type B (for example, normal performance state, performance type of Stage B). The performance control means 334 then performs the performance for one game, and when the performance ends, that is, in response to the third stop of the stop switch 120, it decides to change the stage and starts the stage change process accompanied by a stage transition performance.
[0449] Specifically, as in Figure 37, at the point (a) when the third stop of the stop switch 120 is completed, the performance control means 334 displays the background image B and the stage indicator B on the liquid crystal display unit 124, and then makes transition images (for example, doors) appear from the left and right so as to cover the background image B on the front layer of the background image B. The performance control means 334 gradually closes the door, which is the transition image, and at point (b), 0.5 seconds after point (a), it covers about half of the background image B. Then, at point (c), 0.5 seconds after point (b), the performance control means 334 closes the door, which is the transition image, and completely covers the background image B. After maintaining the state in which the door is displayed, the performance control means 334 displays the background image C at point (d), and gradually opens the door, which is the transition image, and as it moves to point (e), 0.5 seconds after point (d), it makes the background image C appear while covering the background image C on the rear layer of the transition image.
[0450] Suppose that at point (e), the player operates the start switch 118 and starts the next game without waiting for the stage transition animation to complete. In that case, the animation control means 334 terminates the stage transition animation and immediately starts the next stage animation C.
[0451] Specifically, at time (e), when the start switch 118 is operated, the performance control means 334 terminates the stage transition performance, that is, immediately deletes the transition image. With this configuration, the player can easily and reliably understand that the previous game has ended by visually confirming that the background image B and the transition image have been completely deleted.
[0452] Furthermore, although the background image C is already displayed at time (d), the stage indicator C is not yet displayed and BGMC is not output. Therefore, the performance control means 334 immediately displays the stage indicator C and immediately outputs BGMC without waiting for the stage transition performance, which should originally be displayed, to be completed. With this configuration, when the next game starts, the player can see the background image C on the entire LCD display unit 124 and easily and reliably see that the stage performance has switched to the stage performance C indicated by the stage indicator C ("C stage").
[0453] Here, we have explained an example in which the start switch 118 is operated at point (e) when the transition image, which is a door, is in the process of gradually opening. However, not limited to this case, if the start switch 118 is operated at any point from the point (d) when the area occupied by the transition image begins to decrease and the background image C on the rear becomes visible, until the point when the transition image is completely deleted and the background image C on the rear occupies the entire liquid crystal display unit 124 (corresponding to point (f) in Figure 37), the performance control means 334 will delete the transition image (end the stage transition performance) and start displaying the stage indicator C.
[0454] Figure 39 is an explanatory diagram illustrating another flow of the stage change process that includes a stage transition animation. Here, an example is shown in which the stage change process is performed at the end of the animation (after a predetermined time has elapsed since the operation of the stop switch 120). As with Figure 38, this explanation focuses on the background image, stage indicators, and BGM among the elements of the stage animation.
[0455] As shown in Figure 39, the performance control means 334 displays a background image B (for example, the sea) and a stage indicator B (for example, "Stage B") on the liquid crystal display unit 124 as a stage performance, outputs BGM B from the speaker 128, and executes performance type B (for example, normal performance state, performance type of Stage B). The performance control means 334 then performs the performance for one game, and at the end of the performance, that is, in response to the third stop of the stop switch 120, it decides to change stages and executes a stage change process accompanied by a stage transition performance.
[0456] Specifically, as in Figure 38, at the point (a) when the third stop of the stop switch 120 is completed, the performance control means 334 displays the background image B and the stage indicator B on the liquid crystal display unit 124, and then makes transition images (doors) appear from the left and right so as to cover the background image B on the front layer of the background image B. The performance control means 334 gradually closes the transition image doors, and at point (b), 0.5 seconds after point (a), it covers about half of the background image B.
[0457] Now, suppose the player starts the next game by operating the start switch 118 without waiting for the transition image, which is the door, to completely cover the background image B. In this case, the performance control means 334 immediately terminates the previous stage performance B and starts the next stage performance C in order to execute the performance for the next game. Specifically, the performance control means 334 deletes the background image B and stage indicator B related to the previous stage performance B, stops the output of BGMB, and displays the background image C and stage indicator C related to the next stage performance C, and outputs BGMC, without waiting for the point in time when the original transition image completely covers the background image B (corresponding to point (c) in Figure 37). With this configuration, the player can easily and reliably understand that the previous game has ended by visually confirming that the background image B and the transition image have been completely deleted.
[0458] Furthermore, the performance control means 334 displays the background image C and the stage indicator C immediately without waiting for the stage transition performance, which should originally be displayed, to be completed. With this configuration, when the next game starts, the player can see the background image C on the entire LCD display unit 124, and can easily and reliably see that the stage performance has switched to the stage performance C indicated by the stage indicator C ("C stage").
[0459] Here, we have explained an example in which the start switch 118 is operated at the point (b) when the transition image, which is a door, is gradually closing. However, not limited to this case, if the start switch 118 is operated at any point from the point (a) when the area occupied by the transition image begins to increase and begins to cover the background image B on the rear side, to the point when the transition image completely covers the background image B (corresponding to point (c) in Figure 38), the performance control means 334 deletes the background image B and the transition image (ends the stage transition performance), stops BGMB, starts displaying the background image C and the stage indicator C, and outputs BGMC.
[0460] Here, we will explain the specific process of the stage change process described in Figures 37 to 39. In this example, the sub-CPU 202a on the sub-control board 202 is composed of two CPUs, namely a sub-main CPU (not shown) and a sub-sub-CPU (not shown), and the sub-main CPU receives instructions from the main CPU 200a and sends commands to the sub-sub-CPU.
[0461] When the sub-main CPU determines a stage change in response to the third stop of the stop switch 120 in Figure 37, it sends a stage change command to the sub-sub-CPU, which is a command indicating that the stage transition animation should start and that stage animation C should be executed next. This stage change command may be a single command, or the command to execute the stage transition animation and the command to execute stage animation C may be defined separately. In this case, the sub-main CPU sends the command to execute the stage transition animation and the command to execute stage animation C consecutively at once.
[0462] The stage change command also includes a first delay time (for example, 1.5 seconds or 90 frames) from the start of the stage transition animation until the display of the background image C for the next stage animation begins. When the sub-subCPU receives the stage change command, it starts the stage transition animation and begins displaying the transition image, and sets a value corresponding to the first delay time in the first delay time counter. There are multiple first delay times corresponding to each stage transition animation, and the sub-subCPU sets the first delay time associated with each stage transition animation. The sub-subCPU then decrements the first delay time counter at predetermined intervals, and when the value of the first delay time counter becomes 0 (the first condition is met), it starts displaying the background image C for stage animation C. In this way, as shown in Figure 37, the background image C can be appropriately displayed at the timing when the liquid crystal display unit 124 of the transition image begins to be released from its occupation.
[0463] Furthermore, the stage change command also includes a second delay time (for example, 2.5 seconds or 150 frames) from the start of the stage transition animation until the display of stage indicator C for stage animation C and the output of BGMC begin. When the sub-subCPU receives the stage change command, it starts the stage transition animation and sets a value corresponding to the second delay time in the second delay time counter. There are also multiple stage indicators corresponding to each stage transition animation, and the sub-subCPU sets the second delay time associated with each stage transition animation. The sub-subCPU then decrements the second delay time counter at predetermined intervals, and when the value of the second delay time counter becomes 0, it starts displaying stage indicator C for stage animation C and outputting BGMC. In this way, as shown in Figure 37, the stage indicator C can be displayed and BGMC can be output appropriately at the timing when the transition image is deleted.
[0464] Since the stage indicator is displayed after the background image is shown, the second delay time will be equal to or longer than the first delay time. Therefore, the sub-subCPU may set the first and second delay times independently as described above, but instead, it may start counting again when the first delay time is reached and start displaying the stage indicator after a time equivalent to the difference between the second and first delay times has elapsed.
[0465] Furthermore, although this explanation uses an example where the sub-subCPU sets the time in the counters (first delay time counter, second delay time counter), it is also possible to set the number of frames of the liquid crystal display unit 124 or the number of timer interrupts corresponding to the delay time.
[0466] Furthermore, in this explanation, the first condition is described as setting a value equivalent to 1.5 seconds as the first delay time in the first delay time counter, and when the decremented value becomes 0, the background image for the stage effect after the switch is displayed. However, it is not limited to this case; it is sufficient to know that the first delay time has been reached. For example, the first delay time counter can be incremented from 0, and when it reaches a value equivalent to the first delay time, the background image can be displayed as the first condition has been met. Alternatively, the background image can be displayed by forcibly switching to a flag that indicates that the first condition has been met. Similarly, in this explanation, the second condition is described as setting a value equivalent to 2.5 seconds as the second delay time in the second delay time counter, and when the decremented value becomes 0, the stage indicator for the stage effect after the switch is displayed. However, it is not limited to this case; it is sufficient to know that the second delay time has been reached. For example, the second delay time counter can be incremented from 0, and when it reaches a value equivalent to the second delay time, the stage indicator can be displayed as the second condition has been met. Alternatively, the stage indicator can be displayed by forcibly switching to a flag that indicates the second condition has been met.
[0467] If the start switch 118 is operated while the stage transition animation is being executed, the sub-main CPU sends a command to the sub-sub-CPU indicating that the start switch 118 has been operated. In response to this command, the sub-sub-CPU sets the values of the first delay time counter and the second delay time counter to 0. When the value of the first delay time counter becomes 0, the sub-sub-CPU forcibly terminates the transition animation, deletes the transition image, and starts displaying the background image C of stage animation C. When the value of the second delay time counter becomes 0, the sub-sub-CPU starts displaying the stage indicator C of stage animation C and outputting BGMC. In this way, as shown in Figure 39, the background image C and stage indicator C can be displayed appropriately and BGMC can be output at the start of the next game.
[0468] However, even if the start switch 118 is operated while the stage transition animation is being executed, if the background image C is already displayed, as shown in Figure 38, that is, if the start switch 118 is operated after the value of the first delay time counter has become 0, the sub-subCPU will set only the value of the second delay time counter to 0 and start displaying the stage indicator C of the stage animation C and outputting BGMC. In this way, as shown in Figure 38, the stage indicator C can be displayed and BGMC can be output appropriately at the timing when the transition image is deleted.
[0469] Here, we have explained using an example where the stage change command includes the first and second delay times. However, since the first and second delay times correspond to the stage transition animation, they can also be considered as information included in the stage transition animation. Furthermore, even if the stage change command or stage transition animation does not include the first and second delay times, the sub-subCPU can identify the first and second delay times corresponding to the stage transition animation if it can extract the stage transition animation from the stage change command. Therefore, the sub-subCPU may identify the first and second delay times from the stage transition animation, for example, using a table stored in memory. Alternatively, identifiers (flags) may be associated with the stage transition animation and the next stage animation, and the sub-subCPU may identify the first and second delay times according to the combination of these identifiers.
[0470] Furthermore, while a background image is given here as an example of the first image displayed on the LCD display unit 124 when the first condition for reaching the first delay time is met, it is not limited to this case; any image that is visible to the player even if partially covered by the transition image is acceptable. Similarly, while a stage indicator is given here as an example of the second image displayed on the LCD display unit 124 when the second condition for reaching the second delay time is met, it is not limited to this case; any image that is difficult for the player to see while partially covered by the transition image is acceptable.
[0471] By using counters (first delay time counter, second delay time counter) to control the stage change process, it becomes possible to appropriately switch stage effects and display the next stage effect appropriately in response to the operation of the start switch 118.
[0472] <Color guessing game> By the way, during the AT (Attack Time) performance state, the execution of the "Color Guessing Game" may be determined by lottery with a predetermined winning probability. If you win the Color Guessing Game and the execution of the Color Guessing Game is determined, the Color Guessing Game will start if you win the winning type "Selection Replay" in winning area 25-39 thereafter.
[0473] The color-guessing game is a game in which the player guesses the color of the symbol that should stop. Specifically, the color-guessing game is started when a winning type "Selection Replay" is won in the winning area 25-39, and the game is announced as a "color-guessing game" via a freeze effect. After the player's operation of the stop switch 120 becomes effective, the player guesses the color of the symbol that should stop by operating the reels 110a, 110b, and 110c at the timing when they can pull in the "Red BAR" or "Blue BAR" symbol, respectively. Here, when the player performs the correct color-pressing operation (first stop operation), which is the operation in the correct operation mode, which is the batting order 1, and is the operation corresponding to the winning type "Selection Replay", the reel control means 306 preferentially displays the symbol combination corresponding to the winning role "Replay 1", which is the color-pressing correct role, on the active line A (first display mode). On the other hand, if the player performs an incorrect color-pressing operation (second stop operation), which is an operation in the correct sequence of operations (swinging order 1) but is not the correct color-pressing operation corresponding to the winning type "selection replay", the reel control means 306 preferentially displays the symbol combination corresponding to the winning role "replay 3", which is the incorrect color-pressing role, on the active line A (second display mode).
[0474] Figure 40 is an explanatory diagram illustrating the flow of the color-guessing game. Here, we assume that the winning type "Selection Replay 1" in winning area 25 has been selected through the winning type lottery. Therefore, the correct color-matching operation is performed at the timing when the "Red BAR" symbol can be drawn into all reels 110. When the player operates the stop switch 120a at the timing when the "Red BAR" symbol can be drawn into the left reel 110a, the "Red BAR" symbol on the left reel 110a stops on invalid line B1, as shown in Figure 40(a). Subsequently, when the player operates the stop switch 120b at the timing when the "Red BAR" symbol can be drawn into the middle reel 110b, the "Red BAR" symbol on the middle reel 110b stops on invalid line B1, as shown in Figure 40(b). Finally, when the player operates the stop switch 120c at the moment when the "Red BAR" symbol on the right reel 110c is drawn in, the player's operation is considered a correct color-matching operation, and the winning combination "Replay 1," which is the correct color-matching role, is awarded, and as shown in Figure 40(c), the "Red BAR" symbol on the right reel 110c stops on invalid line B1. The player can see that the combination of symbols they attempted to stop (in this case, the "Red BAR" symbol, the "Red BAR" symbol, the "Red BAR" symbol) is lined up in a straight line on invalid line B1, and can understand that they have performed a correct color-matching operation (successfully guessed the color).
[0475] Thus, when the player operates the stop switch 120 by correctly selecting the color and the winning combination "Replay 1" is achieved, the performance state control means 314 decides to transition to a special zone that increases the number of winning tokens. After the special zone is started, the performance state control means 314 restarts the AT performance state with the number of winning tokens added during the special zone added when the conditions for ending the special zone are met.
[0476] Next, we will explain what happens when a player makes an incorrect color-pressing operation. If the winning type lottery results in the winning type being "Selection Replay 1" in the winning area 25, and the player operates the stop switch 120a at the timing when the "Red BAR" symbol on the left reel 110a can be pulled in, the reel control means 306 will stop the "Red BAR" symbol on the left reel 110a on the invalid line B1, as shown in Figure 40(d). Subsequently, if the player operates the stop switch 120b at the timing when the "Red BAR" symbol on the middle reel 110b can be pulled in, the "Red BAR" symbol on the middle reel 110b will stop on the invalid line B1, as shown in Figure 40(e). Finally, if the player operates the stop switch 120c at the moment when they can pull in the "Blue BAR" symbol on the right reel 110c, the player's operation will be considered an incorrect color-matching operation, and the winning symbol "Replay 3," which is an incorrect color-matching win, will be awarded, and as shown in Figure 40(f), the "Replay" symbol on the right reel 110c will stop on invalid line B1. The player can see that the symbols they tried to stop (in this case, the "Red BAR" symbol, the "Red BAR" symbol, and the "Blue BAR" symbol) did not line up in a straight line on invalid line B1, and can understand that they performed an incorrect color-matching operation (failed to guess the color). In this case, the performance state control means 314 does not decide to transition to the special zone.
[0477] In this explanation, we have used an example where a color-matching game is played during the AT (Attack Time) performance state, and the player transitions to a special zone by correctly selecting the color. However, the performance state in which the color-matching game is played is not limited to this case; it can be played in various performance states, including the normal performance state. Furthermore, the game reward granted by correctly selecting the color is not limited to determining the transition to a special zone; it can also be determined to determine the transition to a chance zone, the AT performance state, the special pre-announcement performance state, or any other performance state that is advantageous to the player, or it can increase the probability of transitioning to such a state. Any game reward that is advantageous to the player can be arbitrarily set.
[0478] Furthermore, if the AT performance state is managed in sets where the initial difference in tokens is fixed or determined by lottery, the probability of the color-matching game being performed may differ for each set. For example, in the 3rd, 7th, and 10th sets, the color-matching game may occur an average of 2 times per set, while in the other sets, it may occur with an average probability of 1 / 2 per set.
[0479] As described above, this color-matching game is triggered by winning a "Selection Replay" in winning area 25-39. However, in winning area 25-39, the number of reels 110 that require the selection of a symbol color in the correct color-matching operation differs, and the probability of a random operation of the stop switch 120 resulting in a correct color-matching operation also differs. Referring to Figure 6, for example, in winning areas 25-32 with winning types "Selection Replay 1" to "Selection Replay 8", either the "Red BAR" symbol or the "Blue BAR" symbol must be selected on all reels 110, and the probability of a random operation resulting in a correct color-matching operation is 1 / 8. Furthermore, in winning areas 33-36, for winning types "Choice Replay 11" to "Choice Replay 14", for the left reel 110a, selecting either the "Red BAR" or "Blue BAR" symbol will result in a correct color-matching operation (as they are common colors). For the middle reel 110b and the right reel 110c, either the "Red BAR" or "Blue BAR" symbol must be selected, and the probability of this being a correct color-matching operation when operated randomly is 1 / 4. Also, in winning areas 37 and 38, for winning types "Choice Replay 21" and "Choice Replay 22", selecting either the "Red BAR" or "Blue BAR" symbol will result in a correct color-matching operation for the left reel 110a and the middle reel 110b. For the right reel 110c, either the "Red BAR" or "Blue BAR" symbol must be selected, and the probability of this being a correct color-matching operation when operated randomly is 1 / 2. Furthermore, in the winning area 39, the winning type "matching replay" means that regardless of whether you select the "red BAR" or "blue BAR" symbol on all 110 reels, it will always be a correct color-matching operation (probability 1 / 1) even if you operate randomly.
[0480] It should be noted here that when the winning type is "Selection Replay 21" or "Selection Replay 22", selecting either the "Red BAR" or "Blue BAR" symbol for the left reel 110a and the middle reel 110b will result in a correct color-press operation. At this time, the performance control means 334 displays either the "Red BAR" or the "Blue BAR" symbol on the liquid crystal display unit 124 for the left reel 110a and the middle reel 110b, and prompts the player to operate the stop switch 120 at the timing when that symbol can be pulled in, thereby making it appear as if the correct symbol for the color-press operation has been announced to the player.
[0481] Thus, here, the number of reels that must be selected differs depending on the winning type, "Selection Replay". Therefore, in order to increase the probability of performing the correct color-pressing operation, players hope to win a winning type, "Selection Replay", which requires selecting either the "Red BAR" or "Blue BAR" symbol on the fewest reels. In other words, players will hope that the result of the winning type lottery is "Selection Replay 11" to "Selection Replay 14" rather than "Selection Replay 1" to "Selection Replay 8", then hope that it is "Selection Replay 21" or "Selection Replay 22" rather than "Selection Replay 21" or "Selection Replay 22", and then hope that it is "Matching Replay" rather than "Selection Replay 21" or "Selection Replay 22".
[0482] In this scenario, if the winning type "Selection Replay" is selected in winning area 25-39, a freeze animation is performed before the player's operation of the stop switch 120 becomes effective, and the number of reels 110 that the player must select is announced according to the winning type "Selection Replay".
[0483] For example, if the player wins one of the winning types "Choice Replay 1" to "Choice Replay 8", there are 8 choices, so the performance control means 334 displays "12 choices" as the initial value on the LCD display unit 124 in parallel with the freeze effect, then deletes "12 choices" and displays "8 choices". In this way, the player understands that they must select either the "Red BAR" symbol or the "Blue BAR" symbol for all reels 110. Also, if the player wins one of the winning types "Choice Replay 11" to "Choice Replay 14", there are 4 choices, so the performance control means 334 displays "12 choices" on the LCD display unit 124 in parallel with the freeze effect, then deletes "12 choices" and displays "8 choices", and then deletes "8 choices" and displays "4 choices". In this way, the player understands that they must select either the "Red BAR" symbol or the "Blue BAR" symbol for the middle reel 110b and the right reel 110c. Furthermore, if the winning type is "Selection Replay 21" or "Selection Replay 22", there are two choices, so the performance control means 334 displays "12 choices" on the LCD display unit 124 in parallel with the freeze performance, then deletes "12 choices" and displays "8 choices", then deletes "8 choices" and displays "4 choices", then deletes "4 choices" and displays "2 choices". In this way, the player understands that they must choose either the "Red BAR" symbol or the "Blue BAR" symbol for the right reel 110c. Furthermore, if the winning type is "Matching Replay", there is one choice, so the performance control means 334 displays "12 choices" on the LCD display unit 124 in parallel with the freeze performance, then deletes "12 choices" and displays "8 choices", then deletes "8 choices" and displays "4 choices", then deletes "4 choices" and displays "2 choices", and finally deletes "2 choices" and displays "1 choice". Thus, the player understands that they can choose either the "red BAR" symbol or the "blue BAR" symbol on all 110 reels.
[0484] In this way, when a player wins a "selection replay" in the winning area 25-39, the number of reels 110 that the player must select is announced during the freeze animation before the player's operation of the stop switch 120 becomes effective, allowing the player to estimate the type of win they have achieved. Furthermore, depending on the number of choices, the player can understand that there is a high probability of performing the correct color-press operation, thus increasing the player's expectations.
[0485] In this explanation, we have used an example where, when the winning type is "matching replay," the performance control means 334 displays "12 choices" on the LCD display unit 124 in parallel with the freeze effect, then deletes "12 choices" and displays "8 choices," then deletes "8 choices" and displays "4 choices," then deletes "4 choices" and displays "2 choices," and finally deletes "2 choices" and displays "1 choice." However, the explanation is not limited to this case. For example, the performance control means 334 may display "12 choices" on the LCD display unit 124 in parallel with the freeze effect, maintain the "12 choices" state, and have the player operate, and as a result, regardless of the symbols displayed on invalid line B1, an effect may be performed that makes it appear as if the correct color-pressing operation has been performed. Furthermore, the performance control means 334 may, in parallel with the freeze effect, display "12 choices" on the LCD display unit 124, maintain the "12 choices" state, and have the player operate the reels, and as a result, perform an effect that makes it appear as if the symbol displayed on invalid line B1 was an incorrect color-matching operation, and then perform a reversal effect such as reversing the rotation of the reels 110 to indicate that the color-matching operation was correct. In addition, when the winning type "matching replay" is won, it may be determined by lottery which of the effects to perform.
[0486] After a freeze animation determines the number of choices ("12 choices", "8 choices", "4 choices", "2 choices", "1 choice"), and the stop switch 120 becomes active, the player relies on their intuition to operate the stop switch 120 at the timing when they can pull in either the "red BAR" or "blue BAR" symbol on each reel 110. At this time, some players may want to know how their past color-matching correct operations have changed. For example, by referring to the history of correct color-matching operations in past color-matching games, they can understand the flow and bias of past correct color-matching operations, or they can assume that the most recent correct color-matching operation will not occur consecutively and perform an operation different from the most recent correct color-matching operation. Therefore, the history of correct color-matching operations in past color-matching games is displayed on the LCD display unit 124 as a history (history of correct color-matching operations).
[0487] When the command transmission means 316 on the main control board 200 transmits the result of the winning type lottery to the sub-control board 202, the performance control means 334 stores the result of the winning type lottery in the sub-RAM 202c, provided that the winning type is "Selection Replay" after the execution of the color guessing game has been decided. As a result of this winning type lottery, six rounds of the color guessing game are stored in the sub-RAM 202c, in the first to sixth storage areas, respectively. Therefore, when the execution of the color guessing game is decided and the winning type "Selection Replay" is newly selected, the result of the winning type lottery in the sixth storage area is deleted, the results of the winning type lottery in the first to fifth storage areas are shifted to the results of the winning type lottery in the second to sixth storage areas, and the result of the winning type lottery received from the main control board 200 is stored as the result of the winning type lottery in the first storage area. The performance control means 334 then displays the history of correct color-pressing operations based on the information in the sub-RAM 202c.
[0488] Figure 41 is an explanatory diagram illustrating the history of correct color-pressing operations. After the start of the next game following the end of a color-matching game (releasing the third stop button), when the player operates the performance switch 122 (confirmation operation), the performance control means 334 displays the history of correct color-pressing operations, including the correct color-pressing operations in the completed color-matching game and the correct color-pressing operations in the up to six previous color-matching games. For example, in the example in Figure 41(a), the correct color-pressing operations in the completed color-matching game, i.e., the previous color-matching game, are "red", "blue", and "red". This indicates that in the previous color-matching game, the player won a winning type "Selection Replay 3", for example, where the correct color-pressing operations were "red", "blue", and "red".
[0489] As described above, in this embodiment, when selecting either the "red BAR" or "blue BAR" symbol on a predetermined reel 110 results in a correct color-press operation, the performance control means 334 may prompt the player to operate the stop switch 120 at the timing when either the "red BAR" or "blue BAR" symbol can be drawn into the predetermined reel 110, thereby giving the impression that the correct symbol for the color-press operation is being notified to the player. In this case, although internally they are the same color, either the "red BAR" or "blue BAR" symbol is the symbol displayed by the correct color-press operation. Therefore, even if the color-pressing correct operation history shows that the correct color-pressing operation was "red", "blue", and "red", the winning type in the color-guessing game is not limited to the winning type "Selection Replay 3" where the correct color-pressing operation was "red", "blue", and "red", but could also be one of the winning types "Selection Replay 13" where the correct color-pressing operation was "common", "blue", and "red", a winning type "Selection Replay 21" where the correct color-pressing operation was "common", "common", and "red", or a winning type "Matching Replay" where the correct color-pressing operation was "common", "common", and "common".
[0490] In the color-pressing correct operation history in Figure 41(a), the correct color-pressing operation in the color-guessing game two rounds ago was "Red", "Red", "Red". This indicates that in the color-guessing game two rounds ago, one of the following winning types was selected: "Selection Replay 1", "Selection Replay 11", "Selection Replay 21", or "Matching Replay". Also, the correct color-pressing operation in the color-guessing game three rounds ago was "Blue", "Blue", "Red". This indicates that in the color-guessing game three rounds ago, one of the following winning types was selected: "Selection Replay 7", "Selection Replay 13", "Selection Replay 21", or "Matching Replay". Furthermore, the correct color-pressing operation in the color-guessing game four rounds ago was "Red", "Blue", "Blue". This indicates that in the color guessing game four rounds ago, one of the following winning types was selected: "Selection Replay 4", "Selection Replay 14", "Selection Replay 22", or "Matching Replay". Also, the correct color pressing operation in the color guessing game five rounds ago was "Red", "Blue", "Red". This indicates that in the color guessing game five rounds ago, one of the following winning types was selected: "Selection Replay 3", "Selection Replay 13", "Selection Replay 21", or "Matching Replay". Also, the correct color pressing operation in the color guessing game six rounds ago was "Red", "Red", "Blue". This indicates that in the color guessing game six rounds ago, one of the following winning types was selected: "Selection Replay 2", "Selection Replay 12", "Selection Replay 22", or "Matching Replay".
[0491] Here, as shown in Figure 41(a) for the history of correct color-pressing operations, the correct color-pressing operations for the past six color-matching games are displayed, allowing the player to visually see how their past correct color-pressing operations have changed.
[0492] Here, we have provided an example that only displays the correct color-matching operation, but it is not limited to this case. In each color-matching game, the type of winning outcome may be displayed in a way that allows the player to understand it. In addition, in each color-matching game, it may be possible to display whether or not the operation was performed by the correct color-matching operation, that is, whether or not the player was successful in guessing the color. For example, the background color may be changed to yellow if the player is successful and to gray if they are unsuccessful. Furthermore, the symbols that the player actually tried to stop on the invalid line B1 for each reel 110 may be displayed in a way that allows the player to understand what probability they have guessed the correct symbols in past color-matching games, and which reels 110 have a high success rate.
[0493] The color-pressing correct operation history shown in Figure 41(a) is displayed in a portion of the liquid crystal display unit 124, for example, in a relatively corner of the frame, so as not to interfere with other effects on the liquid crystal display unit 124, by operating the effect switch 122. At this time, the brightness or color tone of other effects may be lowered, and an indicator such as "History Displaying" may be displayed to emphasize that the color-pressing correct operation history is being shown. The color-pressing correct operation history is then deleted from the liquid crystal display unit 124 by operating the effect switch 122 again. The player can repeatedly display and hide the color-pressing correct operation history by operating the effect switch 122 at any time during gameplay. However, to suppress unnecessary display switching, if the effect switch 122 is operated a predetermined number of times consecutively while the game is not progressing (no other switches are pressed), the display of the color-pressing correct operation history may be restricted until the game progresses.
[0494] Furthermore, the history of correct color-matching operations, i.e., the contents of the first to sixth storage areas of the sub-RAM 202c, are reset when the power is turned on again. Therefore, after the reset, there is no history of past correct color-matching operations. In this case, the performance control means 334 does not retain the results of the winning type lottery in the first to sixth storage areas, so it displays "-" (hyphen), "·" (dot), " " (blank), etc. in the display fields from "1st time" to "6th time". Subsequently, each time the color-matching game is executed, the results of the winning type lottery are retained in the first storage area, and the performance control means 334 displays the history of correct color-matching operations starting from "1st time". When the color-matching game is played for the 6th time, all the history of correct color-matching operations will be filled in. With this configuration, the player can find out the results of the color-matching game executed after the reset, and can also find out the number of color-matching games executed after the reset (1, 2, 3, 4, 5, 6 or more times).
[0495] Here, when the winning type "Selection Replay" is selected and the color guessing game begins, as described above, the result of the winning type lottery in the 6th storage area of sub-RAM 202c is deleted, the results of the winning type lottery in the 1st to 5th storage areas are shifted to the results of the winning type lottery in the 2nd to 6th storage areas, and the received result of the winning type lottery is stored as the result of the winning type lottery in the 1st storage area. Also, when the winning type "Selection Replay" is selected and the color guessing game begins, a freeze effect is performed before the player's operation of the stop switch 120 becomes effective, and the effect control means 334 notifies the player of the number of reels 110 that the player must select, according to the winning type "Selection Replay" that resulted in the freeze effect. During such a freeze effect, the effect control means 334 hides the color-pressing correct operation history and disables the operation of the effect switch 122 in order to emphasize the notification of the number of reels 110 that the player must select. Therefore, if the player wins the "Selection Replay" type while the color-matching correct operation history is displayed, and the color-matching game begins, the displayed color-matching correct operation history will be deleted. The player can display the color-matching correct operation history again by operating the effect switch 122 after the freeze effect.
[0496] Then, after the number of reels 110 that the player must select is announced, when the player operates the performance switch 122, the performance control means 334 displays the color-matching correct operation history as shown in Figure 41(b), based on the information stored in the first to sixth storage areas of the sub-RAM 202c. Here, the results of the winning type lottery in the first to fifth storage areas are shifted to the results of the winning type lottery in the second to sixth storage areas, so it can be seen that the color-matching correct operation history from one to five times ago is displayed one row higher compared to Figure 41(a). Also, a "This Time" display field is formed at the top of the color-matching correct operation history. However, although the performance control means 334 is aware of the color-matching correct operation, it displays "???" as the color-matching correct operation until the color-guessing game, i.e., until the player completes the operation of the stop switch 120.
[0497] At this point, when the player operates the stop switch 120 and the third stop is completed, the performance state control means 314 determines whether the player has performed a correct color-matching operation, and if so, decides to proceed to the special zone. The performance control means 334 notifies the player that a correct color-matching operation has been performed and that the transition to the special zone has been decided. If the history of correct color-matching operations was displayed when the stop switch 120 made its third stop, the history of correct color-matching operations is temporarily deleted in order to emphasize whether the transition to the special zone has been decided as a result of the color-matching game. Then, after the third stop is completed, when the player operates the performance switch 122, the performance control means 334 displays "Correct Color-Matching Operation" in place of "???" in the display field shown in Figure 41(b), based on the information held in the first holding area.
[0498] Then, after the next game starts in response to the operation of the start switch 118, when the player operates the effect switch 122, the result of the current color guessing game is reflected in the color-pressing correct operation history as the result of the previous color guessing game. At this point, since the color guessing game has already ended, as shown in Figure 41(c), the display of "This time" is replaced with "1st time," and similarly, the displays of "1st time" to "5th time" are replaced with "2nd time" to "6th time." In this way, the color-pressing correct operation history is displayed with one additional color guessing game result compared to Figure 41(a). With this configuration, the player can find out the result of the color guessing game. Therefore, even if the player is unable to perform the color-pressing correct operation, they can use the result of this time as a reference for the next color guessing game.
[0499] As described above, the performance control means 334 does not display the correct color-press operation until the third stop is completed. However, since the performance control means 334 obtains the result of the winning type lottery from the main control board 200 when the start switch 118 is operated, it knows the correct color-press operation itself, that is, the symbol (symbol "Red BAR" or symbol "Blue BAR") that should be displayed on the active line B1 for each of the reels 110a, 110b, and 110c. In addition, since the performance control means 334 obtains information from the main control board 200 each time the stop switch 120 is operated, it can determine whether the symbol "Red BAR" or the symbol "Blue BAR" is displayed on the invalid line B1.Therefore, the performance control means 334 can determine for each reel 110 whether the symbol (symbol "Red BAR" or symbol "Blue BAR") that the player attempted to stop is the symbol that will be displayed by the correct color-press operation.
[0500] Therefore, in the slot machine 100, during the color-matching game, a correct answer notification is performed at the time of the first or second stop to inform the player whether the operation of the stop switch 120 performed by the player up to that point (first stop at the time of the first stop, and first and second stops at the time of the second stop) matches the correct color-matching operation.
[0501] Figure 42 is an explanatory diagram for explaining the correct answer notification effect. For example, suppose the winning type "Selection Replay 6" in the winning area 30 is selected by the winning type lottery. The correct color pressing operation is performed at the timing when the symbols "Blue BAR", "Red BAR", and "Blue BAR" can be drawn into reels 110a, 110b, and 110c, respectively. At this time, if the player operates the stop switch 120a at the timing when the symbol "Blue BAR" can be drawn into the left reel 110a, the reel control means 306 will stop the symbol "Blue BAR" on the left reel 110a on the invalid line B1. However, at the first stop stage, the reel control means 306 will stop either the "Red BAR" or the "Blue BAR" symbol on the invalid line B1, regardless of whether the player operates the stop switch 120a at the timing when either the "Red BAR" or the "Blue BAR" can be drawn into the reel. Therefore, at this point, the player cannot determine whether their operation on the left reel 110a was the correct operation to press the color button.
[0502] Here, if the player operates the effect switch 122 before operating the stop switch 120b, the effect control means 334 displays the color-matching correct operation history 138. In parallel with this, if the player operates the effect switch 122 for a predetermined time or longer (verification operation) (long press) before operating the stop switch 120b, the effect control means 334 will notify the player if the "blue BAR" symbol that stopped on the invalid line B1 is a correct color-matching operation by outputting a special sound (for example, "ping") from the speaker 128 or by displaying a predetermined image on the liquid crystal display unit 124, as shown in Figure 42(a). In this way, the player can grasp the intermediate status of whether or not the "blue BAR" symbol that stopped on the invalid line B1 at the first stop is a symbol that will be displayed by a correct color-matching operation, and can look forward to the next stop operation of the stop switch 120.
[0503] However, the performance control means 334 will only notify that the operation to pull in the "blue BAR" symbol that stopped on invalid line B1 was a correct color-matching operation, with a predetermined notification probability (for example, 50%). This is because if the system were to notify 100% of the time that the "blue BAR" symbol that stopped on invalid line B1 was a symbol that was displayed by a correct color-matching operation, then if the notification was not made, it would be confirmed that it was not a correct color-matching operation, and the player's motivation to play the subsequent color-matching game would decrease.
[0504] Next, when the player operates the stop switch 120b at the timing when they can pull in the "red BAR" symbol on the middle reel 110b, the reel control means 306 stops the "red BAR" symbol on the middle reel 110b on the invalid line B1. However, even at the second stop stage, the reel control means 306 stops either the "red BAR" or the "blue BAR" symbol on the invalid line B1, regardless of whether the player operates the stop switch 120b at the timing when they can pull in either the "red BAR" or the "blue BAR" symbol. Therefore, even at this point, the player cannot determine whether the combination of the "blue BAR" and "red BAR" symbols that stopped on the invalid line B1 is the symbol that will be displayed by the correct color-pressing operation. However, if the player operates (confirms) the performance switch 122 for a predetermined amount of time or longer before operating the stop switch 120c, the performance control means 334 will notify the player, with a predetermined notification probability, that the combination of the "blue BAR" and "red BAR" symbols that stopped on the invalid line B1 is a symbol that will be displayed by the correct color-pressing operation, as shown in Figure 42(b). In this way, the player can grasp the intermediate status of whether or not the combination of the "blue BAR" and "red BAR" symbols that stopped on the invalid line B1 at the second stop is a symbol that will be displayed by the correct color-pressing operation, and can look forward to the next stop operation of the stop switch 120.
[0505] In this system, determining whether the player's actions match the correct color-pressing actions requires the operation of the performance switch 122, and the system is designed to notify the player at the time of this operation. For example, even if the player operates the stop switch 120 while the history of correct color-pressing actions is displayed, the player will not be notified that their actions match the correct color-pressing actions. Therefore, by actively operating the performance switch 122 each time the stop switch 120 is operated, the player can determine whether their actions match the correct color-pressing actions.
[0506] In this case, if the player has not performed the correct color-matching operation at the third stop, the combination of three symbols, either "Blue BAR" or "Red BAR," will not line up in a straight line on invalid line B1. Therefore, the determination of whether or not the player has performed the correct color-matching operation (correct answer notification) is not performed at the third stop. However, it is also possible to determine whether or not the player has performed the correct color-matching operation at the third stop.
[0507] Furthermore, while this explanation uses an example where the color-guessing game is executed after the decision to execute it has been made and the winning type "Selection Replay" has been selected, the explanation is not limited to this case. For example, when the decision to execute the color-guessing game is made, the aforementioned simulated game may be performed, and only if the player correctly selects the color in the simulated game, that combination of symbols may be displayed on the invalid line B1.
[0508] Furthermore, in this explanation, we have described an example in a color-guessing game in which the player is instructed to display either the "Blue BAR" symbol or the "Red BAR" symbol on the invalid line B1 for each reel 110, and the performance control means 334 displays information indicating the correct color-pressing operation (first stop operation) in that color-guessing game as the correct color-pressing operation history. However, the first stop operation is not limited to this case; for example, it can also be the correct operation in a game in which the winning type "Bat Order Bell" in winning areas 4 to 19 is won. In this case, the player is instructed to operate the stop switch 120 in one of the batting order 1 to 6 with a predetermined number of choices (for example, 6 choices, 4 choices, 2 choices, or 1 choice), and the performance control means 334 may display the correct operation (first stop operation) in that game, for example, "123" if it is batting order 1, as the correct operation history. Furthermore, the type of winning combination may be displayed in a way that allows the player to understand it, or the player may be able to understand whether the actions they actually performed match the correct action pattern. For example, the background color could be changed to yellow if the correct action pattern was followed, and to gray if an action other than the correct action pattern was followed. Alternatively, the player's actions, such as "132" for batting order 2, could be displayed alongside the correct action pattern. With such a configuration, the player can understand the probability of performing the correct action pattern in past color-guessing games.
[0509] Also, here, after an operation has been performed on all stop switches (start of third stop or release of third stop), as an opportunity to notify information indicating a correct color pressing operation (first stop operation), the operation of the effect switch 122 was given as an example of a confirmation operation for explanation. However, this is not limited to such a case, and any switch that can be operated by the player (for example, start switch 118, stop switches 120a, 120b, 120c, settlement switch) can be adopted. Also, as a verification operation, the operation of the effect switch 122 continued for a predetermined time or more was given as an example for explanation. However, this is not limited to such a case, and any switch that can be operated by the player can be used, and if it is a switch different from the switch that is the target of the confirmation operation, it is not necessary to continue operating it for a predetermined time (no need to long-press).
[0510] <PUSH effect> By the way, as described above, the winning type lottery means 304 determines any one of a plurality of types of winning types including a selection winning type in which an operation in a predetermined operation mode is set as a winning condition for a predetermined winning combination by lottery of the winning type. Among the auxiliary effect execution means, for example, the effect control means 334 executes an auxiliary effect that notifies a predetermined operation mode through the liquid crystal display unit 124 when the selection winning type is won in the AT effect state. The predetermined operation mode is, for example, a correct operation mode.
[0511] The performance control means 334 may execute other performances in parallel with auxiliary performances. An example of other performances is the PUSH performance. The PUSH performance is a performance that prompts the player to take action and notifies whether or not a game benefit has been granted in response to that action. In the PUSH performance, in order to prompt the player to take action, an appearance performance (appearance video) is displayed in which an image prompting the player to take action (for example, an image with the word "PUSH" written on it) appears. The appearance performance may be, for example, an appearance performance (video) in which an image showing a predetermined performance switch appears, but it may not be limited to a performance switch, but may be an appearance performance (video) in which an image of any switch that the player can operate, such as a stop switch or a start switch, appears. In addition, in the appearance performance, the image prompting the player to take action may appear gradually over time, such as by increasing the area occupied on the liquid crystal display unit 124 or decreasing its transparency, or it may appear in stages.
[0512] Figures 43 and 44 illustrate the auxiliary and PUSH effects. When the start switch 118 is operated in the AT effect state and the winning type "batting order bell" is determined by the winning type lottery, the effect control means 334 displays an operation image indicating a predetermined operation pattern on the liquid crystal display unit 124, as shown in Figure 43(a). For example, the effect control means 334 displays a navigation image indicating the correct operation pattern as an operation image indicating a predetermined operation pattern, corresponding to the stop switch 120, on the liquid crystal display unit 124. For example, suppose the operation order of the correct operation pattern is stop switch 120c, stop switch 120b, stop switch 120a. In this case, the performance control means 334 displays an indicator 410 (for example, "1") indicating a first stop at a display position corresponding to stop switch 120c (right position in the image) as a navigation image, an indicator 412 (for example, "2") indicating a second stop at a display position corresponding to stop switch 120b (center position in the image) and an indicator 414 (for example, "3") indicating a third stop at a display position corresponding to stop switch 120a (left position in the image).
[0513] When the stop switch 120c for the first stop is pressed, the performance control means 334 displays a disappearance effect (disappearance video) for the indicator 410 that indicates the first stop, in response to the operation of the stop switch 120c, as shown in Figures 43(b), 43(c), and 43(d). For example, when the stop switch 120c is pressed, as shown in Figure 43(b), an image of the number "1" on the indicator 410 exploding appears as a disappearance effect. At this time, for example, an explosion image larger than the number "1" is displayed, covering the entire number "1" and making the number "1" disappear. Subsequently, as shown in Figure 43(c), the size of the explosion image on the indicator 410 gradually decreases, and finally, as shown in Figure 43(d), the explosion image on the indicator 410 also disappears.
[0514] After the first stop, when the stop switch 120b for the second stop is pressed, the performance control means 334 displays a disappearance effect in response to the operation of the stop switch 120b, as shown in Figures 43(e), 43(f), and 44(a), causing the operation image of the indicator 412 indicating the second stop to disappear. For example, when the stop switch 120b is pressed, as shown in Figure 43(e), an image of the number "2" on the indicator 412 exploding appears as a disappearance effect. At this time, for example, an explosion image larger than the number "2" is displayed, covering the entire number "2" and causing it to disappear. Subsequently, as shown in Figure 43(f), the size of the explosion image on the indicator 412 gradually decreases, and finally, as shown in Figure 44(a), the explosion image on the indicator 412 also disappears.
[0515] After the second stop, when the stop switch 120a for the third stop is pressed, the performance control means 334 displays a disappearance effect for the indicator 414 that indicates the third stop, in response to the operation of the stop switch 120a, as shown in Figures 44(b), 44(c), and 44(d). For example, when the stop switch 120a is pressed, as shown in Figure 44(b), an image of the number "3" on the indicator 414 exploding appears as a disappearance effect. At this time, for example, an explosion image larger than the number "3" is displayed, covering the entire number "3" and making it disappear. Subsequently, as shown in Figure 44(c), the size of the explosion image on the indicator 414 gradually decreases, and finally, as shown in Figure 44(d), the explosion image on the indicator 414 also disappears.
[0516] In Figures 44 and 45, the size of the explosion image gradually decreased over time. However, the size of the explosion image may change in stages. Also, the transparency of the explosion image may gradually or in stages increase over time. In this case, for example, the transparency of the explosion image may increase while the explosion image is diffused. Furthermore, the disappearance effect is not limited to a form that includes an explosion image; for example, the size of the numbers "1", "2", or "3" themselves may gradually or in stages decrease over time, and finally the numbers may disappear.
[0517] Here, the player typically presses the stop switch 120 and then releases their finger from the stop switch 120 without delay. For example, in the state shown in Figure 44(a), the player presses the stop switch 120a that performs the third stop (third stop press), and then releases their finger from the pressed stop switch 120a (third stop release). The performance control means 334 executes, for example, a disappearance effect of the indicator 414 that indicates the third stop at the timing of the third stop press. The time until the indicator 414 that indicates the third stop disappears due to the disappearance effect is sufficiently longer than the time from pressing the third stop to releasing the third stop when the third stop release is performed without delay after the third stop press.
[0518] The performance control means 334, in response to the release of the third stop button, executes a PUSH performance and displays an appearance performance that shows an image prompting the player to take action, as shown in the order of Figures 44(b), 44(c), and 44(d). The appearance image includes, for example, a contour image 420 and display information 422. The contour image 420 is, for example, an image showing the contour of a performance switch, but is not limited to a performance switch and may be an image showing the contour of any switch that prompts the player to take action. The display information 422 includes the display of at least one of letters, numbers, or symbols. The display information 422 is, for example, arranged within the area inside the contour image 420, but may also be arranged around the contour image 420.
[0519] For example, when the third stop release is performed, the performance control means 334 gradually displays a contour image 420 showing the outline of the performance switch as an appearance effect, as shown in Figure 44(b). For example, the transparency of the contour image 420 gradually or in steps decreases as time passes. Note that the method is not limited to the decrease in transparency of the contour image 420; for example, the size of the contour image 420 may gradually or in steps increase as time passes.
[0520] As described above, if the time until the third stop indicator 414 disappears due to the disappearance effect is sufficiently longer than the time from pressing the third stop button to releasing it, then, as shown in Figure 44(b), an explosion image of the third stop indicator 414 is displayed, and the contour image 420 gradually appears. The contour image 420 may overlap with the explosion image of the indicator 414 in part or in whole. Also, in the state shown in Figure 44(b), the display information 422 is not visible and is difficult to see (in other words, practically invisible). Note that "difficult to see" is not limited to the case where the display information 422 is not visible at all, but may also include the case where the characters, numbers, or symbols indicated by the display information 422 are visible with a transparency or size that makes them illegible.
[0521] After a predetermined time has elapsed since the start of the PUSH effect, as shown in Figure 44(c), the visibility of the contour image 420 improves (becomes higher) compared to Figure 44(b), and the display information 422 appears, making the display information 422 substantially visible. For example, the transparency of the display information 422 gradually or in steps decreases over time, causing the display information 422 to appear and become substantially visible. However, the method is not limited to the decrease in transparency of the display information 422; for example, the size of the display information 422 may gradually or in steps increase over time.
[0522] As shown in Figure 44(c), when the display information 422 becomes visible, the contour image 420 and the display information 422 are displayed, and the explosion image of the indicator 414 indicating the third stop is displayed smaller than in Figure 44(b). Note that "visible" is not limited to cases where the characters, numbers, or symbols indicated by the display information 422 appear with at least a degree of transparency or size that allows them to be read, but may also include cases where a display that can be inferred to be the display information 422 is slightly visible at the display position where the display information 422 appears. In the state shown in Figure 44(c), the explosion image, contour image 420, and display information 422 are displayed, but in this state, the explosion image and the contour image 420 may or may not overlap. If the explosion image and the contour image 420 do not overlap, the display information 422 is located within the contour image 420 and therefore does not overlap with the explosion image. Furthermore, if the explosion image and the contour image 420 overlap, the visibility of the display information 422 may be ensured by displaying it in a way that does not overlap with the explosion image.
[0523] Subsequently, as shown in Figure 44(d), once the explosion image of the indicator 414 indicating the third stop has disappeared, the display of the appearance effect triggered by the PUSH effect is completed, and an image prompting the player to take action (outline image 420 and display information 422) is displayed in its final display form. At this point, for example, a switch prompting the player to take action, such as a predetermined effect switch, is activated, and in response to the press of the switch, an effect is executed that notifies whether or not a desired game benefit has been granted.
[0524] As described above, both the first stage illustrated in Figure 44(b) and the second stage illustrated in Figure 44(c), which follows the first stage, display disappearance and appearance effects. As shown in Figures 44(b) and 44(c), the size of the explosion image in the second stage is smaller than that of the explosion image in the first stage, so the visibility of the disappearance effect in the second stage is lower than that of the disappearance effect in the first stage. On the other hand, as shown in Figures 44(b) and 44(c), the transparency of the appearance image in the second stage is lower than that of the appearance image in the first stage, so the visibility of the appearance image in the second stage is higher than that of the appearance image in the first stage.
[0525] In Figures 44(b) and 44(c), the visibility of the disappearance effect (e.g., explosion image) was reduced by decreasing its size. However, the method of reducing visibility is not limited to this example; for example, increasing the transparency of the disappearance effect may also be used. Also, in Figures 44(b) and 44(c), the visibility of the appearance effect (outline image 420 and display information 422) was improved by decreasing its transparency. However, the method of improving visibility is not limited to this example; for example, increasing the size of the appearance effect may also be used. Furthermore, since the disappearance effect is displayed in both the first and second stages, the second stage, where visibility is lower than in the first stage, indicates at least before the disappearance of the disappearance effect is complete.
[0526] In this way, by reducing the visibility of the disappearance effect while improving the visibility of the appearance effect, each effect can be displayed appropriately even when the disappearance and appearance effects are performed in parallel. For example, as shown in Figure 44(c), the display information 422 in the appearance effect becomes visible only after the visibility of the disappearance effect has decreased compared to Figure 44(b). Therefore, even when the disappearance and appearance effects are displayed in parallel, the player can appropriately recognize the display information 422. Also, as shown in Figure 44(b), in the first stage when the visibility of the disappearance effect is high, the display information 422 in the appearance effect is difficult to see, thus preventing the appearance effect from interfering with the effect of the disappearance effect.
[0527] Figures 45 and 46 illustrate the timing of the disappearance and appearance effects. In the AT effect state, when the start switch 118 is operated and the winning type "batting order bell" is determined by the winning type lottery, the effect control means 334 displays the indicator 410 for the first stop (e.g., "1"), the indicator 412 for the second stop (e.g., "2"), and the indicator 414 for the third stop (e.g., "3"). After the display of indicators 410, 412, and 414 is complete, the operation of the stop switch 120 is activated. Here, we will explain the third stop, in which the disappearance and appearance effects are displayed in parallel, and will omit the explanation of the first and second stops. In Figures 45 and 46, the downward-sloping line from "disappearance start" to "disappearance completion" represents the progress of the disappearance effect. Also, in Figures 45 and 46, the upward-sloping line from "appearance start" to "appearance completion" represents the progress of the appearance effect.
[0528] After the operation of the stop switch 120 is activated, as shown in Figure 45(a), when the third stop push operation is performed on the stop switch 120 that performs the third stop ("push" in Figure 45), the disappearance effect of the third stop indicator 414 begins ("disappearance begins" in Figure 45). After the third stop push operation, when the third stop release operation is performed ("release" in Figure 45), the appearance effect begins ("appearance begins" in Figure 45). In the example of Figure 45(a), before the disappearance of the third stop indicator 414 is completed ("disappearance completed" in Figure 45), the display information 422 in the appearance effect changes from a state where it is difficult to see to a state where it is visible ("visible" in Figure 45). In the example of Figure 45(a), the display information 422 becomes "visible" after some time has passed since "disappearance begins" and the visibility of the third stop indicator 414 has decreased. In the example in Figure 45(a), the state from "appearance start" to "visible" corresponds to the state in Figure 44(b), and the state from "visible" to "disappearance complete" in the example in Figure 45(a) corresponds to the state in Figure 44(c). Furthermore, in the example in Figure 45(a), the appearance of the appearance effect is completed after the disappearance of the third stop indicator 414 is completed ("disappearance complete" in Figure 45) ("appearance complete" in Figure 45). This allows for the proper execution of both the auxiliary effect and the PUSH effect.
[0529] In Figure 45(a), "Disappearance Complete" was followed by "Appearance Complete." However, as shown in Figure 45(b), if the timing of the third stop release operation is earlier than in Figure 45(a), "Disappearance Complete" and "Appearance Complete" may occur at the same time. This configuration also allows for the appropriate execution of both the auxiliary effect and the PUSH effect.
[0530] Furthermore, as shown in Figure 45(c), if the timing of the third stop release operation is earlier than in Figure 45(b), the "appearance completion" may occur before the "disappearance completion" timing. This configuration also allows for the appropriate execution of both the auxiliary effect and the PUSH effect.
[0531] Furthermore, as shown in Figure 45(d), if the timing of the third stop release operation is later than that in Figure 45(a), the timing of "disappearance complete" and "visible" may be the same. This configuration also allows for the appropriate execution of both the auxiliary effect and the PUSH effect.
[0532] Furthermore, as shown in Figure 46(a), if the timing of the third stop release operation is earlier than that in Figure 45(d), the "visible" state may occur after the "disappearance complete" timing. This configuration also allows for the appropriate execution of both the auxiliary effect and the PUSH effect.
[0533] Furthermore, as shown in Figure 46(b), if the timing of the third stop release operation is later than in Figure 46(a), the third stop release operation may occur after the "disappearance complete" timing, resulting in "appearance start." This configuration also allows for the appropriate execution of both the auxiliary effect and the PUSH effect.
[0534] In Figures 45(a) to 45(d) and 46(a) to 46(b), the relative timing of "disappearance completion" to the timings of "appearance start," "visibility," and "appearance completion" changed depending on the timing of the third stop release operation. However, assuming that the timing of the third stop release relative to the third stop press remains unchanged, the auxiliary effects and PUSH effects may be controlled to arbitrarily make the relative timing of "disappearance completion" different to the timings of "appearance start," "visibility," and "appearance completion." In this embodiment as well, the auxiliary effects and PUSH effects can be performed appropriately.
[0535] Furthermore, in Figures 45(a) to 45(d) and 46(a) to 46(b), the appearance effect was initiated in response to the release of the third stop button. However, as shown in Figure 46(c), the effect control means 334 may also initiate the disappearance effect of the third stop indicator 414 ("disappearance start") and the appearance effect ("appearance start") in response to the third stop button press operation. Note that in the example of Figure 46(c), the indicator becomes "visible" before "disappearance complete" and "appearance complete" after "disappearance complete". However, while initiating "appearance start" in response to the third stop button press operation, the relative timing of "disappearance complete" to the timing of "visible" and "appearance complete" may be arbitrarily made different, as shown in Figures 45(a) to 45(d) and 46(a) to 46(b). These embodiments also allow for the appropriate execution of both the auxiliary effect and the PUSH effect.
[0536] In this way, even when the auxiliary effect and the push effect are performed in parallel, if the visibility of the disappearing effect decreases, improving the visibility of the appearing effect makes it possible to display each of the auxiliary effect and the push effect appropriately.
[0537] In the above example, the appearance animation of the PUSH animation was displayed in parallel with the disappearance animation of the third stop indicator 414. However, the appearance animation is not limited to being displayed in parallel with the disappearance animation of the third stop indicator 414; it may also be displayed in parallel with the disappearance animation of the first stop indicator 410, or in parallel with the disappearance animation of the second stop indicator 412.
[0538] Furthermore, the above explanation used the example of an auxiliary effect being performed in parallel with a PUSH effect when a selected winning type is won in the AT effect state. However, in the AT effect state, when a so-called rare role is won, a predetermined effect (for example, a display of "!!!") may be performed to notify the player of the rare role win in order to prevent the rare role from being missed. Similar to the auxiliary effect, this predetermined effect for the rare role may also be a disappearance effect, such as making an image such as "!" disappear, and may be performed in parallel with the PUSH effect. Here, the entity that causes the auxiliary effect execution means to execute the auxiliary effect, or to execute a predetermined effect for notifying the player of the so-called rare role win and preventing it from being missed, and notifies the player of an operation mode that is advantageous to the player, is sometimes called the operation mode notification means. The operation mode notification means displays an operation image that indicates an operation mode that is advantageous to the player, not limited to the auxiliary effect, and displays a disappearance effect that makes the operation image disappear in response to the operation of the stop switch. For example, the operation mode notification means may display a disappearance effect that makes an image such as "!" disappear in the predetermined effect for the rare role. Furthermore, the operation mode notification means may reduce the visibility of the second stage disappearance effect compared to the first stage disappearance effect, and improve the visibility of the second stage appearance effect compared to the first stage appearance effect.
[0539] Furthermore, in the PUSH animation described above, as shown in Figures 44(b) to 44(d), the contour image 420 gradually appears, the display information 422 changes from a state where it is difficult to see to a state where it is visible, and the contour image 420 and the display information 422 are displayed in their final display form. However, the PUSH animation is not limited to an animation that is performed until the contour image 420 and the display information 422 are displayed in their final display form. For example, the PUSH animation may end and the contour image 420 may disappear before the contour image 420 gradually appears and the display information 422 becomes visible, or the PUSH animation may end and the contour image 420 and the display information 422 may disappear after the display information 422 becomes visible but before the display information 422 is displayed in its final display form. This allows the player to expect the contour image 420 and the display information 422 to be displayed in their final display form during the PUSH animation, thereby improving the gameplay experience. Furthermore, if the contour image 420 and display information 422 are not displayed in their final display form, the activation of switches that prompt the player to operate, such as effect switches, may be avoided.
[0540] Furthermore, the resulting image included a contour image 420 and display information 422. However, the resulting image is not limited to an embodiment that includes both the contour image 420 and the display information 422; it may include at least one of the contour image 420 and the display information 422.
[0541] In the explanation of Figures 43 to 46, the visibility of the disappearance effect was gradually reduced, and the visibility of the appearance effect was gradually improved. However, it is sufficient that the visibility of the disappearance effect at a predetermined second timing indicating the second stage, which is after the first stage, is reduced compared to the disappearance effect at a predetermined first timing indicating the first stage, and that the visibility of the appearance effect at a predetermined second timing indicating the second stage, which is after the first stage, is improved compared to the appearance effect at a predetermined first timing indicating the first stage.
[0542] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0543] Furthermore, although the above-described embodiment uses an example where there are three reels 110 (left reel 110a, middle reel 110b, right reel 110c), the method is not limited to this case and can also be applied to cases where there are four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels.
[0544] Furthermore, in the embodiment described above, the main control board 200 and the sub-control board 202 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be placed on the sub-control board 202, or the functions of the sub-control board 202 may be placed on the main control board 200. In addition, all functions can be combined and placed on a single control board.
[0545] Furthermore, in the embodiment described above, the game is played using tokens as game value, but the game value may also be electrical information (so-called tokenless). In this case, when a winning combination is achieved, the player can be given an amount of value corresponding to the winning combination as electrical information.
[0546] Furthermore, although the above-described embodiment was explained using an example of application to a slot machine 100, it can also be applied to a game machine, a so-called pachinko machine, which comprises a game board formed in a game area through which game balls flow, a large prize opening provided in the game area into which game balls can enter, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means that, when predetermined conditions are met, controls the opening / closing member to open and close and executes a large prize game consisting of multiple rounds in which the large prize opening is opened.
[0547] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be processed chronologically in the order shown in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of symbols]
[0548] 100 slot machines (gaming machines) 110 Reels 118 Start switch 120 Stop switch 122 Performance Switch 124 LCD display section 128 speakers 304. Method of drawing winners by type 306 Reel control means 314 Performance State Control Means 334 Performance control means
Claims
[Claim 1] A method for determining one of several types of winning categories by a winning category lottery, A reel control means that controls the rotation of multiple reels, each with multiple types of patterns arranged on them, in response to the operation of a start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a stop switch corresponding to one of the rotating reels, A means for executing auxiliary effects that assist in winning specific roles, A payout control means that pays out game value based on the winning combination, A means for controlling the performance to execute the performance, Equipped with, Multiple reels include the first reel, the second reel, and the third reel. As for the aforementioned winning types, there are multiple types of selective winning types in which multiple types of minor roles are won simultaneously. Each of the multiple types of selection and winning categories has a set correct operation method. There are selected winning types in which the operation method of stopping the second reel first is the correct operation method, and in selected winning types in which the operation method of stopping the third reel first is the correct operation method, but there are no selected winning types in which the operation method of stopping the first reel first is the correct operation method. The reel control means, in a game in which the selected winning type is won, When the stop operation is performed in the correct operation mode corresponding to the selected winning type, the reels are controlled to stop so that a small win occurs that pays out a game value greater than the game value bet for one game. In any of the above-mentioned selected winning types, if a stop operation is performed using a first incorrect operation, which is a different operation from the correct operation that corresponds to the above-mentioned selected winning type, and which is the first incorrect operation that stops the first reel, the reels are controlled to stop in such a way that a small win is always awarded that pays out a game value less than the game value bet for one game. In the case of the second incorrect operation among the aforementioned incorrect operation modes, where the second reel or the third reel is stopped first, the reels are controlled to stop such that, depending on the timing of the stop operation, there are cases where a small win is awarded that pays out a game value less than the game value bet for one game, and cases where no win is awarded. The aforementioned performance control means is The memory unit stores information suggesting a specific operation, A gaming machine capable of notifying the aforementioned information in response to a confirmation operation after all of the aforementioned stop switches have been operated.
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