Gaming machine
The gaming machine addresses gameplay bias by varying the expected value of stop operations between specific and non-specific sequences, ensuring fairness by making non-specific sequences less favorable, thus encouraging optimal play.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- OLYMPIA KK
- Filing Date
- 2022-02-03
- Publication Date
- 2026-06-02
AI Technical Summary
Existing gaming machines with instruction functions for assisting winning combinations introduce a bias in gameplay value based on the order of stop operations, allowing players to exploit strategies that reduce gameplay consumption, necessitating measures to ensure fairness.
A gaming machine with an instruction function that provides assistance in winning a prize, featuring a first and second state where the expected value of acquiring game value differs based on the order of reel stop operations, discouraging non-specific stop sequences by making them less favorable compared to specific sequences.
Ensures fairness in gameplay by incentivizing players to perform stop operations in a specific order, thereby balancing gameplay value acquisition across different sequences.
Smart Images

Figure 0007868838000001 
Figure 0007868838000002 
Figure 0007868838000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, gaming machines (rotary gaming machines, slot machines) having a plurality of reels with symbols arranged on their outer peripheral surfaces have been known. This type of gaming machine assigns a certain gaming value to gaming media such as medals and pachinko balls, and conducts a game to obtain such a gaming value. In addition, this type of gaming machine performs an internal lottery and starts the rotation of a plurality of reels upon the player's rotation start operation, and controls to stop the plurality of reels in a manner corresponding to the result of the internal lottery upon the player's stop operation. The result of the game is determined by the symbol combination displayed on the winning determination line in the state where the plurality of reels have stopped, and payouts such as medals are made according to the result of the game.
[0003] In recent years, by providing instruction information for assisting the winning of small winning combinations where gaming values are paid out upon winning, the winning probability of small winning combinations is varied, and a gaming machine having an instruction function to make it easier to obtain gaming values such as medals in an AT state where instruction information can be provided has been well received.
[0004] Regarding a gaming machine having such an instruction function, a method is known in which a bias is given to the expected value of obtaining a gaming value according to the order of the stop operation, thereby providing a large difference in the performance of obtaining a gaming value between a normal game in which the provision of instruction information is not permitted and an auxiliary game in which the provision of instruction information is permitted (see Patent Document 1).
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] By the way, if there is a bias in the expected value of gameplay depending on the order of stopping operations, a strategy element is inherent in which players can intentionally select an operation order with a high expected value of gameplay to reduce the consumption of gameplay value during normal gameplay, and measures are needed to ensure fairness in the game.
[0007] This invention has been made in view of the above circumstances, and its purpose is to provide a gaming machine that can guarantee fairness in gaming. [Means for solving the problem]
[0008] The present invention relates to a gaming machine having an instruction function that provides instruction information to assist in winning a prize, comprising: a plurality of reels on which multiple types of symbols are arranged on their outer surfaces; an internal lottery means that performs an internal lottery to determine whether a prize is won or lost; a reel control means that rotates the plurality of reels for each game and controls the rotating reels to stop in a manner corresponding to the result of the internal lottery when a stop operation is triggered; a prize determination means that determines whether a prize has been won based on the fact that, when the plurality of reels are stopped, a combination of symbols indicating a predetermined winning form for each prize is displayed on the active line; and a first state and a second state that can be set, and an instruction function that assists in winning a predetermined prize in the second state by the instruction function. The present invention relates to a gaming machine comprising control means, wherein in a specific operation sequence in which a specific reel among the plurality of reels is stopped first, the expected value of acquiring game value is lower than in a non-specific operation sequence in which a reel other than the specific reel among the plurality of reels is stopped first, and the instruction function control means performs control such that, in a game in the first state, if the stop operation is performed in the non-specific operation sequence, the processing related to the instruction function in that game is less favorable than if the stop operation is performed in the specific operation sequence, and if the stop operation is performed in the specific operation sequence, the processing related to the instruction function in the next game is more favorable than if the stop operation is performed in the non-specific operation sequence.
[0009] In this invention, when stopping operations are performed in a non-specific order, it is easier to acquire game value than when stopping operations are performed in a specific order. Furthermore, in the first state of gameplay, if stopping operations are performed in a non-specific order, it is disadvantageous in the current game compared to when stopping operations are performed in a specific order, and it is also relatively disadvantageous in the next game compared to when stopping operations are performed in a specific order. In other words, in the first state, a situation is created in which the processing related to the instruction function is disadvantageous for two games due to stopping operations in a non-specific order, thus providing the player with a strong incentive to stop operations in a specific order in the first state. Thus, in this invention, the game method of stopping operations in a non-specific order, which makes it easier to acquire game value, is discouraged, and therefore the fairness of the game can be ensured. [Brief explanation of the drawing]
[0010] [Figure 1] This is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a perspective view showing the internal configuration of the housing of a gaming machine according to an embodiment of the present invention. [Figure 3] This is a diagram illustrating the functional block of a gaming machine according to an embodiment of the present invention. [Figure 4] This is a diagram illustrating the internal lottery table in a gaming machine according to an embodiment of the present invention. [Figure 5] This figure illustrates the manner in which minor prizes are awarded in a gaming machine according to an embodiment of the present invention. [Figure 6] This figure illustrates the winning patterns for minor roles and replays in a gaming machine according to an embodiment of the present invention. [Figure 7] This figure illustrates the arrangement of symbols on the reels in a gaming machine according to an embodiment of the present invention. [Figure 8] This diagram illustrates the relationship between the order in which the stop buttons are pressed and the winning combinations in a gaming machine according to an embodiment of the present invention. [Figure 9] This diagram illustrates the relationship between the order in which the stop buttons are pressed and the winning combinations in a gaming machine according to an embodiment of the present invention. [Figure 10]It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 11] It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 12] It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 13] It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 14] It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 15] It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 16] It is a transition diagram of the game state in the gaming machine according to an embodiment of the present invention. [Figure 17] It is a transition diagram of the effect state in the gaming machine according to an embodiment of the present invention. [Figure 18] It is a transition diagram of the game section in the gaming machine according to an embodiment of the present invention. [Figure 19] It is a flowchart showing an example of a process for realizing a method of stop control in the gaming machine according to an embodiment of the present invention. [Figure 20] It is a diagram comparing the expected values of the ball payout rates for each game state in the gaming machine according to an embodiment of the present invention. [Figure 21] It is a flowchart showing an example of a process for realizing a method of adjusting the degree of advantage according to the order of stop operations in the gaming machine according to an embodiment of the present invention.
Embodiments for Carrying Out the Invention
[0011] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are essential constituent elements of the present invention.
[0012] 1. Structure Figure 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention. Figure 2 is a perspective view showing the internal configuration (excluding the reel unit) of a gaming machine according to an embodiment of the present invention.
[0013] The gaming machine of this embodiment is a type of gaming machine that uses tokens as the game medium, and is commonly known as a slot machine or reel-type gaming machine.
[0014] The gaming machine of this embodiment houses a reel unit consisting of a first reel R1 to a third reel R3 (multiple reels) within a box-shaped enclosure consisting of a storage box BX, an upper front door UD, and a lower front door DD. Below the reel unit storage space PS inside the storage box BX is a power supply unit EU, which incorporates a power supply and is equipped with various switches such as a power switch ES, a setting change key cylinder KS, and a setting change button BS, as well as a hopper unit HP, which serves as a medal dispensing device. The hopper unit HP includes a medal storage tank MT for storing medals used in the game, a dispensing motor consisting of a stepping motor (not shown), and a rotating disc (not shown) pivotally supported by the dispensing motor. The rotating disc is driven to rotate by the dispensing motor, allowing medals to be dispensed one at a time. Furthermore, when the amount of medals stored in the medal storage tank MT reaches a certain level, the hopper unit HP sends the excess medals to the cash box CB. Furthermore, within the casing of the gaming machine of this embodiment, for example, a main board MAIN is mounted above the reel unit storage space PS, and a sub-board SUB is mounted to the side of the reel unit storage space PS. These control boards (main board MAIN, sub-board SUB) are equipped with a CPU (an example of calculation means), ROM (an example of an information storage medium), RAM (an example of a temporary storage means), etc., to control the operation of the gaming machine. In this embodiment, a setting change key cylinder KS and a setting change button BS are provided on the power supply unit EU, but the setting change key cylinder KS and the setting change button BS may also be provided on the surface of the main board MAIN.
[0015] The first to third reels R1 to R3 shown in Figure 1 are each divided into 20 regions (each region referred to as a "frame") at regular intervals on their outer surface, and one of several types of patterns is arranged in each frame. The first to third reels R1 to R3 are pivotally supported by a stepping motor (reel driving means: not shown) and are rotationally driven around the axis of the stepping motor. By controlling the number of pulses and pulse width of the stepping motor's drive pulses, they are designed to be stopped in frame units (units of predetermined rotation angle and predetermined rotation amount). In other words, in the gaming machine of this embodiment, the stepping motor rotates the first to third reels R1 to R3 in response to drive pulses supplied from the control board, and when a drive pulse for full-phase excitation is supplied from the control board, the rotation of the stepping motor stops, and the first to third reels R1 to R3 stop as a result.
[0016] The upper front door UD and the lower front door DD are designed to open and close independently. The upper front door UD is equipped with a display window DW that allows observation of the rotation and stopped states of the first reel R1 to the third reel R3. When the first reel R1 to the third reel R3 are stopped, three symbols (upper, middle, and lower) that are arranged consecutively on the outer surface of each of the multiple types of symbols arranged at regular intervals on the outer surface of each of the first reel R1 to the third reel R3 can be observed from the front of the gaming machine through the display window DW.
[0017] Furthermore, in the gaming machine of this embodiment, each reel is provided with an upper, middle, and lower display position for observing the symbols through the display window DW, and the active line is set by the combination of the display positions of each reel. In this gaming machine of this embodiment, the number of tokens required for one game, the so-called prescribed number of tokens, is set to 3, and when tokens equivalent to the prescribed number of tokens are inserted, the active line L1, which consists of the middle position of the first reel R1, the lower position of the second reel R2, and the upper position of the third reel R3, is activated.
[0018] The game result is determined by the combination of symbols that stop on the active lines in the display window DW. If the combination of symbols on the active lines corresponds to a predetermined winning combination, the winning combination is considered to have been achieved, and medals are dispensed from the hopper unit HP.
[0019] The upper front door UD is equipped with a game information display unit DS and a section indicator SEC. The game information display unit DS consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or acquired in one game, and the total number of medals paid out or acquired in BB state. The section indicator SEC (an example of a specific notification means) notifies whether the player is in an advantageous section and AT state by turning the built-in LEDs on and off.
[0020] Furthermore, the upper front door UD is equipped with a liquid crystal display (LCD) for displaying game effects. This LCD displays various videos (or images) to assist or enhance the gameplay. In addition, in this embodiment of the gaming machine, multiple speakers SP are provided on the upper front door UD and the lower front door DD for displaying game effects. These speakers SP output various sounds to assist or enhance the gameplay.
[0021] Furthermore, the lower front door DD is equipped with various operating means. These operating means include a bet button (insertion means) B0 for inserting credited (stored) tokens, a start lever (game start means) SL for initiating the game by rotating the first reel R1 to the third reel R3, and stop buttons (stopping means) B1 to B3 for initiating the game by stopping each of the first reel R1 to the third reel R3, which are rotated by stepping motors.
[0022] In this embodiment of the gaming machine, when a player inserts a medal into the medal slot MI or presses the bet button B0, the machine is set to a ready state where rotation control of the first reel R1 to the third reel R3 can be started. When the player presses the start lever SL, the control board starts the rotation of the first reel R1 to the third reel R3 by driving the stepping motor, and an internal lottery is performed using random values. Once the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, the operation of pressing the stop buttons B1 to B3 is permitted (activated).
[0023] Subsequently, when the player presses stop buttons B1 to B3 at any time, the stop switches (stop signal output means: for example, a photosensor, a continuity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 are activated, changing the reel stop signal input to the control board from the off state to the on state.
[0024] Furthermore, when the player releases stop buttons B1 to B3 at any time, the stop switches corresponding to each of the stop buttons B1 to B3 turn off, changing the reel stop signal input to the control board from the ON state to the OFF state.
[0025] The control board then stops the first reel R1 to the third reel R3 at a stopping position corresponding to the result of an internal lottery, based on the change in the reel stop signal state from the off state to the on state, which changes in response to the timing of pressing and releasing the stop buttons B1 to B3.
[0026] Furthermore, a medal payout slot MO and a medal receiving tray MP are provided at the bottom of the lower front door DD, and the number of medals corresponding to the game result are dispensed from the hopper unit HP through the medal payout slot MO to the medal receiving tray MP. When medals are dispensed according to the game result, if medal credit (internal storage) is permitted, some or all of the dispensed medals are credited up to the credit limit (50 medals in this embodiment), and the display value of the credit indicator, which consists of a 7-segment display on the game information display unit DS, is changed in accordance with the change in the number of medal credits.
[0027] Figure 3 is a functional block diagram of the gaming machine according to this embodiment.
[0028] The gaming machine of this embodiment is controlled by a gaming control means (main board MAIN and sub-board SUB) 100. The gaming control means 100 is powered by the operation of the power switch ES, which supplies power from the power supply unit EU, and receives input signals from input means such as a medal insertion switch 210, a bet switch 220, a start switch 230, a stop switch 240, a setting change permission switch 250, and a setting change switch 260. It performs various calculations to execute the game and controls the operation of output means such as a reel unit 310, a hopper unit (payout device) HP, a display device 330, and an audio device 340 based on the calculation results. The functions of the gaming control means 100 are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and software consisting of a given program pre-stored in ROM, etc.
[0029] The game control means 100 includes a setting change means 103, an input acceptance means 105, a random number generation means 110, an internal lottery means 120, a reel control means 130, a prize determination means 140, a payout control means 150, a replay processing means 160, a game state control means 170, an AT control means 175 (an example of an instruction function control stage), a communication control means 177, a performance control means 180, a game information storage means 190a, and a performance information storage means 190b. In this embodiment, the setting change means 103, input acceptance means 105, random number generation means 110, internal lottery means 120, reel control means 130, prize determination means 140, payout control means 150, replay processing means 160, game state control means 170, AT control means 175, and communication control means 177 are realized by the CPU of the main board MAIN executing various programs, and the performance control means 180 is realized by the CPU of the sub-board SUB executing various programs. Furthermore, the game information storage means 190a is composed of the main ROM and main RAM mounted on the main board MAIN, and the performance information storage means 190b is composed of the sub-ROM and sub-RAM mounted on the sub-board SUB. Furthermore, the various programs executed by the CPU of the main board MAIN are stored in the main ROM of the game information storage means 190a, and the various programs executed by the CPU of the sub-board SUB are stored in the sub-ROM of the performance information storage means 190b.
[0030] The setting change means 103 controls the change of setting values stored in the setting value storage area 1913 provided in the main RAM of the game information storage means 190a. In this embodiment, depending on the state of the setting change permission switch 250 when the power is turned on, it is possible to switch between starting in game mode and starting in setting change mode. When the setting key is inserted into the setting change key cylinder KS and the setting key is turned clockwise from the initial position, the signal state of the setting change permission switch 250 becomes ON. When the power switch ES is activated in this state and power is supplied from the power supply unit EU, the setting change means 103 starts the game machine in setting change mode. In this embodiment, it is possible to select a setting value from six setting values from setting 1 to setting 6, and the probability of winning the internal lottery changes so that the expected value of the payout rate increases from setting 1 to setting 6. In this embodiment, the setting values are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.
[0031] Furthermore, in the setting change mode, when the setting change button BS is pressed, the setting change switch 260 is activated. The setting change means 103 receives an input signal from the setting change switch 260 and changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and confirms the setting value based on the game start signal from the start switch 230, which is activated when the start lever SL is pressed. The confirmed setting value is then stored in the setting value storage area 1913. In this embodiment, the signal state of the setting change permission switch 250 is changed to the off state by returning the setting key inserted into the setting change key cylinder KS to its initial position, thereby transitioning from the setting change mode to the game mode.
[0032] In this embodiment, when the power is turned on with the setting change key cylinder KS in its initial position, the gaming machine is started in game mode based on the fact that the signal state of the setting change permission switch 260 is off. In this embodiment, in game mode, the game can be played, but the setting values cannot be changed, and in setting change mode, the setting values can be changed, but the game cannot be played.
[0033] Furthermore, in the setting change mode, the setting change means 103 performs an initialization process to initialize the information stored in a predetermined storage area of the main RAM of the game information storage means 190a. In particular, with respect to the main RAM of the game information storage means 190a, the information stored in the lottery flag storage area 1915, the game state storage area 1916, the performance state storage area 1918, the high probability counter 1919, the AT stock count counter 1920, the AT game count counter 1921, the clear counter 1922, and the ceiling counter 1924 is initialized by the initialization process in the setting change mode. More specifically, the game information storage means 190a's main RAM has memory areas other than the lottery flag memory area 1915, game state memory area 1916, performance state memory area 1918, high probability counter 1919, AT stock count counter 1920, AT game count counter 1921, clear counter 1922, and ceiling counter 1924 designated as information retention areas, and the information stored in these memory areas of the main RAM other than the information retention areas is initialized. For this reason, in the main RAM, the setting value memory area 1913 and the credit information memory area 1914 are designated as information retention areas, and the information stored in these memory areas is retained without being initialized by the initialization process in setting change mode.
[0034] The coin insertion receiving means 105 accepts the insertion of coins for each game and, based on the insertion of a prescribed number of coins (3 coins), performs a process to activate the game start operation on the start lever SL (game start operation means). In this embodiment of the game machine, the first press of the start lever SL, which has been activated based on the insertion of a prescribed number of coins, is accepted as the game start operation, which triggers the rotation of the first reel R1 to the third reel R3 and also triggers the execution of an internal lottery.
[0035] In this embodiment of the gaming machine, when a medal is inserted into the medal slot MI, the medal insertion switch 210 is activated, and the insertion reception means 105 sets the inserted medals to the inserted state, up to a predetermined number. In this embodiment of the gaming machine, the credit information storage area 1914 provided in the main RAM of the game information storage means 190a can store (store) up to 50 medals as credits. When the bet button B0 is pressed while medals are stored as credits in the gaming machine, the bet switch 220 is activated, and the insertion reception means 105 sets the medals stored as credits in the credit information storage area 1914 to the inserted state, up to a predetermined number.
[0036] The random number generation means 110 is a means for generating random numbers for drawing lots. The random numbers can be generated, for example, by a 16-bit random number circuit that generates 65,536 random numbers from 0 to 65,535 without repetition within one cycle. In this embodiment, "random numbers" include not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.
[0037] The internal lottery means 120 is a means for performing an internal lottery to determine whether a winning combination is achieved based on a start signal from a start switch 230, which is activated by the player's game start operation on the start lever SL (the first press operation on the activated start lever SL), and performs lottery table selection processing, random number determination processing, lottery flag setting processing, and the like.
[0038] In the lottery table selection process, it is determined which of the multiple internal lottery tables stored in the main lottery table storage area 1910 provided in the main ROM of the game information storage means 190a will be used to perform the internal lottery. In the game machine of this embodiment, three types of internal lottery tables (internal lottery table 1 to internal lottery table 3) as shown in Figure 4 are stored in the main lottery table storage area 1910. In each internal lottery table, various roles such as replays, small wins, and bonuses, as well as misses (failures), are associated with each of the multiple random values (for example, 65,536 random values from 0 to 65,535). In this embodiment, for each of the six setting values, three types of internal lottery tables are prepared, and the probability of obtaining some winning patterns in the internal lottery differs depending on the setting value, and the correspondence between roles and random values is set so that the expected value of the payout rate increases as the setting value increases.
[0039] In this embodiment of the gaming machine, there are three types of small wins: small win 1 to small win 38. As shown in Figures 5 and 6, the winning patterns for these small wins are as follows: batting order bell group a (batting order bell a3 to batting order bell a6), batting order bell group b (batting order bell b3 to batting order bell b6), batting order bell group c (batting order bell c3 to batting order bell c6), batting order bell group d (batting order bell d3 to batting order bell d6), special win group a (special win 1 to special win 3), special win group b (special win 4 to special win 11), common bell a, common bell b, common single win, cherry a, cherry b, JAC1, and JAC2.
[0040] Furthermore, in the gaming machine of this embodiment, replays 1 to 4 are provided as replays, and as shown in Figure 6, replay a and replay b are set as replay winning patterns.
[0041] Furthermore, in the gaming machine of this embodiment, the probability of winning a minor role is the same in internal lottery table 1 and internal lottery table 2, the probability of winning a replay is higher in internal lottery table 2 than in internal lottery table 1, replays are not included in the lottery in internal lottery table 3, and the lottery method for minor roles in internal lottery table 3 is different from that of internal lottery table 1 and internal lottery table 2, and the probability of winning a minor role is higher in internal lottery table 3 than in internal lottery table 1 and internal lottery table 2.
[0042] Furthermore, in the gaming machine of this embodiment, a Big Bonus (BB) is provided as a bonus, and the Big Bonus (BB) is subject to drawing in the internal drawing table 1.
[0043] Furthermore, in the gaming machine of this embodiment, the game state can be set to normal state, BB established state, and BB state, and in the lottery table selection process, one of internal lottery tables 1 to 3 is selected as the internal lottery table to be used for internal lottery depending on the game state.
[0044] In this embodiment, the probability of winning bonuses and replays does not change depending on the setting value, but the probability of winning some minor roles changes depending on the setting value, with the probability of winning JAC1 and JAC2 increasing as the setting value increases.
[0045] In the random number determination process, based on the start signal from the start switch 230, a random number value (random number for drawing) is obtained from the random number generation means 110 for each game, and the internal drawing table stored in the main drawing table storage area 1910 provided in the main ROM of the game information storage means 190a is referenced to determine whether or not a winning combination has been achieved based on the obtained random number value.
[0046] In the lottery flag setting process, based on the result of the random number determination process, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state). In the gaming machine of this embodiment, if two or more roles are won simultaneously, the lottery flag corresponding to each of the two or more roles that were won simultaneously is set to a winning state. The lottery flag setting information is stored in the lottery flag storage area 1915 provided in the main RAM of the game information storage means 190a.
[0047] Furthermore, in the gaming machine of this embodiment, there are two types of lottery flags: one that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and another that resets to a non-winning state regardless of whether a win is achieved, without carrying over the winning state to subsequent games (carry-over non-flag). The former carry-over flag is associated with the Big Bonus (BB), while the latter carry-over non-flag is associated with the Small Win and Replay. In the lottery flag setting process, for example, if a Big Bonus (BB) is won in the internal lottery, the winning state of the Big Bonus (BB) lottery flag is carried over until a Big Bonus (BB) is achieved. At this time, the internal lottery means 120 also performs an internal lottery to determine the win or loss of Small Wins and Replays, even in games where the winning state of the Big Bonus (BB) lottery flag has been carried over. In other words, in the lottery flag setting process, in a game where the winning state of the bonus lottery flag associated with the carryover flag has been carried over, if a small win or replay is won, the lottery flags corresponding to two or more types of wins, consisting of the bonus lottery flag that has already been won and the small win or replay lottery flag that was won in the internal lottery, are set to the winning state.
[0048] The reel control means 130, based on a start signal from the start switch 230 which is activated when the player operates the start lever SL to start playing, starts the rotation drive of the first reel R1 to the third reel R3 with a stepping motor, and controls the operation to enable the stopping operation by pressing the stop buttons B1 to B3 (stop operation means) corresponding to the reels that are rotating steadily at a predetermined speed (approximately 80 rpm: a rotation speed of approximately 80 rotations per minute), and also controls the first reel R1 to the third reel R3, which are being rotated by the stepping motor, in a manner corresponding to the setting state of the lottery flag (result of the internal lottery).
[0049] Then, when the stop operation for stop buttons B1 to B3 is enabled, the reel control means 130, upon activation of the stop switch 240 by the player pressing stop buttons B1 to B3, supplies a drive pulse for full-phase excitation to the stepping motor of the reel unit 310 based on the reel stop signal from the stop switch 240, thereby controlling the stopping of each reel from the first reel R1 to the third reel R3.
[0050] In other words, each time one of the stop buttons B1 to B3 is pressed, the reel control means 130 determines the stopping position of the reel corresponding to the pressed button among the first reel R1 to the third reel R3, and controls the reel to stop at the determined stopping position. In this gaming machine, pressing stop button B1 corresponds to the operation to stop the first reel R1, pressing stop button B2 corresponds to the operation to stop the second reel R2, and pressing stop button B3 corresponds to the operation to stop the third reel R3. In other words, in this gaming machine, if the order in which the stop buttons B1 to B3 are pressed changes, the stopping order of the first reel R1 to the third reel R3 changes. In this embodiment, among the first reels R1 to the third reels R3, the stop operation corresponding to the first reel to stop is referred to as the first stop operation, the stop operation corresponding to the second reel to stop is referred to as the second stop operation, and the stop operation corresponding to the last reel to stop is referred to as the third stop operation. The stop of the reel corresponding to the first stop operation may be referred to as the first stop, the stop of the reel corresponding to the second stop operation as the second stop, and the stop of the reel corresponding to the third stop operation as the third stop. In this embodiment, the order of stop operations that first stops the first reel R1 (an example of a specific reel) may be referred to as the recommended batting order (an example of a specific operation order), and the order of stop operations that first stops the second reel R2 or the third reel R3 may be referred to as the irregular batting order (an example of a non-specific operation order).
[0051] Furthermore, in the gaming machine of this embodiment, for the first reel R1 to the third reel R3, the rotating reel corresponding to the pressed stop button stops within 190ms from the time the stop buttons B1 to B3 are pressed. When stopping the rotating reels within 190ms from the time the stop button is pressed, the stopping position of each rotating reel is determined within a range of 0 to 4 frames (a predetermined pull-in range) from the time the stop button is pressed until the reel stops. The reel control means 130 controls the rotating reel corresponding to the pressed stop button so that, on the outer surface of the rotating reel corresponding to the pressed stop button, if the symbol corresponding to the winning combination in the internal lottery is located within a range of 0 to 4 frames relative to the display position on the active line at the time the stop button is pressed, the symbol corresponding to the winning combination for which the lottery flag is set to a winning state is displayed at the display position on the active line.
[0052] In this embodiment, as shown in Figure 7, the red 7 symbol a "red7a", red 7 symbol b "red7b", BAR symbol a "BARa", BAR symbol b "BARb", special symbol "SP", replay symbol "RP", bell symbol a "BLa", bell symbol b "BLb", watermelon symbol "WM", and cherry symbol "CH" are arranged on the outer circumferential surfaces of the first reels R1 to the third reels R3 that constitute the reel unit 310. When drawing symbols that are within 4 frames from the press detection position onto the active line, symbols arranged at intervals of 4 frames or less on the outer circumferential surface of each reel can be displayed on the active line regardless of the press detection position, which is the position of the reel at the time the stop switch 240 is activated (when the press of the stop button is detected). In this embodiment, the press detection position is the upper display position of each reel.
[0053] Furthermore, in the gaming machine of this embodiment, the reel unit 310 is equipped with a reel index 315 which is a photosensor, and the reel control means 130 can monitor the current rotation state of the reel by determining the rotation angle (number of rotation steps of the rotation axis of the stepping motor) from the reference position of the reel (the frame detected by the reel index 315) based on the reference position signal detected by the reel index 315 each time the reel rotates once. In other words, the reel control means 130 can obtain the position of the reel when the stop switch 240 is activated by determining the rotation angle of the reel from the reference position.
[0054] Furthermore, the reel control means 130 determines the stopping position of the rotating reel by referring to the stop control table stored in the stop control table storage area 1911 provided in the main ROM of the game information storage means 190a.
[0055] In the stop control table, the correspondence between the pressed position (the position of the reels at the time the stop switch 240 is activated, or the time the stop button is pressed) and the actual stop position is set according to the setting of the lottery flag. In addition, the stop control table may also set a correspondence between the pressed position and the number of sliding frames, which indicates the amount of rotation from the pressed position to the actual stop position, according to the setting of the lottery flag.
[0056] Furthermore, in the gaming machine of this embodiment, priority is set for small wins, replays, and bonuses in the order of "replay > bonus" and "small win > bonus," and the stop control table is set so that a stop position including the symbols that constitute the winning pattern of the highest priority win is selected according to the priority assigned to each win.
[0057] Furthermore, in the gaming machine of this embodiment, in the stop control table that is referenced when multiple types of small wins are set to a winning state in the internal lottery, there are two cases in which the stop position is set according to the number of symbol combinations that can be displayed on the active line to indicate a winning form (number priority control), and the stop position is set according to the number of medals paid out based on the predetermined payout for the small win (payout priority control). When the stop position is set according to the number of symbol combinations that can be displayed on the active line to indicate a winning form, the stop position relative to the press detection position is set so that the stop position that allows for a larger number of symbol combinations that can be displayed on the active line to indicate a winning form is given priority. When the stop position is set according to the number of medals paid out, the stop position relative to the press detection position is set so that the stop position that allows for a larger number of medals paid out based on the payout for the small win corresponding to the symbol displayed at the display position on the active line (a stop position that allows for the winning of a small win with a high payout) is given priority. However, when the stopping position is set according to the number of medals dispensed, if there are multiple stopping positions with the same number of medals dispensed, the priority of each stopping position is treated as the same and the stopping position is set relative to the press detection position. Similarly, when the stopping position is set according to the number of symbol combinations indicating winning patterns that can be displayed on the active line, if there are multiple stopping positions with the same number of symbol combinations indicating winning patterns that can be displayed on the active line, the priority of each stopping position is treated as the same and the stopping position is set relative to the press detection position.
[0058] Then, in the internal lottery, when a batting order bell belonging to any of the following is selected, such as batting order bells a3 to a6 (an example of a specific winning pattern), batting order bells b3 to b6 (an example of a specific winning pattern), batting order bells c3 to c6 (an example of a specific winning pattern), or batting order bells d3 to d6 (an example of a specific winning pattern), the stop control table is referenced, and as shown in Figures 9 and 10, the correct batting order (an example of a specific operation pattern) is set for each batting order bell.
[0059] In the stop control table referenced when any batting order bell is won, the stop position relative to the press detection position is set so that if stop buttons B1 to B3 are pressed in the correct batting order, a 9-coin prize (an example of a correct prize) is awarded. If stop buttons B1 to B3 are pressed in a different order than the correct batting order, the stop position relative to the press detection position is set so that there are cases where a 1-coin prize (an example of an incorrect prize) is awarded, or where no prize is awarded (a missed prize). In Figures 9 and 10, "1-coin prize (1 / 2)" means that there is a 1 / 2 probability of winning a 1-coin prize in that press order, and a 1 / 2 probability of missing a prize. Also, in Figures 9 and 10, "1-coin prize (1 / 4)" means that there is a 1 / 4 probability of winning a 1-coin prize in that press order, and a 3 / 4 probability of missing a prize.
[0060] Furthermore, when a bell is won in each batting order, if the batting order is correct, the symbols that make up the winning combination of 9 coins are preferentially displayed on the active line due to payout priority control, and if the pressing order is different from the correct batting order, the symbols that make up the winning combination of 1 coin are preferentially displayed on the active line due to quantity priority control, with the stop position set in each stop control table relative to the press detection position.
[0061] In this embodiment, for the batting order bell group a (an example of the first group) and batting order bell group b (an example of the first group), the correct batting order is only valid when the game is in a BB (Big Bonus) state. In the normal state, if a batting order bell is won, even if the stopping operation is performed according to the correct batting order, there is a 1 / 2 probability of winning a 1-coin prize and a 1 / 2 probability of missing a prize. In other words, in the normal state, for the batting order bell group a and batting order bell group b, even if the stopping operation is performed in a manner that allows for the winning of a 9-coin prize in the BB state, the stopping position is determined by quantity priority control to avoid winning the 9-coin prize. On the other hand, for the batting order bell group c (an example of the second group) and batting order bell group d (an example of the second group), the correct batting order is valid in both the normal state and the BB state, and in either game state, the stopping position is determined by payout priority control to prioritize the winning of the 9-coin prize in the correct batting order.
[0062] Furthermore, in the stop control table, which is referenced when a special role belonging to either group a (special role 1 to special role 3) or group b (special role 4 to special role 11) is won in the internal lottery, the stop position relative to the press detection position is set so that a single small role is awarded regardless of the manner in which the stop operation is performed. When the stop operation is performed in the order in which the first reel R1 is stopped first, a unique stop pattern corresponding to the type of special role can appear.
[0063] Furthermore, in the stop control table referenced when common bell a or common bell b is won in the internal lottery, the stop position relative to the press detection position is set so that a 9-coin payout is awarded, and when each common bell is won, a 9-coin payout is guaranteed regardless of the manner in which the stop operation is performed. However, in the stop control table referenced when common bell a or common bell b is won in the normal state, the awarding of a 9-coin payout is avoided by quantity priority control regardless of the manner in which the stop operation is performed, and a 1-coin payout is guaranteed. In other words, in this embodiment, when common bell a or common bell b is won in the BB (Big Bonus) state, a 9-coin payout is awarded, and when common bell a or common bell b is won in the normal state, a 1-coin payout is awarded.
[0064] Furthermore, in the stop control table that is referenced when a common single-coin win is achieved through internal lottery, the stop position relative to the press detection position is set to ensure that a single-coin win is awarded. Therefore, when a common single-coin win is achieved, a single-coin win is guaranteed regardless of how the stop operation is performed.
[0065] Furthermore, in the stop control table referenced when Cherry A is won in the internal lottery, the stop position relative to the press detection position is set so that one of the single-coin small wins, small wins 14, 32, 33, 36, and 38, is given priority in awarding either small win 14, small win 32, or small win 33. Therefore, when Cherry A is won, a single-coin small win will always be awarded regardless of how the stop operation is performed.
[0066] Furthermore, in the stop control table referenced when cherry b is won in the internal lottery, the stop position relative to the press detection position is set so that the three-coin small win, small win 7, is given priority over the one-coin small win, small win 36. Therefore, when cherry b is won, there are cases where the three-coin small win is awarded, and cases where neither win is awarded.
[0067] Furthermore, in the stop control table referenced when JAC1 is won in the internal lottery, the stop position relative to the button press detection position is set so that a 9-coin payout is guaranteed. In the stop control table referenced when JAC2 is won in the internal lottery, the stop position relative to the button press detection position is set so that a 1-coin payout is guaranteed.
[0068] Furthermore, regarding the winning patterns for various replays such as replay a and replay b, the stop position relative to the press detection position is set so that one of the replays included in the winning pattern will always result in a win, regardless of the type of stop operation.
[0069] Furthermore, regarding the Big Bonus (BB), it can only be awarded if it is won alone in the normal state. When a BB is established, there are no misses, and a minor role or replay with a higher priority than the Big Bonus (BB) is always awarded at the same time. Therefore, the stop control table is set to prevent the Big Bonus (BB) from being awarded by setting the stop position relative to the button press detection position.
[0070] The prize determination means 140 performs a prize determination process to determine whether or not a winning combination has been achieved based on the stopping patterns of the first reel R1 to the third reel R3. Specifically, while referring to the prize determination table stored in the prize determination table storage area 1912 provided in the main ROM of the game information storage means 190a, it determines whether or not the combination of symbols displayed on the active line when all of the first reel R1 to the third reel R3 have stopped is a predetermined winning combination. The prize determination table is then prepared so that, as shown in Figures 10 to 15, it can determine whether or not a Big Bonus (BB), Replay 1 to Replay 4, and Small Win 1 to Small Win 38 have been achieved based on the combination of symbols displayed on the active line when each reel has stopped.
[0071] In this embodiment of the gaming machine, if a winning combination is achieved based on the result of the winning determination means 140, a winning process is executed. For example, if a minor winning combination is achieved, the payout control means 150 performs a medal payout process; if a replay is achieved, the replay processing means 160 performs a replay process; and if a bonus is achieved, the game state control means 170 performs a game state transition process to change the game state.
[0072] The payout control means 150 performs payout control processing related to the payout of medals according to the game result. Specifically, when a minor win occurs, it determines the number of medals to be paid out in the game based on the predetermined payout for each win, and controls the hopper unit HP (payout device) to pay out the number of medals corresponding to the determined payout.
[0073] The hopper unit HP dispenses the number of medals specified by the dispensing control means 150. The hopper unit HP is equipped with a dispensing medal detection switch 325 that operates each time a medal is dispensed, and the dispensing control means 150 is configured to manage the number of medals actually dispensed from the hopper unit HP based on the input signal from the dispensing medal detection switch 325.
[0074] If medal credit storage (storage storage) is permitted, instead of actually dispensing medals by the hopper unit HP, a credit addition process is performed to virtually dispense medals by adding the number of payouts to the number of credits (number of medals stored as credits) stored in the credit information storage area 1914 of the main RAM of the game information storage means 190a.
[0075] The replay processing means 160 performs a replay process (re-play process) when a replay is awarded, which sets the machine to the same preparation state as the previous game without requiring the player to insert any tokens they possess for the next game. In other words, in the gaming machine of this embodiment, when a replay is awarded, an automatic insertion process is performed in which a number of tokens equivalent to the prescribed number required to play the next game is automatically inserted without using the player's tokens (including credit tokens), and the machine waits for the next game start operation by pressing the start lever SL with the number of active lines corresponding to the prescribed number of tokens inserted set.
[0076] As shown in Figure 16, the game state control means 170 performs a game state transition process to transition the game state between the normal state, the BB (Big Bonus) established state, and the BB state. In this embodiment, information indicating the current game state is stored in the game state storage area 1916 provided in the main RAM of the game information storage means 190a. The conditions for transitioning game states may be one condition or multiple conditions. If multiple conditions are defined, the game state can be transitioned to another game state based on the fulfillment of one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions.
[0077] The normal state is the initial state among several types of game states, and it is possible to transition from the normal state to the BB established state or the BB state. Specifically, if a Big Bonus (BB) is won in the normal state but the Big Bonus (BB) is not awarded, the game transitions to the BB established state, and if a Big Bonus (BB) is won in the normal state and the Big Bonus (BB) is awarded, the game transitions to the BB state. In the normal state, the internal lottery is conducted by referring to internal lottery table 1, one of the internal lottery tables 1 to 3 shown in Figure 4, in which the probability of winning a replay is set to approximately 1 / 7.3 or higher and the Big Bonus (BB) is set as the target of the lottery.
[0078] The BB (Big Bonus) state is a game state that is entered when, in the normal state, a Big Bonus (BB) is selected in the internal lottery but is not awarded. In this state, an internal lottery is conducted referring to Internal Lottery Table 2, one of the Internal Lottery Tables 1 to 3 shown in Figure 4, where the probability of winning a replay is higher than that of Internal Lottery Table 1, so no misses (failures) occur, and the Big Bonus (BB) is excluded from the lottery.
[0079] Furthermore, in the Big Bonus (BB) state, the lottery flag corresponding to the Big Bonus (BB) remains in a winning state until the Big Bonus (BB) is awarded. In this embodiment, since the symbol combination indicating the winning form of the Big Bonus (BB) is not displayed on the active lines in the Big Bonus (BB) state, once the game state transitions to the Big Bonus (BB) state, it will not transition to the Big Bonus (BB) state again.
[0080] The BB state is a game state that is entered when a combination of symbols indicating a Big Bonus (BB) win is displayed on an active payline. Of the internal lottery tables 1 to 3 shown in Figure 4, internal lottery is performed by referring to internal lottery table 3, which has a different method of drawing small wins than internal lottery table 1 and internal lottery table 2.
[0081] Furthermore, in the BB state, the game state control means 170 determines whether the termination condition has been met based on the total number of medals dispensed during gameplay in the BB state. If it is determined that a predetermined number of medals (for example, 83 medals) has been dispensed, the game state control means 170 terminates the BB state and returns the game state to the normal state. In this embodiment, the count information regarding the number of medals dispensed in the BB state is stored in the game state storage area 1916.
[0082] As shown in Figure 17, the AT control means 175 changes the performance state between several types of performance states, including the initial performance state, the normal performance state (an example of the first state), and the AT state (an example of the second state). Under predetermined conditions, it sets the performance state to the AT state, determines whether the termination condition of the AT state is met based on the value of the AT stock counter 1920 and the value of the AT game counter 1921, and controls the AT state to terminate when the termination condition of the AT state is met. In this embodiment, information indicating the current performance state is stored in the performance state storage area 1918 provided in the main RAM of the game information storage means 190a. Furthermore, in this embodiment, when the game is in AT state, the AT control means 175 displays information corresponding to the correct batting order (an example of instruction information) on the main display unit 300, which consists of a 7-segment display provided on the game information display unit DS, when a batting order chance role or batting order bell is won, thereby providing correct batting order notification to assist in winning 9-coin small wins (small wins 3 to 6). Additionally, the performance control means 180 displays an image corresponding to the correct batting order on the liquid crystal display LCD when a batting order chance role or batting order bell is won, providing a prize-winning assistance performance to assist in winning 9-coin small wins (small wins 3 to 6). This allows for assist time gameplay, where medals are easier to acquire than when the game is in the initial performance state or normal performance state. In this embodiment, the function for executing assist time gameplay in the advantageous section is the instruction function, and the processing that affects the execution of assist time gameplay is the processing related to the instruction function.
[0083] Furthermore, as shown in Figure 18, the AT control means 175 allows setting a normal section (non-advantageous section) and an advantage section. In the normal section, the performance state is fixed to the initial performance state, and a lottery for transitioning to the advantage section is conducted. If the lottery for transitioning to the advantage section is won, the advantage section is started, and the performance state can be set to the AT state, provided that the system is in the advantage section.
[0084] The AT control means 175 then performs a lottery for transitioning to the advantageous section when the performance state is in the normal state or the BB established state during gameplay in the normal section. In the normal state, the lottery for transitioning to the advantageous section is performed based on whether the winning combination obtained through internal lottery is one of the following: special role group a + BB, special role group b, batting order bell group a, batting order bell group b, batting order bell group c, batting order bell group d, common bell a, common bell b, cherry a + BB, cherry b, common 1-coin role + BB, and normal replay a. In the normal state, there are cases where the winning combination obtained is a Big Bonus (BB) on its own, but in that case, the lottery for transitioning to the advantageous section is not performed. In the BB established state, the lottery for transitioning to the advantageous section is performed based on whether the winning combination obtained through internal lottery is one of the following: special role group a, special role group b, batting order bell group a, batting order bell group b, batting order bell group c, batting order bell group d, common bell a, common bell b, cherry a, cherry b, common 1-coin role, and normal replay a. When a Big Bonus (BB) is established, there is a possibility of obtaining the normal replay b winning pattern, but in that case, the advantageous section transition lottery is not performed.
[0085] In the advantageous section transition lottery, the random values obtained for the internal lottery are compared with the advantageous section transition lottery table stored in the main lottery table storage area 1910, and it is determined whether or not the advantageous section transition lottery has been won (advantageous section win) based on the comparison result. In the advantageous section transition lottery table, random values for the internal lottery that are associated with the winning patterns that trigger the execution of the advantageous section transition lottery are assigned as either a win or a loss. If the random values obtained for the internal lottery are associated with the winning patterns that trigger the execution of the advantageous section transition lottery, and are also associated with a win in the advantageous section transition lottery table, it is determined that the advantageous section transition lottery has been won.
[0086] Then, when the AT control means 175 wins the advantageous section transition lottery in the normal section, it performs the advantageous section transition process based on the fact that it won the advantageous section transition lottery, starts the advantageous section from the next game after the game in which the advantageous section transition lottery was won, and sets the performance state to the normal performance state.
[0087] In this embodiment, two lottery modes, a low probability mode and a high probability mode, can be set as the lottery mode for AT lottery in the normal performance state. When in the normal performance state, the game remains in one of these lottery modes, and when transitioning from the performance state to the normal performance state, the lottery mode is set to the low probability mode. A game that transitions from the performance state to the normal performance state is a game in which the advantageous section transition lottery is won, or a game in which the AT state ends in the advantageous section. In a game in which the advantageous section transition lottery is won, the lottery mode is set to the low probability mode as part of the advantageous section transition process, and in a game in which the AT state ends in the advantageous section, the lottery mode is set to the low probability mode as part of the process of returning the performance state to the normal performance state.
[0088] Alternatively, a mode determination lottery may be performed when the game is in the normal performance state, and the lottery mode may be determined according to the result of the mode determination lottery. The mode determination lottery can be implemented, for example, by obtaining one of the random values from 0 to 255 in association with the stop operation corresponding to the third stop of the game that transitions the performance state to the normal performance state, and obtaining either a low probability win or a high probability win associated with these random values as the lottery result, setting the lottery mode to low probability mode if it is a low probability win, and setting the lottery mode to high probability mode if it is a high probability win. Alternatively, the winning patterns of the advantageous section transition lottery may be set to two types, for example, a low probability win and a high probability win, and the advantageous section transition process may determine whether to transition to the low probability mode or the high probability mode. In this case, if the result of the advantageous section transition lottery is a low probability win, the lottery mode can be set to low probability mode in the advantageous section transition process, and if the result of the advantageous section transition lottery is a high probability win, the lottery mode can be set to high probability mode in the advantageous section transition process.
[0089] The AT control means 175 performs an AT lottery (an example of processing related to the instruction function) when the game state is in a BB (Big Bonus) state and the performance state is in a normal performance state during the advantageous period. Specifically, the AT lottery is performed based on the fact that the internal lottery has obtained one of the winning patterns of the following: order bell group a, order bell group b, order bell group c, order bell group d, special role group a, special role group b, cherry a, cherry b, common bell a, common bell b, common single role, normal replay a, or normal replay b. In this embodiment, the AT lottery is not performed when the game state is in a normal state or a BB state. However, the system may be configured to perform the AT lottery in at least one of the cases where the game state is in a normal state and when the game state is in a BB state.
[0090] In the AT lottery, when a winning pattern that triggers the execution of the AT lottery is obtained, a random value in the range of 0 to 255 is acquired. The acquired random value is compared with the AT lottery table stored in the main lottery table storage area 1910, and it is determined whether or not the AT lottery has been won according to the comparison result. In the AT lottery table, AT wins or losses are assigned to the random values for the AT lottery, and it is determined that the AT lottery has been won if the acquired random value is associated with an AT win in the AT lottery table. In this embodiment, the probability of obtaining an AT win differs between the low probability mode and the high probability mode, with the probability of obtaining an AT win being set higher in the high probability mode than in the low probability mode. In this embodiment, the AT lottery is performed after the third stop, and the lottery mode for the AT lottery is determined by the value of the high probability counter 1919.
[0091] Furthermore, in this embodiment, when a winning pattern that triggers the execution of the AT lottery is obtained, the AT lottery is executed on the condition that the order of the stopping operations is the recommended batting order. For this reason, even if a winning pattern that triggers the execution of the AT lottery is obtained, the AT lottery will not be executed if the order of the stopping operations is an irregular batting order. Alternatively, the AT lottery may be made executable regardless of the order of the stopping operations, and the result of the AT lottery may be invalidated based on the fact that the order of the stopping operations is an irregular batting order. Thus, in this embodiment, the recommended batting order in which the first reel R1 is stopped first is treated more favorably with respect to the AT lottery than the irregular batting order in which the second reel R2 or the third reel R3 is stopped first.
[0092] Furthermore, the AT control means 175, in the normal performance state, performs a process to update the value of the high probability counter 1919 under predetermined conditions (an example of a process related to the instruction function), and transitions the AT lottery mode between the low probability mode and the high probability mode.
[0093] Specifically, during gameplay in the normal performance state, at the third stop, it is determined whether the stopping order was the recommended order. If it was the recommended order, a predetermined value of "1" is added to the high probability counter value of 1919. In other words, if the stopping order is irregular during the normal performance state, the predetermined value of "1" is not added to the high probability counter value of 1919.
[0094] Furthermore, in normal gameplay, if the stopping order is the recommended order, the value of the high probability counter 1919 is reset to its initial value of "0" after the AT lottery is performed and before adding the predetermined value "1" to the high probability counter 1919. In normal gameplay, if the stopping order is an irregular order, the value of the high probability counter 1919 is reset to its initial value of "0" without performing the AT lottery. In other words, the process of resetting the value of the high probability counter 1919 to its initial value of "0" is performed as a process at the third stop, regardless of whether the stopping order is the recommended order or an irregular order.
[0095] In this embodiment, the lottery mode is determined by the value of the high probability counter 1919 during the normal performance state. Specifically, if the value of the high probability counter 1919 is the initial value "0", the lottery mode is determined to be the low probability mode, and if the value of the high probability counter 1919 is not the initial value "0" (i.e., if the value of the high probability counter 1919 is "1"), the lottery mode is determined to be the high probability mode.
[0096] Thus, the AT control means 175 performs a process to set the lottery mode for the next game to the high probability mode based on the fact that the order of stopping operations during normal gameplay is the recommended order. The recommended order of stopping the first reel R1 first is treated more favorably in terms of transitioning to the high probability mode than an irregular order of stopping the second reel R2 or the third reel R3 first. In this embodiment, since a process of adding a predetermined value "1" to the value of the high probability counter 1919 is performed when the third reel is stopped, the AT lottery is performed at least before this process. In this embodiment, since it is possible to determine whether or not the first stop operation is the recommended order, the AT lottery may be performed on the condition that the first stop is the recommended order, and the process of adding a predetermined value "1" to the value of the high probability counter 1919 may be performed after the AT lottery has been performed.
[0097] In this embodiment, when transitioning from the performance state to the normal performance state, the AT control means 175 sets a predetermined value "1024" to the ceiling counter 1924 and performs a process (an example of a process related to the instruction function) in which a subtraction value corresponding to the result of the internal lottery is subtracted from the value of the ceiling counter 1924 each time a game is played in the normal performance state.
[0098] The AT control means 175 then controls the transition of the performance state from the normal performance state to the AT state based on whether the result of the AT lottery is an AT win or whether the value of the ceiling counter 1924 reaches the initial value "0". Furthermore, based on the decision to transition to the AT state, the AT control means 175 adds a fixed value of "1" to the AT stock counter 1920, and when the performance state is transitioned to the AT state upon the end of a game in which the conditions for transitioning to the AT state have been met (a game in which an AT win lottery result was obtained or a game in which the value of the ceiling counter 1924 reaches the initial value "0"), it subtracts a fixed value of "1" from the AT stock counter 1920 and sets a value of "30", which corresponds to the number of games played that constitutes the end condition of the AT state, to the AT game counter 1921.
[0099] The AT control means 175 then causes an assist time game to be played based on the performance state being the AT state, and each time an assist time game is played, a fixed value "1" equivalent to one game is subtracted from the value of the AT game counter 1921. In this embodiment, when a batting order bell belonging to batting order bell group a, batting order bell group b, batting order bell group c, or batting order bell group d is won in the AT state, a correct batting order notification and prize-winning assistance performance is performed to notify the correct batting order.
[0100] In this embodiment, when the AT control means 175 notifies the correct batting order for the batting order bell, the operation instruction number corresponding to the correct batting order corresponding to the winning batting order bell ("03" (batting order 3), "04" (batting order 4), "05" (batting order 5), "06" (batting order 6)) is displayed on the main display 300.
[0101] Furthermore, when the performance state is in the AT state during the advantageous section, the AT control means 175 performs an additional win lottery (an example of processing related to the instruction function) based on whether a special role group a, special role group b, cherry a, cherry b, common bell a, or common bell b has been won in the internal lottery. In the additional win lottery, when a winning pattern that triggers the execution of the additional win lottery is obtained, a random value in the range of 0 to 255 is obtained, and the obtained random value is compared with the additional win lottery table stored in the main lottery table storage area 1910 to determine whether or not the additional win lottery has been won according to the comparison result. In the additional win lottery table, an additional win or a loss is assigned to the random value for the additional win lottery, and it is determined that the additional win lottery has been won when the random value obtained for the additional win lottery is associated with an additional win in the additional win lottery table. In this embodiment, the AT control means 175 adds a constant value "1" to the AT stock counter 1920 based on the fact that an additional win lottery result has been obtained in the additional win lottery.
[0102] Then, when the value of the AT game counter 1921, which is deducted by a fixed amount each time an assist time game is played in the AT state, reaches its initial value of "0", the AT control means 175, if the number of AT stocks > 0, deducts a fixed value of "1" from the value of the AT stock counter 1920 and resets the value of the AT game counter 1921 to "30" to continue the AT state. If the number of AT stocks = 0, the AT control means 175 determines that the termination condition has been met because the number of AT games = 0 and the number of AT stocks = 0, and returns the performance state to the normal performance state.
[0103] In this embodiment, the AT control means 175 sets the value of the clear counter 1922 provided in the main RAM of the game information storage means 190a to the initial value "0" during the advantageous section transition process. In the advantageous section, the value of the clear counter 1922 is updated according to the difference in the number of medals in each game. The value corresponding to the number of medals paid out (for example, "15" if 15 medals were paid out, and "0" if no winning combinations were achieved and no payouts were made) is subtracted by the number of medals inserted into the game (3 medals) to obtain the calculation result for the difference in the number of medals in that game. This calculation result is then added to the value of the clear counter 1922 in an update process. The AT control means 175 also determines that the conditions for ending the advantageous section have been met if the value of the clear counter 1922 exceeds a threshold (for example, 2400). The value of the clear counter 1922 is controlled so that it does not fall below the initial value of "0". For example, if the value of the clear counter 1922 at the start of the game is "2", and as a result of playing the game, no winning combinations are achieved and no medals are paid out, the calculation result of the difference in medals for that game will be "-3". Adding this calculation result to the value of the clear counter 1922 would fall below the initial value of "0", but the updated value of the clear counter 1922 is set to the initial value of "0" as the lower limit for counting. In addition, if a replay is achieved during the game, the game in which the replay was achieved is treated as if a medal equivalent to the prescribed number of medals for that game was paid out, and the difference in medals is calculated accordingly. For the next game, which is provided free of charge due to the replay, even if no actual medals are inserted, it is treated as if a medal equivalent to the prescribed number of medals for that game was inserted, and the difference in medals is calculated accordingly.
[0104] Furthermore, during the advantageous period, unless the conditions for ending the advantageous period are met, the clear counter 1922 will be updated even if a transition occurs in the game state or performance state.
[0105] Furthermore, the AT control means 175 performs initialization processing to initialize the information stored in a predetermined storage area of the main RAM of the game information storage means 190a based on the end of the advantageous period. In particular, with respect to the main RAM of the game information storage means 190, the information stored in the performance state storage area 1918, the high probability counter 1919, the AT stock count counter 1920, the AT game count counter 1921, the clear counter 1922, and the ceiling counter 1924 is initialized by the initialization processing that accompanies the end of the advantageous period. More specifically, storage areas other than the performance state storage area 1918, the high probability counter 1919, the AT stock count counter 1920, the AT game count counter 1921, the clear counter 1922, and the ceiling counter 1924 in the main RAM of the game information storage means 190a are designated as information holding areas, and the information stored in storage areas other than the information holding areas of the main RAM is initialized. Therefore, when initialization processing is performed due to the end of the advantageous period, unlike when initialization processing is performed in setting change mode, in addition to the setting value storage area 1913 and the credit information storage area 1914, the lottery flag storage area 1915 and the game state storage area 1916 are also designated as information retention areas, and the information stored in these storage areas is retained without being initialized by the initialization processing due to the end of the advantageous period. When initialization processing is performed due to the end of the advantageous period, the performance state is initialized to the initial performance state, and the values of the high probability counter 1919, AT stock count counter 1920, AT game count counter 1921, clear counter 1922, and ceiling counter 1924 are initialized to their initial values (for example, 0), and the game returns to the normal period.
[0106] In this embodiment, when the advantageous section ends, an initialization process is performed to return to the normal section. Therefore, if the value of the clear counter 1922 exceeds a threshold while in the AT state, the initialization process accompanying the end of the advantageous section forces each AT state to terminate and the performance state is initialized to the initial performance state. At the same time, the values of the high probability counter 1919, AT stock counter 1920, AT game counter 1921, clear counter 1922, and ceiling counter 1924 are initialized to their initial values (for example, 0). Similarly, if the value of the clear counter 1922 exceeds a threshold while in any other performance state, the initialization process accompanying the end of the advantageous section forces the currently in-game performance state to terminate and the performance state is initialized to the initial performance state. At the same time, the values of the high probability counter 1919, AT stock counter 1920, AT game counter 1921, clear counter 1922, and ceiling counter 1924 are initialized to their initial values (for example, 0). In this embodiment, the performance state is not initialized by turning the power on / off. However, if the system is started in setting change mode, and initialization processing is performed in setting change mode, the performance state will be initialized to the initial performance state, and the values of the high probability counter 1919, AT stock counter 1920, AT game counter 1921, clear counter 1922, and ceiling counter 1924 will be initialized to their initial values (for example, 0).
[0107] In this embodiment, the advantageous period begins when the advantageous period transition lottery is won in the normal period, and within the advantageous period, the performance state is set to the AT state under predetermined conditions to play the assist time game. However, even if the AT state ends, the advantageous period is maintained as long as the conditions for ending the advantageous period are not met. In other words, in this embodiment, since the advantageous period continues even after the AT state ends, there are cases where the player remains in the advantageous period even if the performance state transitions to a performance state different from the AT state.
[0108] Furthermore, the AT control means 175 lights up an LED built into the section indicator SEC to indicate that the system is in AT mode when it is in AT mode during a favorable section, and controls the system to turn off the LED built into the section indicator SEC when the AT mode ends. In this embodiment, the LED built into the section indicator SEC is turned off when it is in a normal section or when it is in a different performance state than AT mode during a favorable section. In other words, in this embodiment, it is possible to determine whether or not the system is in AT mode by checking the lighting status of the section indicator SEC.
[0109] In this embodiment, the AT control means 175 starts or stops a specific notification, which is a notification that the player is in the AT state, based on the performance state in which the player is in the advantageous section. For example, the specific notification is started when the performance state transitions to the AT state, and the specific notification is stopped when the AT state ends. In particular, in this embodiment, there are cases where the advantageous section continues even after the AT state ends, but the specific notification not only ends when the AT state ends and the advantageous section ends, but also when the AT state ends and the advantageous section continues.
[0110] The section indicator SEC does not need to be provided exclusively as in this embodiment, and may be used in conjunction with the main indicator 300. For example, the presence or absence of the AT state may be indicated by switching the illumination and extinguishing of the dot display section that displays decimal points on the 7-segment display, and the dot display section may be turned off in performance states other than the AT state, and illuminated in the AT state to provide specific notification. In addition, when the AT state starts, the LED built into the section indicator SEC lights up to immediately notify that the player is in the AT state, but the period from the start of the AT state until a predetermined number of games have been played may be designated as a non-notification period in which the player is not notified that they are in an advantageous period, or until the first correct hit order notification in the AT state is performed, it may be designated as a non-notification period in which the player is not notified that they are in an advantageous period.
[0111] The communication control means 177 controls the output of a specific external signal to external devices such as the data counter 410 and the hall computer 420 when the performance state is in the AT state during the advantageous section. In this embodiment, the specific external signal is output to the external device via the external central terminal board from the main board. The output of the specific external signal is based on the game start operation of the start lever SL for the first game (1st game) in each set of the AT state. Alternatively, the specific external signal may be output based on the completion of the last game (30th game) in each set of the AT state. In this embodiment, the output of a specific external signal corresponding to each set of the AT state allows the external device to count the number of AT state sets that have been played.
[0112] The performance control means 180 controls display performances performed using the display device 330 (an example of a performance device) and sound performances performed using the sound device 340 (an example of a performance device) based on performance data stored in the performance data storage area 1926 provided in the sub-ROM of the performance information storage means 190b. For example, in response to the occurrence of game events such as inserting medals, operations on the bet button B0, start lever SL, stop buttons B1 to B3, and changes in the game state, it controls the execution of performances to enhance or assist the game according to the progress of the game by lighting or flashing lamps and LEDs, changing the display content of the liquid crystal display LCD, or outputting sound from the speaker SP. The content of the performances to be performed in the game is determined by referring to the performance lottery table stored in the sub-lottery table storage area 1927 provided in the sub-ROM of the performance information storage means 190b, according to the game state, performance state, results of internal lottery, etc. In this embodiment, image data corresponding to the progress of the game is read from the sub-ROM's performance data storage area 1926 into an image buffer 1928 provided in the sub-RAM, and an image based on the image data read into the image buffer 1928 is output to the liquid crystal display LCD. Sound data corresponding to the progress of the game is read from the sub-ROM's performance data storage area 1926 into a sound buffer 1929 provided in the sub-RAM, and a sound based on the sound data read into the sound buffer 1929 is output from the speaker SP.
[0113] The performance control means 180 then controls the display device 330 and sound device 340 to execute a prize-winning assistance performance that notifies the correct batting order when a batting order bell is won and assists in winning 9-coin prizes (prize 3 to prize 6) when the performance state is AT state.
[0114] Furthermore, the performance control means 180 controls the execution of a remaining count display performance, which displays the remaining number of games until the AT state ends on the display device 330, such as a liquid crystal display (LCD), when the game is being played in AT state. In the remaining count display performance, when the value of the AT game counter 1921 is decreased by playing the game, the display content is changed so that the remaining number of games decreases to reflect that decrease.
[0115] The functional block configuration of this embodiment can also be applied to computer systems (including game systems). In these systems, the function of the computer can be realized by downloading a program that enables the computer to function as the game control means 100 of this embodiment from an information storage medium such as a CD or DVD, or from a web server on the internet via a network. In the above computer system, the medal insertion switch 210, bet switch 220, start switch 230, stop switch 240, etc., can be realized by virtually assigning their functions to operating means such as a keyboard, pointing device (mouse, etc.), touch panel, or controller. In the above computer system, the reel unit 310, hopper unit HP, etc., are not essential configuration requirements, and the functions of these device units can be virtually realized by controlling the images displayed on the display (display device 330).
[0116] 2. The method of this embodiment In this embodiment, if the stopping operation is performed according to the batting order 3 when a Big Bonus (BB) is established, a 9-coin payout can be achieved. However, in the normal state, even if the stopping operation is performed according to the batting order 3, the 9-coin payout will be avoided, and a 1-coin payout or a payout will be missed will occur. Furthermore, in this embodiment, regardless of which batting order bell is won, there is still a possibility of changing from the correct batting order to an incorrect batting order at the time of the first stopping operation, so the stopping control is switched according to the game state at the time of the second stopping operation.
[0117] Figure 19 is a flowchart showing an example of the process of switching the stop control during the second stop operation.
[0118] First, when a batting order bell is won, stop data for the correct batting order and stop data for the incorrect batting order are set as reference data (step S100). The stop data for the correct batting order is stop data for preferentially displaying the symbols that make up the winning combination of 9 coins on the active line, and the stop data for the incorrect batting order is stop data for preferentially displaying the symbols that make up the winning combination of 1 coin on the active line.
[0119] Then, if it is neither the first stop operation (N in step S101) nor the third stop operation (N in step S102), it is checked whether the winning batting order bell belongs to either batting order bell group c or batting order bell group d (step S103).
[0120] If the winning batting order bell belongs to batting order bell group c or batting order bell group d (Y in step S103), the process of determining the game state in step S104 is skipped and the process proceeds to step S105 and beyond.
[0121] Furthermore, if the winning batting order bell belongs to either group a or group b (N in step S103), it is checked whether the game state is in a normal state (step S104), and if the game state is in a normal state (Y in step S104), the referenced stop data is updated to the stop data for an incorrect batting order (step S107).
[0122] On the other hand, if the game state is in a state where a Big Bonus (BB) has been established (N in step S104), it is checked whether the second stop operation is in accordance with the correct sequence of plays (step S105). If it is in accordance with the correct sequence of plays (N in step S105), the referenced stop data is updated with the stop data for the correct sequence of plays (step S106). If it is not in accordance with the correct sequence of plays (Y in step S105), the referenced stop data is updated with the stop data for an incorrect sequence of plays (step S106).
[0123] In this embodiment, in the game in which the batting order bell is won, at the time of the second stop operation, the type of the won batting order bell is determined. When it is determined that the bell belongs to the batting order bell a group or the batting order bell b group, the game state in which the player is staying is determined and the process is branched, thereby switching the stop control.
[0124]
[0123] According to this embodiment, for the batting order bells belonging to the batting order bell a group and the batting order bell b group, the 9-card minor winning combination cannot be won in the normal state, but the 9-card minor winning combination can be won in the BB establishment state. For the batting order bells belonging to the batting order bell c group and the batting order bell d group, the 9-card minor winning combination can be won in both the normal state and the BB establishment state. Therefore, it is possible to suitably adjust the medal acquisition performance in each game state.
[0125] FIG. 20 is a schematic diagram comparing the medal acquisition performance (here, the expected value of the payout rate) in each game state in this embodiment.
[0126]
[0126] As shown in FIG. 20, in the normal state, batting order 1, 2 < batting order 3 - 6, and in the BB establishment state, batting order 1, 2 < batting order 3 - 6. That is, in the normal state and the BB establishment state, the irregular batting order in which the second reel R2 or the third reel R3 is stopped first is more advantageous in terms of the expected value of the payout rate than the recommended batting order in which the first reel R1 is stopped first. For the BB state, there is no bias in the expected value of the payout rate depending on the order of the stop operations.
[0127] Also, as shown in FIG. 20, when comparing the differences in the expected values of the payout rates between game states, for batting orders 3 - 6, normal state < BB state < BB establishment state. In the game method in which the second reel R2 or the third reel R3 is stopped first, it can be seen that the expected value of the payout rate in the BB state is higher than that in the normal state, and the expected value of the payout rate in the BB establishment state is higher than that in the BB state.
[0128] In this embodiment, where the medal acquisition performance is higher for batting orders 3-6 (a game method in which the second reel R2 or third reel R3 is stopped first) than for batting orders 1 and 2 (a game method in which the first reel R1 is stopped first), it is necessary to design the expected value of the payout rate for batting orders 3-6 at a high level so as not to fall below the lower limit of the payout rate range stipulated by the regulations.
[0129] In this embodiment, by designing the expected value of the payout rate in the BB state to be low, even if the expected value of the payout rate in the BB state is increased, it is possible to ensure that it does not exceed the upper limit of the payout rate range stipulated by the regulations, and the amount by which the expected value of the payout rate in the BB state is lowered can be secured to ensure design flexibility. Furthermore, regarding the BB state, since it is required that the medal acquisition performance in the BB state exceeds the medal acquisition performance in the normal state, in order to lower the expected value of the payout rate in the BB state, it becomes necessary to design the expected value of the payout rate in the normal state to be low.
[0130] However, comparing the medal acquisition performance of the normal state and the BB state is based on the gameplay method with the highest expected payout rate in the normal state. This means the comparison will be between batting order 3-6, which has the highest expected payout rate, and this becomes an obstacle to designing the medal acquisition performance of the BB state to be lower.
[0131] Therefore, in order to reduce the medal acquisition performance in the normal state, which serves as an indicator for designing the medal acquisition performance in the BB state, the desired effect can be obtained by making the control rules for stopping the reels different in the normal state compared to when a BB is established and when a bell is won in the order of play, thereby restricting the winning of high-paying small roles. However, in a specification like this embodiment, where the first reel R1 is recommended when playing in the normal performance state during the advantageous section, it may be necessary to maintain the relative magnitude of the expected value of the payout rate for each order of stopping operations in the normal state and the BB established state in order to treat the second reel R2 or third reel R3 as unfavorable.
[0132] Therefore, in this embodiment, we provide bell group a and bell group b as bell groups with different control rules in the normal state and the BB (Big Bonus) state, and bell group c and bell group d as bell groups with common control rules in the normal state and the BB state. By making it impossible to win the 9-coin prize in bell group a and bell group b in the normal state, we can lower the expected value of the payout rate in the normal state while maintaining the relative magnitude of the expected value of the payout rate between the stop operations, and as a result, we can obtain the effect of securing a reduction in the expected value of the payout rate in the BB state.
[0133] Furthermore, in this embodiment, the game is designed to be played primarily in a Big Bonus (BB) state. In the BB state, there is a significant difference in the expected payout rate between the recommended batting order and the irregular batting order. Therefore, playing with an irregular batting order results in a strategy where it is difficult to consume medals during non-AT (Attack Time) play. For this reason, in this embodiment, when the player stops the reels in the recommended batting order during the normal performance state, the system is controlled to be more advantageous in terms of processing related to the instruction function than when the player stops the reels in an irregular batting order, thereby guiding the player to play using the recommended batting order.
[0134] Figure 21 is a flowchart illustrating an example of a process that adjusts the degree of advantage according to the order of stop operations in the normal performance state.
[0135] First, once all the reels have stopped for each game (Y in step S200), it is checked whether the order of the stopping operations performed in that game is the recommended order or an irregular order (step S201).
[0136] If the stopping operation sequence is the recommended batting order (N in step S201), the AT lottery is performed in a lottery mode corresponding to the value of the high probability counter 1919 (step S202). In this embodiment, if the value of the high probability counter 1919 is "0", it is determined to be the low probability mode, and if the value of the high probability counter 1919 is "1", it is determined to be the high probability mode, and in the high probability mode, an AT lottery is performed with a higher expected value of winning the AT than in the low probability mode. After the AT lottery is performed, the value of the high probability counter 1919 is reset to its initial value of "0" (step S203), and then a predetermined value of "1" is added to the value of the high probability counter 1919 (step S204).
[0137] On the other hand, if the order of the stopping operations is not the recommended batting order, i.e., if it is an irregular batting order (Y in step S201), the AT lottery is not performed and the value of the high probability counter 1919 is reset to its initial value "0" (step S205).
[0138] In the embodiment described above, stopping the machine in an irregular batting order makes it easier to acquire medals than stopping it in the recommended batting order. However, in normal gameplay, stopping the machine in an irregular batting order prevents the AT lottery from being conducted, making it less advantageous for the current game compared to stopping it in the recommended batting order. Furthermore, stopping the machine in an irregular batting order results in the high probability counter 1919 having an initial value of "0," making it relatively less advantageous for the next game compared to stopping it in the recommended batting order. In other words, in normal gameplay, stopping the machine in an irregular batting order creates a situation where the processing related to the instruction function is less favorable for two games, thus providing a strong incentive for players to stop the machine in the recommended batting order in normal gameplay. Thus, in this invention, the game method of stopping the machine in an irregular batting order, which makes it easier to acquire medals, is discouraged, thereby ensuring fairness in gameplay.
[0139] Furthermore, the AT lottery and the process of adding the value of the high probability counter 1919 may be executed at different triggers. For example, the game start operation on the start lever SL may trigger an AT lottery in a lottery mode corresponding to the value of the high probability counter 1919, and based on the AT lottery being performed, the value of the high probability counter 1919 may be reset to its initial value "0", if the order of stopping operations is an irregular batting order, the result of the AT lottery may be invalidated at the third stop, and if the order of stopping operations is the recommended batting order, a predetermined value "1" may be added to the value of the high probability counter 1919.
[0140] There may be winning patterns in which the same probability of winning is obtained for the AT (Attack Time) lottery in both the low probability mode and the high probability mode. For example, for special role group a and special role group b, the system can be configured so that the AT lottery always results in an AT win in both the low probability mode and the high probability mode.
[0141] In high probability mode, the expected value of obtaining an AT win should be higher than in low probability mode. The probability of winning the AT lottery does not need to be different for all winning patterns related to the internal lottery; it is sufficient that the probability of obtaining an AT win in the AT lottery is higher in high probability mode than in low probability mode for at least some winning patterns. Furthermore, for some winning patterns related to the internal lottery, the probability of winning the AT lottery is higher in low probability mode than in high probability mode, but for other winning patterns, the probability of winning the AT lottery is higher in high probability mode than in low probability mode, and when considering all winning patterns together, the expected value of winning the AT should be higher in high probability mode than in low probability mode.
[0142] There may be internal lottery winning patterns that do not result in AT wins in low probability mode but do result in AT wins in high probability mode. Furthermore, there may be patterns in high probability mode where the number of internal lottery winning patterns that trigger AT wins increases compared to low probability mode.
[0143] In normal gameplay, the value of the ceiling counter 1924 may be deducted if the stopping operation is performed in the recommended order, and the value of the ceiling counter 1924 may not be updated if the stopping operation is performed in an irregular order. In other words, the recommended stopping order, which stops the first reel R1 first, can be treated more favorably than an irregular stopping order, which stops the second reel R2 or the third reel R3 first, in terms of updating the ceiling counter 1924.
[0144] In AT mode gameplay, a process may be implemented that allows for the execution of a bonus lottery only if the stopping operation is performed in the recommended order, and prevents the bonus lottery from being executed if the stopping operation is performed in an irregular order. In other words, the recommended stopping order, which stops the first reel R1 first, can be treated more favorably in terms of the bonus lottery than an irregular stopping order, which stops the second reel R2 or the third reel R3 first.
[0145] In this embodiment, we have described a case where, regarding the execution of the AT lottery, the system determines whether the order of the stopping operations is the recommended order regardless of the winning pattern obtained by the internal lottery. However, the determination of whether the order of the stopping operations is the recommended order may be made only when a batting order bell (batting order bell group a to batting order bell group d) is won. That is, if a winning pattern other than a batting order bell is obtained, the AT lottery will be executed even if the stopping operations are performed in an irregular order, but if a batting order bell is obtained, the system can be configured to execute the AT lottery only on the condition that the stopping operations were performed in the recommended order. Furthermore, the process of adding a predetermined value "1" to the value of the high probability counter 1919 may be performed only when a batting order bell is won, and only on the condition that the stopping operations were performed in the recommended order.
[0146] Furthermore, in this embodiment, the execution of the AT lottery is avoided as a penalty for the current game due to the stop operation being performed in an irregular batting order. However, even if the stop operation is performed in an irregular batting order, the AT lottery may be performed in low probability mode. For example, if the stop operation is performed in the recommended batting order, the AT lottery can be performed and then the value of the high probability counter 1919 can be reset to its initial value of "0". If the stop operation is performed in an irregular batting order, the value of the high probability counter 1919 can be reset to its initial value of "0" and then the AT lottery can be performed. In this way, in the next game after the game in which the stop operation was performed in the recommended batting order, the AT lottery can be received in high probability mode, but in the next game after the game in which the stop operation was performed in an irregular batting order, the AT lottery can only be received in low probability mode.
[0147] Furthermore, in this embodiment, it was determined at the time of the first stop operation that the batting order is the recommended order, but it is also possible that it is determined at the time of the second stop operation whether or not the batting order is the recommended order. For example, if batting order 1 and batting order 2 are the recommended batting order, it is determined that they are the recommended batting order when the first stop operation stops the first reel R1, but if only batting order 1 is the recommended batting order, it is determined that they are the recommended batting order when the first stop operation stops the first reel R1 and the second stop operation stops the second reel R2.
[0148] Furthermore, in this embodiment, with respect to the bell sequence groups a to d, the stop control is configured such that if the first stop operation stops the second reel R2 or the third reel R3, which is different from the correct sequence, a single-coin small win may not be awarded. This is because the correct sequence is biased towards sequences 3 to 6, which stop the second reel R2 or the third reel R3 first, and this configuration suppresses the increase in the payout rate during non-AT gameplay (gameplay not in AT state) in these operation sequences. If there is a large discrepancy in the payout rate during non-AT gameplay between the recommended sequence and the irregular sequence, it becomes difficult to eliminate the strategic element that makes it better to play with an irregular sequence, even considering that you cannot receive an AT lottery. For this reason, if the first stop operation stops the second reel R2 or the third reel R3, which is different from the correct sequence, the rate of winning a single-coin small win can be reduced to 1 / 4, thereby suppressing the increase in the payout rate during non-AT gameplay with an irregular sequence.
[0149] Furthermore, in this embodiment, when a batting order bell is won, if the stopping operation follows the correct batting order, a 9-coin prize can always be awarded. However, even if the stopping operation follows the correct batting order, the 9-coin prize may not be awarded unless the stopping operation is performed at a specific press detection position on any of the reels. In this case, the requirement to perform the stopping operation at a specific press detection position only applies to at least one of the first, second, and third stopping operations. The requirement to perform the stopping operation at a specific press detection position may depend on the order of the stopping operations, such as only the first stopping operation. Alternatively, the requirement to perform the stopping operation at a specific press detection position may apply only to specific reels among the first reel R1 to the third reel R3 (there may be one specific reel or two or more specific reels). In other words, in this application, the fact that a correct prize can be awarded in a specific operation order means that a correct prize can always be awarded in that specific operation order, or that even in a specific operation order, there may be cases where a correct prize is awarded and cases where a correct prize is not awarded. Furthermore, in this application, the specific operation modes include operation modes in which the order of stopping operations is specified but the position for detecting the press is not specified, and operation modes in which both the order of stopping operations and the position for detecting the press are specified.
[0150] Furthermore, in this embodiment, since the sequence of stop operations that have the potential to award a 9-coin small win when a batting order bell is won is biased towards an irregular batting order, it is preferable that information on winning a batting order bell is not notified to the sub-board, at least during non-AT gameplay. However, in situations where the advantageous section provides operation instruction information to the player, information on winning a batting order bell may be notified to the sub-board, or information on winning a batting order bell may not be notified to the sub-board at all, regardless of whether the game is played in non-AT or AT mode. Even if the system is designed so that information on winning a batting order bell is not notified to the sub-board, when the main board notifies the correct batting order, operation instruction information corresponding to the correct batting order is notified to the sub-board, and the prize-winning assistance performance can be executed on the sub-board, and it is possible to play the assist time game smoothly without notifying the information on winning a batting order bell itself. Thus, by not notifying the sub-board of the winning information for the batting order bell, at least during non-AT gameplay, it is possible to prevent fraudulent activities such as modifying the sub-board to illegally obtain information on winning the batting order bell during non-AT gameplay and thereby reduce the consumption of medals during non-AT gameplay.
[0151] In this embodiment, the example of setting the termination condition of the advantageous period based on the value of the clear counter 1922, which is updated according to the number of medals inserted and paid out, was explained. However, it is also possible to set the termination condition of the advantageous period as any predetermined number of games played within the advantageous period.
[0152] Furthermore, in this embodiment, instruction information is provided in the AT state during the advantageous section, but not in the normal performance state. However, instruction information may also be provided in the normal performance state. Also, the performance states that can be set in the advantageous section are not limited to the normal performance state and the AT state. For example, various configurations can be adopted, such as a configuration in which a premonition state (an example of a first state) is provided in the normal performance state, where the player stays between the confirmation of the right to transition to the AT state and the transition to the AT state; a configuration in which the right to transition to the AT state is granted under different conditions than the normal performance state, and a chance zone state (an example of a first state) is provided where the right to transition to the AT state is easier to obtain than in the normal performance state; a configuration in which, when the termination conditions of the AT state are met, the player stays in a termination waiting state (an example of a first state), and if the conditions for returning to the AT state are met in the termination waiting state, the player returns to the AT state, and if the conditions for returning to the AT state are not met, the player transitions to the normal performance state; and a configuration in which, after the end of the AT state, the success or failure of any termination conditions of the advantageous section is determined in the termination waiting state, and there are cases where the player transitions from the termination waiting state to the normal performance state and the advantageous section continues, and cases where the advantageous section ends in the termination waiting state and the player transitions to the normal section.
[0153] Furthermore, if a stop operation is performed with an irregular batting order while the game is in a normal performance state during the advantageous period, the game may implement a control that makes it less likely for certain performances to appear, or prevents certain performances from appearing, until a predetermined release condition is met in subsequent games. It is preferable that the control that makes certain performances less likely to appear, or prevents certain performances from appearing, be implemented at least in games in which a batting order bell is won.
[0154] Specific effects include, for example, effects that hint at the results of an internal lottery. Specifically, when a high-rarity winning combination such as Cherry A or Cherry B is obtained, the LCD display may show an image indicating that a high-rarity winning combination has been obtained, or the lamp may light up in a color corresponding to the high-rarity winning combination. Furthermore, controls that make certain effects less likely to appear or prevent certain effects from appearing can be implemented by changing the table used to select the effects. In addition, the conditions for release can be arbitrarily set, such as the number of games played, obtaining the result of a predetermined internal lottery, or winning a release lottery.
[0155] Here, we assume that in a system where a high-rarity winning pattern is obtained through internal lottery during the advantageous period, and the system is treated favorably in the processing related to the instruction function, a specific animation that indicates the acquisition of a high-rarity winning pattern is executed between the detection of the game start operation and the detection of the first stop operation. In this case, if the specific animation does not occur, the possibility of a high-rarity winning pattern is low, so the player should stop the reels in an unconventional order that has a high expected value of medal acquisition. However, if the specific animation does occur, the possibility of a high-rarity winning pattern is high, so the player should stop the reels in the recommended order. This creates a strategic element where the player can gain an advantage.
[0156] In response to this, by employing a control mechanism that restricts the appearance of a specific animation (a control that reduces the frequency of appearance, or a control that prevents appearance) when a stop operation is performed in an irregular batting order with a high expected value of medal acquisition, until predetermined release conditions are met, highly exploitable game procedures can be suppressed. The decision of whether or not to implement the control to restrict the appearance of a specific animation may be made only when a batting order bell is won, or it may be made when a batting order bell or other type of win is achieved. In other words, the decision of whether or not to implement the control to restrict the execution of a specific animation may be made only when a winning pattern is obtained in which the degree of advantage regarding the processing related to the instruction function is adjusted when a stop operation is performed in an irregular batting order, or the decision of whether or not to implement the control to restrict the execution of a specific animation may be made even when a winning pattern is obtained in which the degree of advantage regarding the processing related to the instruction function is not affected even when a stop operation is performed in an irregular batting order.
[0157] Furthermore, in this embodiment, the game machine was designed so that when a game is played, a game medium such as a medal is inserted, and the game medium is dispensed when a winning combination is achieved. However, the game may also be played by consuming or assigning game value as electronic information without using game medium. For example, the game machine or an external unit connected to the game machine may be capable of storing information about the game value owned by the player, and the consumption of game value by subtracting the number of game value points may be replaced with the insertion of game mediums, and the assignment of game value by adding the number of game value points may be replaced with the dispensing of game mediums. [Explanation of symbols]
[0158] BX storage box, UD front upper door, DD front lower door, DW display window, L1 Active line, DS game information display unit, LCD liquid crystal display, BS setting change button, KS setting change key cylinder, SEC section indicator, EU power supply unit, ES power switch, SP speaker, PS: Reel unit storage space, MAIN: Main board, SUB: Sub-board, HP hopper unit, MT medal storage tank, CB cash box, R1 is the first reel, R2 is the second reel, R3 is the third reel, B0 Bet button, SL Start lever, B1~B3 Stop buttons, MI: Medal slot, MO: Medal dispenser, MP: Medal tray, 100 Game control means, 103 Setting change means, 105 Input acceptance means, 110 Random number generation means, 120 Internal lottery means, 130 Reel control means, 140 Prize determination means, 150 Dispensing control means, 160 Replay processing means, 170 Game state control means, 175 AT control means, 177 Communication control means, 180 Performance control means, 190a Game information storage means, 1910 Main lottery table storage area, 1911 Stop control table storage area, 1912 Prize determination table storage area, 1913 Setting value storage area, 1914 Credit information storage area, 1915 Lottery flag memory area, 1916 Game state memory area, 1918 Performance state memory area, 1919 High probability counter, 1920 AT stock counter, 1921 AT game counter, 1922 Clear Counter, 1924 Ceiling counter, 190b Means for storing performance information, 1926 Performance data storage area, 1927 Sub-lottery table memory area, 1928 Image buffer, 1929 Sound buffer, 210 Coin insertion switch, 220 Bet switch, 230 Start switch, 240 Stop switch, 250 Setting change permission switch, 260 Setting change switch, 300 Main display unit, 310 reel units, 315 reel indexes, 325 Dispensing medal detection switch, 330 Display device, 340 Sound device, 410 data counters, 420 hall computers
Claims
[Claim 1] A gaming machine having an instruction function that provides instruction information to assist in winning prizes, Multiple reels with multiple types of patterns arranged on their outer surface, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A reel control means that rotates the plurality of reels for each game and controls the reels that are rotating to stop in a manner corresponding to the result of the internal lottery when a stop operation is performed, The system includes a first state and a second state, and an instruction function control means that assists in winning a predetermined role by the instruction function in the second state, When the aforementioned multiple reels are stopped, a winning combination is awarded if a predetermined combination of symbols indicating a winning pattern for each winning combination is displayed on the active line. In a specific operation sequence in which a particular reel is stopped first among the aforementioned multiple reels, the expected value of acquiring game value is lower than in a non-specific operation sequence in which a reel other than the particular reel is stopped first among the aforementioned multiple reels. As for the winning patterns of the aforementioned internal lottery, there are multiple specific winning patterns in which both a correct role and a failing role (which pays out less game value than the correct role) are won simultaneously. A correct sequence of operations is set for each of the multiple types of the aforementioned specific winning patterns, and the sequence of operations for stopping the specific reel first is not set as the correct sequence of operations in any of the aforementioned specific winning patterns. The reel control means, In a game in which the aforementioned specific winning pattern is obtained through the aforementioned internal lottery, if the stopping operation is performed in the correct operation sequence corresponding to the said specific winning pattern, the said correct winning combination will always be awarded. If the stopping operation is performed in a first failure operation sequence, which is a different operation sequence from the correct operation sequence corresponding to the said specific winning pattern, and which stops the said specific reel first, the said failure winning combination will always be awarded. If the stopping operation is performed in a second failure operation sequence, which stops a reel other than the said specific reel first, and the reel that is stopped first is different from the correct operation sequence corresponding to the said specific winning pattern, depending on the timing of the stopping operation, there are cases in which the said failure winning combination is awarded and cases in which no winning combination is awarded. The stopping operation is performed in a third failure operation sequence, which stops a reel other than the said specific reel first, and the reel that is stopped first is the same as the correct operation sequence corresponding to the said specific winning pattern, and depending on the timing of the stopping operation, there are cases in which the said failure winning combination is awarded and cases in which no winning combination is awarded. The control is performed to stop the spinning reels in such a manner. The instruction function control means, A gaming machine characterized in that, in the game of the first state, if a stop operation is performed in the specified order of operations, control is performed such that the processing related to the instruction function in the next game is more advantageous than if the stop operation is performed in the non-specified order of operations.