Gaming machines

The gaming machine addresses engagement issues by incorporating performance means and simulated games to enhance player interest and entertainment value over the game duration.

JP7872600B2Active Publication Date: 2026-06-10DAITO GIKEN CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DAITO GIKEN CO LTD
Filing Date
2023-10-05
Publication Date
2026-06-10

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Patent Text Reader

Abstract

To provide a game machine capable of increasing interest in a performance in relation to the period of a game.SOLUTION: Performance means of a game machine can execute a predetermined performance over a period of multiple games. The predetermined performance can notify a player that the game machine is to be in an advantageous state after the end of the predetermined performance. The predetermined performance is executed in a certain game (first game). When a specific winning combination is won in the first game, a pseudo game may be executed in the first game. When the specific winning combination is not won in the first game, the pseudo game is not executed in the first game.SELECTED DRAWING: Figure 48
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Description

Technical Field

[0001] The present invention relates to a game table represented by a pachinko machine, a spinning reel game machine (slot machine), an enclosed game machine, or a medal-less slot machine.

Background Art

[0002] There are known game tables that perform displays and audio outputs as the game progresses (for example, Patent Document 1). Such effects such as displays and audio outputs have the effect of enhancing the interest of the game.

Prior Art Documents

Patent Documents

[0003] [[ID=2l]]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] [[ID=3D]]However, there is room for improvement in the conventional effects in relation to the duration of the game.

[0005] An object of the present invention is to provide a game table capable of enhancing the interest of the effects in relation to the duration of the game.

Means for Solving the Problems

[0006] The gaming machine according to the present invention is a gaming machine equipped with a performance means, the performance means being capable of executing a predetermined performance, the performance means may execute the predetermined performance during a first period, the performance means may execute the predetermined performance during a second period, the first period being the period of the number of times a plurality of main games are played, the second period being the period of the number of times a plurality of main games are played, the predetermined performance being a performance capable of notifying the player that a favorable state will be reached, the predetermined performance being a performance executed in a certain game (hereinafter referred to as "the first game"), if a specific role is won in the first game, a simulated game may be executed in the first game, and if the specific role is not won in the first game, the simulated game may not be executed in the first game. Ku , The second period is a period in which the number of times the main game is played is less than the first period, the predetermined performance is performed over the first period if the simulated game is not performed in the predetermined performance, the predetermined performance is performed over the second period if the simulated game is performed in the predetermined performance, the first period is a period in which the player's operations on the operating means are accepted in the main game, the second period is a period in which the player's operations on the operating means are accepted in the main game and the simulated game are accepted in the operating means, the number of operations on the operating means that can be accepted in the first period is the first number, the number of operations on the operating means that can be accepted in the second period is the second number, the second number is the same as the first number, and the operating means is a means for accepting operations related to the progress of the game. This is a gaming machine characterized by the following features. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a gaming machine that can enhance the entertainment value of the gameplay in relation to the duration of the game. [Brief explanation of the drawing]

[0008] [Figure 1] This is a perspective view of slot machine 100 from the front (player side). [Figure 2] This figure shows an example of the winning line. [Figure 3] This is an external perspective view showing the reel spinning mechanism 185 of slot machine 100. [Figure 4] (a) is an exploded perspective view of the reel drive unit 25, and (b) is an LED arrangement diagram of the multiple reel backlights 94 mounted on the lighting board 90. [Figure 5] This is a circuit block diagram of the control unit. [Figure 6] This diagram shows the arrangement of the patterns on each reel in a two-dimensional view. [Figure 7] This diagram shows the types of winning combinations (including activation combinations). [Figure 8]This is a diagram illustrating the different types of small-win bells. [Figure 9] (a) is a diagram showing the transitions between the game states of slot machine 100, and (b) is a diagram showing the transitions between the advantageous and disadvantageous periods of slot machine 100. [Figure 10] This is a transition diagram of the AT-related states for slot machine 100. [Figure 11] This is a flowchart showing the main processing flow of the main control unit. [Figure 12] This is a flowchart showing the flow of the main control unit timer interrupt processing. [Figure 13] This is a flowchart showing the flow of the simulated game-related processing (step S109) in Figure 11. [Figure 14] Figure 13 is a flowchart showing the flow of the reel rotation start process (step S1003) for the simulated game. [Figure 15] Figure 13 is a flowchart showing the flow of the reel stop control process (step S1005) for the simulated game. [Figure 16] Figure 13 is a flowchart showing the flow of the simulated next game start process (step S1006). [Figure 17] Figure 11 is a flowchart showing the flow of the reel rotation start process (step S113). [Figure 18] Figure 17 is a flowchart showing the flow of the random delay rotation start process (step S1411) in Figure 17. [Figure 19] (a) is a flowchart of the main processing performed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, and (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 20] (a) is a flowchart of the main processing performed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 21] It is a diagram showing an example of the operation of the pseudo game of the embodiment. [Figure 22] It is a diagram showing the pseudo game lamp 190. [Figure 23] It is a diagram showing a configuration example of the continuous effect CE. [Figure 24] (a) and (b) are diagrams showing an execution example of the continuous effect CE. [Figure 25] (a) and (b) are diagrams showing an execution example of the continuous effect CE. [Figure 26] It is a diagram showing an example of an effect in the pseudo game. [Figure 27] It is a diagram showing an example of an effect in the pseudo game. [Figure 28] It is a flowchart showing another example of the reel stop control process of the pseudo game. [Figure 29] It is a flowchart showing an example of the notification process executed by the CPU 304 of the main control unit 300. [Figure 30] (a) to (c) are diagrams showing examples of the operation navigator in the AT state. [Figure 31] It is a diagram showing an example of the transition of the AT-related state. [Figure 32] It is a diagram showing an example of the transition of the AT-related state. [Figure 33] (a) is a diagram showing an example of the information output from the information output circuit 334 to the information input circuit 652, and (b) is a diagram showing an example of the display of the game information display outside the slot machine 100. [Figure 34] (a) to (c) are diagrams showing examples of the changes in the RB signal and the BB signal. [Figure 35] It is a diagram showing an example of the change in the RB signal and the BB signal and the change in the display example of the display 653. [Figure 36] It is a diagram showing an example of the change in the RB signal and the BB signal and the change in the display example of the display 653. [Figure 37] It is a diagram showing an example of the change in the RB signal and the BB signal and the change in the display example of the display 653. [Figure 38] It is a flowchart showing an example of the game start process. [Figure 39] This is a flowchart showing an example of betting. [Figure 40] This diagram illustrates how to use bet buttons 130-132 as buttons to confirm the selection of the performance. [Figure 41] This is a front view showing the slot machine 100 with the front door 102 open. [Figure 42] This is a block diagram of the control system related to the light-emitting elements 212-214. [Figure 43] This figure shows an example of the execution of a continuous performance CE in this game. [Figure 44] This figure shows an example of the execution of a continuous performance CE in a simulated game. [Figure 45] This figure shows an example of the sequence of events after a continuous performance. [Figure 46] (a) A diagram showing an example of an initial point lottery table. (b) A diagram showing an example of a confrontation sequence lottery table. (c) A diagram showing an example of a point lottery table during a confrontation sequence. (d) A diagram showing an example of a victory lottery table during a confrontation sequence. [Figure 47] This diagram shows an example of game progression in chronological order when no simulated gameplay occurs during the confrontation sequence (i.e., only the main game is played). [Figure 48] This diagram shows a timeline of a possible game progression when a simulated game takes place during a confrontation sequence. [Figure 49] (a) This diagram shows a time-series example of game progression when a non-recommended operation is performed during simulated gameplay. (b) This diagram shows a time-series example of game progression when a non-recommended operation is performed during title display gameplay. [Figure 50] This diagram shows a planar unfolding of the arrangement of symbols on each reel in the slot machine of the third embodiment. [Figure 51] (a) is a table summarizing the internal winning combinations in the slot machine of the third embodiment, and (b) is a table showing the winning combinations for the push-order bell combination and the number of coins paid out for each operation. [Figure 52](a) is a diagram showing the table selection table stored in the ROM 306 of the main control unit 300, (b) is a flowchart showing the flow of the button press order guessing bonus granting determination process, and (c) is a diagram showing the two types of bonus amount determination tables. [Figure 53] This diagram shows the game where players guess the order of button presses. [Figure 54] This is a diagram illustrating a variation of the button sequence guessing game. [Figure 55] This is a diagram illustrating an example of how the results of a button-pressing sequence guessing game are notified. [Figure 56] This diagram shows the game where players guess the order of button presses. [Figure 57] This diagram shows the game where players guess the order of button presses. [Figure 58] This diagram shows the game where players guess the order of button presses. [Figure 59] Figures (a) to (c) show examples of the relationship between the formation of a winning hand and the order of stopping operations. [Figure 60] This diagram shows the game where players guess the order of button presses. [Modes for carrying out the invention]

[0009] The embodiments will be described in detail below with reference to the attached drawings. Note that the following embodiments do not limit the invention as defined in the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features from the multiple features described in the embodiments may be combined arbitrarily. Furthermore, identical or similar configurations will be given the same reference numeral, and redundant descriptions will be omitted.

[0010] <First Embodiment> The slot machine of this embodiment, described below, is a gaming machine in which a predetermined number of gaming media are inserted as the value of the game, and multiple reels, each decorated with multiple types of symbols, start to rotate when a predetermined rotation start instruction operation is received. Based on the receipt of the rotation start instruction operation, the success or failure of an internal win of one of multiple types of roles is determined by lottery, and each of the multiple reels stops rotating individually when a predetermined rotation stop instruction operation is received. If the conditions determined by the role based on the result of the lottery and the combination of symbols when the multiple reels stop match predetermined payout conditions, the gaming media is paid out and the game ends; otherwise, the game ends without paying out any gaming media.

[0011] First, the basic configuration of the slot machine 100 will be explained using Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front (player side). Figure 2 is a diagram showing an example of a winning line.

[0012] The slot machine 100 shown in Figure 1 is an example of a gaming machine according to the present invention, and comprises a main body 101 and a front door 102 attached to the front side of the main body 101 and which can be opened and closed relative to the main body 101. Inside the center of the main body 101 (not shown), there are three reels (left reel 110, middle reel 111, right reel 112) with multiple types of symbols arranged on their outer surfaces, and are configured to rotate inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.

[0013] In this embodiment, each pattern is printed at equal intervals in appropriate numbers on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame material to constitute each reel 110 to 112. From the player's perspective, approximately three patterns are displayed vertically from the display window 113 on the reels 110 to 112, so that a total of nine patterns are visible. To explain in detail using Figure 2, the pattern displayed on the upper part of the left reel 110 (position 1 in the figure) is the left reel upper pattern, the pattern displayed on the middle part of the left reel 110 (position 2 in the figure) is the left reel middle pattern, the pattern displayed on the lower part of the left reel 110 (position 3 in the figure) is the left reel lower pattern, the pattern displayed on the upper part of the middle reel 111 (position 4 in the figure) is the middle reel upper pattern, the pattern displayed on the middle part of the left reel 111 (position 5 in the figure) is the middle reel middle pattern, and so on. The symbol displayed in the lower position (position 6 in the diagram) is called the lower middle reel symbol, the symbol displayed in the upper position (position 7 in the diagram) of the right reel 112 is called the upper right reel symbol, the symbol displayed in the middle position (position 8 in the diagram) of the right reel 112 is called the middle right reel symbol, and the symbol displayed in the lower position (position 9 in the diagram) of the right reel is called the lower right reel symbol. Each of the symbols on reels 110-112 is displayed vertically in groups of three, for a total of nine symbols, through the display window 113. By rotating each of the reels 110-112, the combination of symbols visible to the player changes. In other words, each of the reels 110-112 functions as a display device that can display multiple combinations of symbols in a variable manner. In addition to reels, other electronic image display devices such as liquid crystal displays can also be used as such display devices. Furthermore, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and their installation positions are not limited to this.

[0014] On the back of each reel 110-112, a backlight (see Figure 4, described later) is provided to illuminate the individual symbols displayed in the display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol is illuminated evenly. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting part and a light-receiving part is provided near each reel 110-112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting and light-receiving parts of this optical sensor. Based on the detection results of this optical sensor, the rotational position of the symbols on the reels is determined, and the reels 110-112 are stopped so that the target symbol is displayed on the winning line.

[0015] The winning line indicator lamp 120 is a lamp that indicates the valid winning lines. A winning line is a line on which it is determined whether or not a combination of symbols corresponding to a winning combination has been displayed. In this embodiment, there are three lines: the middle winning line L1, which consists of the middle symbols on the left reel, the middle symbols on the middle reel, and the middle symbols on the right reel; the upper winning line L2, which consists of the upper symbols on the left reel, the upper symbols on the middle reel, and the upper symbols on the right reel; and the lower winning line L3, which consists of the lower symbols on the left reel, the lower symbols on the middle reel, and the lower symbols on the right reel. Figure 2 shows these winning lines L1 to L3. The valid winning lines (hereinafter sometimes simply referred to as "valid lines") are predetermined by the number of game tokens (medals) bet as game value. The slot machine 100 shown in Figure 1 requires 3 tokens. When the number of tokens inserted is less than 3, none of the winning lines are active. When 3 tokens are bet, winning lines L1 to L3 become active. Once the winning lines are active, the player can start playing by operating the start lever 135.

[0016] Furthermore, the number of winning lines is not limited to three. For example, there may be only the middle winning line L1. Alternatively, a total of five lines may be set as valid winning lines, including a diagonal winning line consisting of the top symbol on the left reel, the middle symbol on the middle reel, and the bottom symbol on the right reel, and an upward winning line consisting of the bottom symbol on the left reel, the middle symbol on the middle reel, and the top symbol on the right reel. In addition, a number of winning lines corresponding to the number of bets may be set as valid winning lines.

[0017] The notification lamp 123 is a lamp that informs the player, for example, that in the internal lottery described later, a specific winning combination has been won (specifically, that an RB (special combination) has been internally won, or that the player is in a special combination internal winning state or special game state described later). The coin insertion ready lamp 124 is a lamp that informs the player that coins can be inserted. The replay lamp 122 is a lamp that informs the player that the current game can be replayed (no coin insertion is required) if the player won a replay combination (details described later), which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for effects.

[0018] The bet buttons 130-132 are buttons for inserting a predetermined number of tokens (called credits) electronically stored in the slot machine 100; in other words, they are buttons that accept bet operations. In this embodiment, one token is inserted each time bet button 130 is pressed, two tokens are inserted when bet button 131 is pressed, and three tokens are inserted when bet button 132 is pressed (maximum of 3 tokens). Hereinafter, bet button 132 will also be called the MAX bet button. The game token insertion lamp 129 lights up a number of lamps corresponding to the number of tokens inserted, and when the predetermined number of tokens has been inserted, the game start lamp 121 lights up to indicate that the game can be started.

[0019] The medal slot 141 is a slot where players insert medals to start playing, and it accepts the insertion of medals. In other words, medals can be inserted electronically using the bet buttons 130-132, or by actually inserting medals into the medal slot 141 (insertion operation), and "insertion" includes both methods.

[0020] The stored tokens indicator 125 is a display for showing the number of tokens electronically stored in the slot machine 100. The game information display 126 is a display for showing various internal information (for example, the number of tokens dispensed during a special game state) numerically. The payout tokens indicator 127 is a display for showing the number of tokens dispensed to the player as a result of winning a prize. In the following, the expression "dispensed to the player" may be used interchangeably with "given to the player". In this embodiment, the stored tokens indicator 125, the game information display 126, and the payout tokens indicator 127 are composed of 7-segment (SEG) displays. This payout tokens indicator 127 corresponds to an example of an operation navigation execution means. Although omitted in Figure 1, a special zone lamp indicating that the player is in a special zone, as described later, may be provided in the lower right corner of the payout tokens indicator 127.

[0021] Furthermore, as will be described later, in the slot machine 100 of this embodiment, most of the gameplay takes place in the advantageous period, and the fact that AT gameplay is taking place can be understood through the effects, etc., so an advantageous period lamp does not need to be provided.

[0022] The start lever 135 is a lever-type switch used to start the rotation of reels 110-112. In other words, by inserting the desired number of tokens into the token slot 141 or by operating the bet buttons 130-132 and then operating the start lever 135, reels 110-112 will start to rotate. The operation of the start lever 135 is called the game start operation.

[0023] The stop button unit 136 is equipped with stop buttons 137-139, consisting of a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137-139 are button-type switches for individually stopping the reels 110-112 that have started rotating by operating the start lever 135, and each of the reels 110-112 is associated with a specific stop button.

[0024] More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations on stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being the first stop operation, the next being the second stop operation, and the last stop operation being the third stop operation. The reels that are stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively.

[0025] Furthermore, the sequence in which the stop buttons 137-139 are pressed to stop all of the rotating reels 110-112 is called the operation sequence or pressing order. Additionally, the operation sequence in which the first stop operation is the left reel 110 is called the "forward pressing operation sequence" or simply "forward pressing," and the operation sequence in which the first stop operation is the right reel 112 is called the "reverse pressing operation sequence" or simply "reverse pressing."

[0026] Each stop button 137-139 is equipped with a light-emitting element (stop button lamp). In this embodiment, the stop button lamps illuminate blue during the acceptance period for stop operations that can be performed on the stop buttons 137-139, and illuminate red outside of this acceptance period. The player can then see whether it is a time when a stop operation can be performed. The color of the stop button lamps is not limited to blue or red, and the stop button lamps may illuminate during the acceptance period for stop operations and turn off outside of this period, as long as the operation mode of the stop button lamps differs between the acceptance period and the non-acceptance period.

[0027] The bet buttons 130-132, the start lever 135, and the stop buttons 137-139 are examples of control means that accept player input related to the progress of the game.

[0028] The medal return button 133 is a button to be pressed to remove medals if they become jammed. The settlement button 134 is a button to settle the medals electronically stored in the slot machine 100 and the medals that have been bet, and to dispense them from the medal payout opening 155. The door keyhole 140 is a hole for inserting a key to unlock the front door 102 of the slot machine 100.

[0029] Between the bet button 132 and the coin slot 141, there is a chance button 165 and a selection confirmation button 166. The chance button 165 has a built-in effect lamp, and the selection confirmation button 166 also has a built-in effect lamp. The chance button 165 is an operation means that the player operates during the effect. In addition, a left button 167 is provided to the left of the selection confirmation button 166, and a right button 168 is provided to the right. By operating the left button 167 and the right button 168, it may be possible to move the cursor displayed on the effect image display device 157, and in such cases, the movement can be confirmed by the selection confirmation button 166.

[0030] A title panel 162 is provided at the bottom of the stop button unit 136 for displaying the model name and for attaching various certification labels. Below the title panel 162 are a medal payout opening 155 and a medal tray 161.

[0031] The sound hole 145 is a hole for outputting sound from speaker 277 (see Figure 5), which is located at the bottom inside the slot machine 100, to the outside. The side lamps 144, located on the left and right sides of the front door 102, are decorative lamps to enhance the gaming experience. A performance device 160 is installed at the top of the front door 102, and a sound hole 143 is provided at the top of the performance device 160 for outputting sound from speaker 272 (see Figure 5), which is located at the top inside the slot machine 100, to the outside.

[0032] This display device 160 is equipped with a shutter (shielding device) 163 consisting of two horizontally opening and closing shutters, a right shutter 163a and a left shutter 163b, and a display image display device 157 (liquid crystal display device) located behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the display image display device 157, the display screen of the display image display device 157 appears on the front (player side, front side) of the slot machine 100.

[0033] Furthermore, the display device does not have to be a liquid crystal display; any display device capable of displaying various visual effects and game information is acceptable. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular in shape and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Additionally, decorative elements (not shown) may be placed around the periphery of the display screen, so that a portion of the periphery is hidden by the decorative elements, resulting in the display screen appearing to have an irregular shape. In this embodiment, the display screen is a flat surface, but it may also be a curved surface.

[0034] Although not shown in Figure 1, a simulated game lamp 190, which indicates that a simulated game is in progress (as described later), is provided in the upper right part of the display device 160 (Figure 22).

[0035] <Reel Rotation Device> Next, using Figures 3 and 4, we will explain in detail the reel rotating device 185 that rotates the reels 110 to 112 of the slot machine 100.

[0036] Figure 3 is an external perspective view showing the reel rotation device 185 of the slot machine 100. The reel rotation device 185 is generally composed of reel drive units 25, 26, and 27 and a case member 221 that houses them. The reel drive units 25, 26, and 27 are structurally made up of the same parts, differing only in the arrangement of the patterns printed on the reel strip 30 (see Figure 6, which will be described later). Each of the reel drive units 25, 26, and 27 (hereinafter, since they have the same configuration, the reel drive unit 25 will be described) is individually and detachably housed in the case member 221.

[0037] Figure 4(a) is an exploded perspective view of the reel drive unit 25. The reel drive unit 25 consists of a mounting base 13, a sensor bracket 14, a stepping motor 20, a sensor 80, and a reel 110 composed of a strip-shaped member 30, a reel frame 40, a detection piece 50, and a reinforcing rim 70. It also includes a lighting board 90 composed of multiple reel backlights 94 for illuminating the image from behind. Although mounting members for attaching the lighting board 90 to the reel drive unit 25 are also provided, they are omitted in the figure. Furthermore, the lighting board 90 is provided not only in the reel drive unit 25 but also in the reel drive units 26 and 27, each of which is equipped with multiple reel backlights 94.

[0038] The mounting base 13 has a sensor bracket 14 and a stepping motor 20 formed on a flat plate. The sensor bracket 14 is mounted on the mounting base 13, and a sensor 80 for detecting the passage of a detection piece 50 (described later) is attached to its tip.

[0039] The stepping motor 20 is, for example, a 4-phase type with a resolution of about 252 steps per revolution, and is driven using a 1-2 phase excitation method. Therefore, one revolution can be controlled with 504 pulses, and the rotation angle can be controlled with 0.7 degrees per pulse.

[0040] A reel frame 40 is mounted on the rotating shaft of the stepping motor 20. The reel frame 40 consists of a boss portion 42 attached to the rotating shaft of the stepping motor 20, a rim portion 44 to which the strip-shaped member 30 is attached, and four connecting portions 43 for connecting the boss portion 42 and the rim portion 44. This configuration makes the reel frame 40 lighter and reduces the load on the stepping motor 20. The connecting portions 43 further have screw holes 48 formed for attaching the detection piece 50 with screws 60.

[0041] A strip-shaped member 30 is bonded around the rim portion 44 of the reel frame 40. At the same time, a reinforcing rim 70 is bonded to the opposite end of the strip-shaped member 30 for the purpose of reinforcing the strip-shaped member 30.

[0042] The main control unit 300 detects the rotation of each rotating reel based on the detection results of sensors (index sensors) 80 that detect indices (detection pieces 50) provided on each rotating reel, and identifies the stopping position of each rotating reel (the position of the symbols displayed on the reel) when each rotating reel stops. Furthermore, the main control unit 300 transmits information regarding the position of the symbols displayed on the reels to the first sub-control unit 400.

[0043] The multiple reel backlights 94 consist of LEDs and are mounted on the lighting board 90. By illuminating all of the multiple reel backlights 94, all the symbols on the symbol display window 113 can be illuminated from behind. Alternatively, by illuminating some of the reel backlights 94, some of the symbols on the symbol display window 113 can be illuminated from behind. In this way, the multiple reel backlights 94 illuminate the symbols on reels 110 to 112 from the back towards the player.

[0044] Figure 4(b) is an LED arrangement diagram of multiple reel backlights 94 mounted on the lighting board 90. More specifically, the multiple reel backlights 94 include LED-01 and LED-02 that illuminate the upper position of the pattern display window 113, LED-03 and LED-04 that illuminate the middle position of the pattern display window 113, and LED-05 and LED-06 that illuminate the lower position of the pattern display window 113. Therefore, in this embodiment, it is possible to control the lighting of the reels 110 to 112 in upper, middle, and lower positions. Furthermore, in order to distinguish the backlights 94 of each reel 110 to 112, LEDs 01 to 06 that illuminate the left reel 110 will be denoted as LED-L01 to L06, LEDs 01 to 06 that illuminate the middle reel 111 will be denoted as LED-C01 to C06, and LEDs 01 to 06 that illuminate the right reel 112 will be denoted as LED-R01 to R06.

[0045] <Control Unit Circuit Configuration> Next, the circuit configuration of the control unit of the slot machine 100 will be explained in detail using Figure 5. Note that this figure shows a circuit block diagram of the control unit.

[0046] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main effects in accordance with command signals (hereinafter simply referred to as "commands") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on commands transmitted from the first sub-control unit 400. Here, regarding the main control unit 300, since a large data capacity would make it difficult to verify the program and could also lead to security problems such as becoming a breeding ground for illegal modifications, the data capacity of the ROM 306 and RAM 308 of the main control unit 300 is limited.

[0047] <Main Control Unit> First, let's explain the main control unit 300 of the slot machine 100. The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300. This basic circuit 302 is equipped with a CPU 304, a ROM 306 that stores control program data, lottery data used when internally drawing winning combinations, the arrangement of reel symbols and stopping positions, a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of spins, etc., and a WDT (watchdog timer) 314.

[0048] Note that other storage devices may be used instead of ROM306 and RAM308, and the same applies to the first sub-control unit 400 and the second sub-control unit 500, which will be described later.

[0049] The CPU 304 of this basic circuit 302 operates by inputting a clock signal of a predetermined period output by the crystal oscillator 315b as the system clock. Furthermore, when power is turned on, the CPU 304 sends frequency division data stored in a predetermined area of ​​the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 304 at each interrupt time.

[0050] The CPU 304 triggers monitoring of various sensors and the transmission of drive pulses based on this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8MHz, the frequency divider value of the counter timer 312 is set to 1 / 256, and the frequency divider data of the ROM 306 is set to 47, the reference time for the interrupt will be 256 × 47 ÷ 8MHz = 1.504ms.

[0051] The main control unit 300 includes a random number generation circuit 316, which is used as a hardware random number counter that varies a value in the range of 0 to 65535 based on a clock signal input from the crystal oscillator 315a, and a startup signal output circuit 338 that outputs a startup signal (reset signal) when the power is turned on. When the CPU 304 receives a startup signal from this startup signal output circuit 338, it starts game control (starts the main processing of the main control unit, which will be described later).

[0052] Furthermore, the main control unit 300 is equipped with a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal reception sensor that detects medals inserted from the medal slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, payout button 134 sensor, medal dispensing sensor for medals dispensed from the hopper unit 180, optical sensors for reels 110-112 (index sensor 80), etc.) at interrupt intervals.

[0053] Furthermore, when the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that moment and stores it in a register that stores the random number used for the lottery.

[0054] Two medal reception sensors are installed in the internal passage of the medal slot 141 to detect whether or not a medal has passed through. Two start lever sensors are installed inside the start lever 135 to detect the player's start operation. The left stop button sensor 137, the middle stop button sensor 138, and the right stop button sensor 139 are installed on the corresponding stop buttons 137 to 139, respectively, to detect the player's operation of the stop buttons.

[0055] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are installed on the corresponding bet buttons 130 to 132, respectively, and detect the insertion operation when inserting tokens electronically stored in RAM 308 as tokens to be used in the game. The payout button 134 sensor is installed on payout button 134. When payout button 134 is pressed once, the electronically stored tokens are paid out. The token dispensing sensor is a sensor for detecting the tokens dispensed by the hopper unit 180. Note that each of the above sensors may be a non-contact type sensor or a contact type sensor.

[0056] The optical sensors (index sensors 80) on reels 110 to 112 are installed at predetermined positions on the mounting bases of each reel 110 to 112, and each time a light-shielding piece (detection piece 50) provided on the reel frame passes over them, the sensor level becomes L. The rotational position information, which indicates how much the reel has rotated from the reference position between the time it becomes L and the next time it becomes L, is calculated based on the value obtained by counting the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the above L-level signal, it determines that the reel has rotated once and resets the rotational position information of the reel to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.

[0057] The main control unit 300 includes a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives the solenoid provided on the medal selector 170 that sorts the inserted medals, a drive circuit 326 that drives the motor provided on the hopper unit 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game medal insertion ready lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, stored number indicator 125, game information indicator 126, payout number indicator 127, simulated game lamp 190, and advantageous section lamp 191).

[0058] Furthermore, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game result information of the slot machine 100 (for example, information indicating the state of the game, the number of games played, etc.) to an information input circuit 652 provided by an external hall computer (not shown) via this information output circuit 334.

[0059] Furthermore, the main control unit 300 includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from the power management unit (not shown). The voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply falls below a predetermined value (9V in this embodiment).

[0060] Furthermore, the main control unit 300 is equipped with an output interface for sending control commands (sometimes called subcommands) to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way; the main control unit 300 is configured to send signals such as control commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to send signals such as control commands to the main control unit 300.

[0061] <Deputy Commander> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands transmitted by the main control unit 300 via an input interface. The first sub-control unit 400 is equipped with a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of spins, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 414 as the system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, data for controlling the backlight lighting patterns and various indicators, etc.

[0062] The CPU 404 transmits frequency division data stored in a predetermined area of ​​the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 404 controls each IC and circuit based on the timing of this interrupt request.

[0063] Furthermore, the first sub-control unit 400 is equipped with a sound source IC 418, and speakers 272 and 277 are connected to the sound source IC 418 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272 and 277 in response to instructions from the CPU 404. The sound source IC 418 is connected to an S-ROM (sound ROM) in which sound data is stored, and the sound data acquired from this ROM is amplified by the amplifier and output from speakers 272 and 277.

[0064] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel lamp, bet button lamp, stop button lamp, reel backlight 94, etc.) are connected to the drive circuit 422 via an input / output interface.

[0065] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 424 that drives the motor of the shutter 163, and the shutter 163 is connected to the drive circuit 424 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided on the shutter 163 in response to a command from the CPU 404.

[0066] Furthermore, the first sub-control unit 400 is equipped with a sensor circuit 426, to which a shutter sensor 428 is connected via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at interrupt intervals. In addition, the first sub-control unit 400 is equipped with a switch sensor 427, which detects when the chance button 165 is pressed. The presses of the selection confirmation button 166, the left button 167, and the right button 168 are also detected by the switch sensor 427. Detection signals from the shutter sensor 428 and the switch sensor 427 are output to the basic circuit 402 by the sensor circuit 426.

[0067] Furthermore, the CPU 404 transmits and receives signals to the second sub-control unit 500 via an output interface. The second sub-control unit 500 performs various controls of the performance device 160, including the display control of the performance image display device 157. The second sub-control unit 500 may be composed of multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).

[0068] The second sub-control unit 500 receives control commands transmitted by the first sub-control unit 400 via an input interface and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, counts, etc. The CPU 504 of the basic circuit 502 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 514 as the system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, as well as data for image display, etc.

[0069] The CPU 504 transmits frequency division data stored in a predetermined area of ​​the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 504 controls each IC and circuit based on the timing of this interrupt request.

[0070] Furthermore, the second sub-control unit 500 is equipped with a VDP 516 (video display processor), to which a ROM 506 and a VRAM 518 are connected via a bus. Based on signals from the CPU 504, the VDP 516 reads image data stored in the ROM 506, generates a display image using the work area of ​​the VRAM 518, and displays the image on the image display device 157.

[0071] <Pattern arrangement> Next, Figure 6 will be used to explain the arrangement of symbols on each of the reels 110 to 112 described above. This figure shows the arrangement of symbols on each reel (left reel 110, middle reel 111, right reel 112) in a planar view.

[0072] Each reel 110-112 has a predetermined number of symbols (20 symbols, numbered 1-20 in this embodiment) of multiple types (8 types in this embodiment) shown on the right side of the figure. The numbers 1-20 shown on the left end of the figure indicate the positions of the symbols on each reel 110-112. For example, in this embodiment, the symbol at number 20 on the left reel 110 is a "watermelon symbol", the symbol at number 5 on the middle reel 111 is a "bell symbol", and the symbol at number 9 on the right reel 112 is a "replay symbol".

[0073] In this embodiment, the slot machine 100 is configured to stop the corresponding reels 110-112 within the maximum retraction range (for example, less than 5 frames) from the stopped position, in order to enhance the enjoyment of the game.

[0074] <Types of prize winning roles> Next, Figure 7 will be used to explain the types of winning combinations in slot machine 100. This figure shows the types of winning combinations (including activated combinations).

[0075] The winning combinations in Slot Machine 100 include RB (Special Win), Replay (Re-spin Win), Common Bell (Small Win), Push Order Bell_LCR~RCL (Small Win), Cherry (Small Win), and Watermelon (Small Win). However, the types of winning combinations are not limited to these and can be arbitrarily selected.

[0076] In this embodiment, among the winning combinations, the special combination is a combination (activating combination) that transitions the player to a special game state (RT2) where a predetermined benefit is granted upon winning. The re-play combination is a combination that allows the player to continue playing without inserting any new medals. These special combinations and re-play combinations are sometimes referred to as "activating combinations." In this embodiment, "winning" also includes cases where combinations of activating combinations that do not involve medal payouts (no medal distribution) are displayed on the active line, for example, winning with a special combination or a re-play combination. Note that special combinations are carried over to the next game if they are not judged as winning, while other combinations are general combinations that are not carried over to the next game if they are not judged as winning.

[0077] In this embodiment, no medals are paid out for winning the special combination itself. The corresponding symbol combination is "Seven 2 - Blank - Blank". In the following explanation, the special combination may be referred to as "RB".

[0078] When a special role is internally won, the internal win flag corresponding to this internally won special role is set to ON (stored in a predetermined area of ​​the RAM 308 of the main control unit 300). When the flag corresponding to the special role is set to ON, the main control unit 300 changes the game state to the special role internal win state (RT1. RB internal win in progress). This flag remains ON until the corresponding activation role is won. Specifically, even if those roles are not won in a game in which a special role has been internally won, the game will remain in the same state as when a special role was internally won in subsequent games, and it may be possible to line up the corresponding symbol combinations and win.

[0079] In this embodiment, the re-play bonus and each minor bonus can be internally won simultaneously with the RB in a single game. In this embodiment, when a special bonus is internally won, if another bonus other than the special bonus is also internally won, the reel stop control is performed so that the symbols constituting that other bonus are preferentially aligned.

[0080] The Replay bonus is a winning combination that allows you to play again without inserting any more tokens (game currency) in the next round, and no tokens are paid out. In other words, you can play again with the same number of tokens you inserted in the previous round. The corresponding symbol combination is "Replay-Replay-Replay".

[0081] A replay bonus is any bonus that allows the player to play the next game without inserting any more tokens. For example, when a replay is achieved, tokens may be automatically inserted for the next game (the number of tokens to be inserted is reset in the token insertion memory area prepared in RAM308), or the tokens inserted in the game in which a replay was achieved may be carried over and used in the next game.

[0082] Small wins are winning combinations that pay out a predetermined number of medals upon winning. The corresponding symbol combinations are "ANY-Cherry-ANY" for cherries, "Watermelon-Watermelon-Watermelon" for watermelons, and "Bell-Bell-Bell" for common bells and each type of bell. However, bell combinations include combinations of one bell symbol and other symbols (single-symbol wins).

[0083] Here, the common bell is a winning combination regardless of the order in which the stop buttons 137-139 are pressed. However, for each type of bell with a specific button sequence, the number of medals paid out and whether or not a win occurs differ depending on the order in which the stop buttons 137-139 are pressed. Figure 8 is an explanatory diagram of the common bell and each type of bell with a specific button sequence.

[0084] In Figure 8, "Lottery Probability" is the internal winning probability for each role. "Payout Amount" is the maximum number of medals paid out when each role is achieved. When the push-order bell is achieved, the number of medals paid out may be less than the "Payout Amount".

[0085] LCR operation ~ RCL operation indicates the benefit the player can gain depending on the order of stopping the reels when an internal win occurs for each role. LCR operation means stopping the reels in the order of left → middle → right (stopping reels 110 → 111 → 112). LRC operation means stopping the reels in the order of left → right → middle. CLR operation means stopping the reels in the order of middle → left → right. CRL operation means stopping the reels in the order of middle → right → left. RLC operation means stopping the reels in the order of right → left → middle. RCL operation means stopping the reels in the order of right → middle → left.

[0086] If the player internally wins the Push-Order Bell_LCR and operates the LCR, the game result will be "6 Upper Bells". This means that the bell symbols line up on the upper winning line L2 and 6 medals are paid out. If the player internally wins the Push-Order Bell_LCR and operates the LRC, the game result will be "1 Medal". This means that one bell symbol and another symbol line up and 1 medal is paid out.

[0087] If the player internally wins the push-order bell_LCR and performs CLR, CRL, RLC, or RCL operation, the game result will be either a "single-coin win" or a "miss" depending on the stopping position of the symbols. A "miss" means that the combination of symbols that would have paid out did not line up.

[0088] If the player internally wins the push-order bell_CLR and performs the CLR operation, the game result will be "13 middle bells". This means that the bell symbols line up on the middle winning line L1 and 13 medals are paid out.

[0089] The same applies to the other symbols assigned to the bell symbols in the order of pressing the buttons: "6 bells in the upper row," "single-symbol win," "missed symbol," and "13 bells in the middle row."

[0090] If a common bell is internally triggered, the game result will be "13 middle bells," regardless of the order of the stopping operations. As described above, this means that the bell symbols line up on the middle winning line L1 and 13 medals are paid out.

[0091] Thus, each type of bell combination is a type of game where the outcome may differ depending on how the operating means (stop buttons 137-139) are operated.

[0092] <Internal lottery> Next, the determination of the internal winning of a role can be done using a lottery method commonly used in slot machines. For example, the determination of the internal winning of a role is done using a lottery table. The lottery table has multiple condition devices and lottery values ​​for each condition device, which are set for each game state (RT0: normal state, RT1: RB internal winning state, RT2: RB game state). Each condition device has a defined role that will be internally won if that condition device is determined to be a win. The lottery value for each condition device defines the range of lottery data.

[0093] The random number obtained as a result of the internal lottery determines which condition device corresponds to which lottery data, and then the internal lottery role (internal winning role) is determined. In the lottery table associated with the RB internal winning state or RB game state, the probability of winning the condition device corresponding to RB is 0. In the lottery table associated with the RB game state, it is also possible to ensure that only the condition devices corresponding to each push-order bell and the common bell are awarded.

[0094] This lottery data has six settings, from setting 1 to setting 6, and the staff of the amusement parlor can arbitrarily select and set any of these settings. Settings 1 to 6 may differ in that at least one condition device has a different winning probability, or the winning probability of the condition device is the same, but the winning probabilities of the lottery that sets each state, such as the AT state, are different. The higher the setting value, the more advantageous it tends to be for the player. Changing this setting is called a setting change. A setting change can be made by the staff of the amusement parlor operating a setting change switch (not shown) located inside the slot machine 100. When a setting change is made, the internal information of the slot machine 100 is cleared. For example, even if the internal winning result of RB is carried over, it will be cleared, and the game state will be set to normal gameplay (RT0).

[0095] If you do not win any of the condition devices, it is considered a "miss," and the symbol combination corresponding to a winning combination will generally not be displayed. Note that the term "miss" is sometimes used to refer to the case where the symbol combination that will result in a win does not stop on the winning line. Also, the term "win a miss" is sometimes used to describe the case where you do not win any of the condition devices.

[0096] <Types of game states> Next, we will explain the types of game states for slot machine 100 and their transitions. Figure 9(a) is a diagram showing the transitions in the game states of slot machine 100.

[0097] Slot machine 100 is configured to allow switching between a total of three game states (sometimes called RT game states): normal state (RT0), RB internal win state (RT2), and RB game state (RT2). The player's advantage may be changed by transitioning between RT game states.

[0098] Figure 9(a) shows each game state, with the transition conditions indicated on the arrows. When the transition condition corresponding to each arrow is met, the game state transitions in the direction of that arrow. These transition conditions include, for example, winning a predetermined combination of symbols, an internal win of a predetermined combination of symbols, the completion of a predetermined number of games, and the payout of a predetermined number of tokens.

[0099] In the normal state (RT0), if an RB is internally won, the game state switches to the RB internal win state (RT1). In the RB internal win state (RT1), if an RB is won, the game state switches to the RB game state (RT2). In the RB game state (RT2), if the conditions for ending the RB game are met, the game state switches back to the normal state (RT0). The conditions for ending the RB game state are, for example, the completion of a predetermined number of games (e.g., 5 times), or the number of times a winning combination has been achieved reaching a predetermined number (e.g., 5 times).

[0100] <Non-favorable interval and favorable interval> In the slot machine 100 of this embodiment, in addition to the game state described above, a non-advantageous period or an advantage period is set. In the advantage period, notification of the recommended stop operation sequence for internally won roles (operation navigation) is permitted, while this operation navigation is not performed in the non-advantageous period. In the advantage period, operation navigation is performed according to the conditions, but there are cases where operation navigation is not displayed even if a push-order bell is internally won. These states will be explained below using Figure 9(b). This figure shows the transition of game states related to the advantage period and non-advantageous period of the slot machine 100.

[0101] In this embodiment, the initial state (for example, the factory default state) is set to a non-advantageous period. Furthermore, if the settings are changed, this non-advantageous period is set. This may prevent the game parlor from becoming advantageous in terms of payouts at opening time, and may prevent a decrease in activity (customer occupancy of game machines) outside of opening time.

[0102] In a game played in a non-advantageous period, the game transitions to an advantageous period when transition condition A is met. In this embodiment, transition condition A is the internal win of any role. Therefore, the advantageous period is set for the majority of the game. In this embodiment, the advantageous period flag is set to off if it is a non-advantageous period, and to on if it is an advantageous period, thereby distinguishing between non-advantageous and advantageous periods using this advantageous period flag.

[0103] During gameplay in the advantageous period, if transition condition B is met, the game transitions to the non-advantageous period. In this embodiment, transition condition B is: (a) The number of games played in the advantageous period has reached a specified number (for example, 3000 times), (i) The difference in the number of medals during the advantageous period has reached a specified number (for example, 2400 medals), (c) When the "AT normal state" described later ends, the remaining number of plays in the advantageous period is less than or equal to the specified number (for example, 500 plays or less), (e) When the "AT normal state" described later ends, the remaining difference in the number of medals in the advantageous section (remaining number of medals) is less than or equal to a specified number (for example, 500 medals or less), One of the following must be true.

[0104] Note that this transition condition B is just one example. Transition condition B may also include, for example, the number of games played in the "AT state" described later reaching the maximum number of games. It may also include the remaining rights in the "AT state" becoming 0 (AT stock = 0, remaining AT games = 0, remaining AT difference = 0, remaining AT navigations = 0, etc.).

[0105] The number of games played and the net number of tokens in the advantageous period are values ​​used to determine the end of the advantageous period. The number of games played is updated with each game, and the net number of tokens is updated with the result of each game. However, in this embodiment, the number of games played and the net number of tokens in the advantageous period are not updated during the RB game state (RT2). Therefore, the "AT state" does not end during a game in which the RB game state ends.

[0106] Furthermore, even in RB game state (RT2), the number of games played and the difference in tokens are updated (this may be the number of games played and the difference in tokens in the advantageous section, the number of games played and the difference in tokens in the AT state, or both). However, in RB game state (RT2), even if the termination conditions for the difference in tokens are met, the advantageous section may not end, nor may the AT state end. This can prevent the AT state from ending unexpectedly for the player. Also, in the specifications of this embodiment, the probability of the AT state ending in RB game state (RT2) is low, so it may be possible to reduce the main program capacity by not having to provide exception handling. If the number of games played and the difference in tokens are not updated in RB game state, it can give the player the impression and reassurance that the AT state will not end during RB game state. On the other hand, if the number of games played and the difference in tokens are updated in RB game state, it can prevent strategic play that attempts to intentionally transition to RB game state to gain even a small difference in tokens, and can give the player the impression that there is no benefit in starting RB game state.

[0107] In this embodiment, the difference in tokens is the cumulative value of the difference between the number of tokens inserted in a single game and the number of tokens that can be paid out (number of tokens that can be paid out - number of tokens inserted). The number of tokens that can be paid out is the maximum number of tokens that can be paid out, which is associated with the internally winning combination, and it does not matter whether the tokens were actually paid out or not. For example, if the internally winning combination is "Push-order Bell_LCR" in Figure 8, even if the number of tokens paid out to the player due to "spillage" is 0, the number of tokens that can be paid out is 6, as defined in "number of tokens paid out".

[0108] However, the difference in tokens may also be the cumulative value of the difference between the number of tokens inserted in a single game and the number of tokens actually paid out (number of tokens paid out - number of tokens inserted). The number of tokens actually paid out refers to the number of tokens paid out when a winning combination is achieved. For example, if the internal win is for "Push-Order Bell_LCR" in Figure 8, and the number of tokens paid out to the player due to "spills" is 0, then the number of tokens paid out is 0. On the other hand, if the number of tokens paid out to the player due to a "1-coin combination" is 1, then the number of tokens paid out is 1.

[0109] The difference in the number of tokens can be counted so that it falls below 0 (a token count that also counts negative numbers), or it can be reset to 0 and counted again when it falls below 0 (MY count). In this embodiment, the roles that are counted for the token difference are the six types of push-order bells and the common bell, and in the case of a miss, the token difference is updated by the number of tokens inserted.

[0110] The advantageous period state is broadly divided into AT state and non-AT state. In the AT state, when a push-order bell is internally won, operation navigation is executed using the performance image display device 157. In the operation navigation, the recommended stop operation sequence is usually indicated as the stop operation sequence that will give the player the most profit. For example, when a push-order bell_CRL in Figure 8 is internally won, the recommended stop operation sequence is indicated as CRL operation. However, if certain conditions are met, the recommended stop operation sequence may be indicated as a stop operation sequence other than the stop operation sequence that will give the player the most profit. Furthermore, this operation navigation is not limited to indicating the push order, but may also indicate the timing of the stop operation, such as "Aim for...", or it may indicate both the push order and the timing, as long as it indicates the type of stop operation.

[0111] In this embodiment, the payout indicator 127 is also used to perform operation navigation, and the 7-segment display lights up in a manner corresponding to the stop operation sequence that will yield the most profit to the player (hereinafter sometimes referred to as navigation lighting). The display on the payout indicator 127 may also light up in a manner corresponding to the timing of the stop operation, or it may light up in a manner corresponding to both the order of pressing and the timing.

[0112] Operation navigation is not performed in non-AT state. In the non-AT state within the advantageous section, a lottery is held to determine whether to transition to the AT state. In the non-advantageous section, the AT state is not set and the state remains non-AT. When transitioning from the advantageous section to the non-advantageous section, the number of games played and the net number of tokens in the advantageous section are reset.

[0113] Note that since the non - advantageous section and the advantageous section are set separately from the RT game state in FIG. 9(a), for example, there may be a transition from the RB internal winning state to the RB game state during the advantageous section.

[0114] <AT - related state> Refer to FIG. 10 for the transition of each state in the AT state and the non - AT state. It is a transition diagram of the AT - related state of the slot machine 100. The AT - related state includes a non - AT state, an AT state, and a pull - back chance.

[0115] The non - AT state includes a normal state and a chance zone state. The initial state (for example, the state at the time of factory shipment) is the normal state. Also, when there is a setting change, the normal state is set. The normal state can be set in both the non - advantageous section and the advantageous section. The chance zone state is a state that is more likely to transition to the AT state than the normal state. The chance zone state is set only in the advantageous section.

[0116] The AT state includes an AT normal state, a pre - ending state, an ending state, a preparation state, and a specialization zone state. Each of these states is set in the advantageous section. The AT state is a state that continues until the difference number of sheets in the advantageous section reaches a specified difference number (referred to as the AT upper - limit difference number). The initial value of the AT upper - limit difference number is set when the AT normal state is set (for example, 300 sheets). The pre - ending state and the ending state are states set when the end of the AT state due to the end of the advantageous section is determined.

[0117] Note that in the case of this embodiment, the AT state and the advantageous section count the difference number of sheets independently, but the roles for which the difference number is counted are six types of push - order bells and the common bell. In the case of a loss, the difference number is updated by the number of inserted sheets. However, as another embodiment, the counter for the difference number involved in the transition condition B in the advantageous section may update the inserted number and the payout number regardless of the winning role.

[0118] The Special Zone state is a state in which the maximum number of coins in AT (Attack Time) can be increased, while the Preparation state is a state in which the player is notified that they will be entering the Special Zone state through various means. In the Special Zone state, the number of coins added is determined by the recommended stop operation sequence announced by the operation navigation. For example, left, middle, and right are replaced with the numbers 1, 2, and 3, respectively. If the recommended stop operation sequence is left → middle → right, an increase of 123 coins is set. Also, if the recommended stop operation sequence is middle → right → left, an increase of 231 coins is set. In other words, the Special Zone state is one in which the number of coins added is determined by the announced stop operation sequence. If the initial value of the maximum number of coins in AT is 300 and the number of coins added is 123, the maximum number of coins in AT becomes 423. Furthermore, if the player acquires an additional 231 coins, it becomes 654 coins. Note that the upper limit of the maximum number of coins in AT is the prescribed number of coins in the advantageous section.

[0119] The "Comeback Chance" state is a state in which the AT state is more likely to be reset after the AT state has ended, and can be either an advantageous or disadvantageous section (however, due to the transition condition A mentioned above, the player will only stay in the disadvantageous section for a few games in the Comeback Chance state). The Comeback Chance state is advantageous to the player because it is easier to transition to the AT state than the normal state. If the player is in an advantageous section in the Comeback Chance state, operation navigation may be executed. However, various conditions are set so that the payout rate in the Comeback Chance state does not exceed 100%. In other words, the Comeback Chance state can be said to be a state that functions to prevent the player's winnings from decreasing too much while it is active.

[0120] The transition conditions will now be explained. In the following explanation, "winning the lottery in the transition conditions" refers to cases such as when a specific condition device is selected, when a lottery is held as a result of selecting a specific condition device and the winner of the lottery is selected, or when the winner is selected in a lottery unrelated to the condition device.

[0121] In the normal state, if transition condition 1 is met, the chance zone state is set. Transition condition 1 is winning the lottery. When the chance zone state is set, the number of games played in the chance zone state is set. The number of games played may be a fixed number or a number that varies depending on the lottery. In the chance zone state, if transition condition 2 is met, the state returns to the normal state. Transition condition 2 is the use of the number of games played in the chance zone state without winning the AT lottery.

[0122] When transition condition 3 is met in the chance zone state, the AT normal state is set. Transition condition 3 is winning the AT lottery. When transition condition 4 is met in the normal state, the pre-ending state is set. Transition condition 4 is winning the lottery, but the probability of winning is extremely low (freeze).

[0123] In the normal AT state, the pre-ending state is set when transition condition 5 is met. Transition condition 5 is that the AT upper limit difference in tokens has reached the prescribed number of tokens in the advantageous section (transition condition (B) (i)). In the pre-ending state, the ending state is set when transition condition 6 is met. Transition condition 6 is when the difference in tokens in the advantageous section is close to the prescribed number (for example, 400 tokens remaining), or when the number of games played in the advantageous section is close to the prescribed number (for example, 150 games remaining).

[0124] When transition condition 7 is met in the ending state, the comeback chance state is set. Transition condition 7 is the fulfillment of the conditions for ending the advantageous period (transition condition B (a) or (b)).

[0125] In the normal AT state, the preparation state is set when transition condition 8 is met. Transition condition 8 is winning the special zone transition lottery. In the preparation state, the special zone state is set when transition condition 9 is met. Transition condition 9 is completing a predetermined number of games (for example, 5 times). In the special zone state, the AT returns to the normal state when transition condition 10 is met. Transition condition 10 is completing a predetermined number of games (for example, 5 times).

[0126] In the AT normal state, if transition condition 11 is met, the player returns to the normal state, and if transition condition 12 is met, a chance to win back is set. Both transition condition 11 and transition condition 12 have in common that the difference in the number of tokens in the advantageous section has reached the AT upper limit difference in tokens, but transition condition 11 requires that the player is not in a state of internal RB win, while transition condition 12 requires that the player is in a state of internal RB win. In other words, when the AT normal state ends after the difference in tokens is consumed, whether or not the player is in a state of internal RB win determines whether the player returns to the normal state which is disadvantageous to the player, or transitions to a chance to win back which is advantageous to the player.

[0127] Furthermore, if transition condition 11 or transition condition 12 is met, and transition condition B (c) or (d) is met, the advantageous period ends. This is because transition condition B (c) and (d) are set to ensure that the minimum AT upper limit difference in tokens (300 tokens) is obtained when the transition to AT normal is decided again during the comeback chance. When the advantageous period ends and a non-advantageous period is set, the difference in tokens and the number of games played in the advantageous period are reset. Therefore, if transition condition 12 is met and the advantageous period ends, the advantageous period will start again in the comeback chance state, and if the AT normal state is won, the player's profit may increase in terms of the difference in tokens and the number of games played in the advantageous period.

[0128] In the comeback chance state, if transition condition 13 is met, the game returns to the AT normal state. The player continues to be in a favorable situation. Transition condition 13 is winning the lottery, but the probability of winning in the non-advantageous section is extremely low compared to the probability of winning in the advantageous section. In the comeback chance state, if transition condition 14 is met, the game returns to the normal state. Transition condition 14 is completing a predetermined number of games (for example, between 30 and 50 games). The predetermined number of games may be a fixed number or may vary depending on the lottery.

[0129] In the normal state, the ending state is set when transition condition 15 is met. Transition condition 15 is when, after the advantageous period is set, the remaining number of plays in the advantageous period reaches a predetermined number (for example, 50 times) without the AT state being set even once. In this embodiment, transition condition 15 is basically never met. However, if the player receives a penalty for a stop operation described later, it is possible that the AT state will not be set even once after the advantageous period is set. In such cases, the ending state is forcibly set to set the AT state. By setting the ending state, the player can understand that the advantageous period has ended. Also, even if a beginner makes a mistake in the stop operation and the AT state is not set even once during the advantageous period, the AT state will be set when transition condition 15 is met, so beginners can still enjoy the game.

[0130] Note that while transition condition 15 indicates that the remaining number of games in the advantageous period reaches a specified number (for example, 50 games), it is not limited to this. It may also occur when the number of payouts or the MY value of the net payout count starting from 0 coins in the advantageous period reaches a predetermined number (for example, 2200 coins if 2400 coins is the upper limit of the advantageous period).

[0131] <Advantages and disadvantages between non-advantageous and advantageous periods> In this embodiment, the transition condition A for moving from a non-advantageous period to an advantageous period is, as described above, internally winning any role, meaning that an advantageous period is set for the majority of gameplay. A typical state in which a non-advantageous period is set and then transitions to an advantageous period is: (i) If RB has not been internally selected: When the settings are changed, or when transition condition 11 is met and transition condition B (c) or (d) is met. (ii) If you have been internally selected for RB: If transition condition 12 is met and transition condition B (c) or (d) is met. It can be broadly divided into two categories. In case (i), the AT-related state is the normal state. In case (ii), the AT-related state is the chance to win back. Therefore, when an RB is internally won in case (ii), the advantageous period transitioned from the non-advantageous period is more advantageous for the player.

[0132] <Penalty for stopping operations> Regarding the order of stopping operations, a penalty may be imposed on the player in certain cases. In the push-order bell configuration illustrated in Figure 8, regarding the order of stopping operations, if the first stop operation is on the left reel 110, a maximum of 6 medals can be paid out, and if the first stop operation is on the right reel 112 or the middle reel 111, a maximum of 13 medals can be paid out. In a non-AT state where operation navigation is not activated, if the player always performs the first stop operation on the right reel 112 or the middle reel 111, there is a possibility of winning a slightly larger number of medals.

[0133] For example, under normal circumstances, the expected value of winning medals may be higher when the first stop operation is on the right reel 112 or the middle reel 111 than when the first stop operation is on the left reel 110. This superiority or inferiority in expected value can be determined, for example, by setting the payout for the recommended stop operation sequence when the first stop operation is on the left reel 110 to be a small payout, and the payout for the recommended stop operation sequence when the first stop operation is on the right reel 112 or the middle reel 111 to be a large payout, while keeping the internal winning probability the same for each of the left, middle, and right push order bells when the first stop operation is on the left. Alternatively, the payout can be the same regardless of which reel is stopped first, but the internal winning probability can be different for each of the left, middle, and right push order bells when the first stop operation is on the left (the internal winning probability for the left push order bell is lower than for the middle and right push order bells).

[0134] However, this can create a sense of unfairness between beginners who are unaware of these techniques and advanced players who are. Furthermore, the very act of gaining even a slight advantage in the game can become a strategy, undermining the fairness of the gaming machines.

[0135] Therefore, if the first stop operation is performed on the right reel 112 or the middle reel 111 while the game is not in AT mode, a penalty may be imposed, such as not conducting a lottery to transition to AT mode in that game, lowering the probability of winning the lottery to transition to AT mode, or invalidating the AT mode even if it is won. The penalty may also be imposed if the first stop operation is repeated on the right reel 112 or the middle reel 111 (for example, if it is performed for a specified number of consecutive games, or if the cumulative number reaches a specified number of games). In this case, the first stop operation on the left reel 110 is the recommended stop operation order in terms of avoiding penalties, and the first stop operation on the right reel 112 or the middle reel 111 is the unrecommended stop operation order in terms of the risk of penalties.

[0136] Thus, while the expected value of medals obtained when the first stop operation is performed on the right reel 112 or the middle reel 111 is higher when the first stop operation is performed on the left reel 110, the latter offers a greater advantage in transitioning to the AT state.

[0137] Furthermore, the number of games played during the advantageous period includes games played using a non-recommended stop sequence, which helps prevent players from inappropriately prolonging the game.

[0138] The penalty does not have to apply to games played in a non-advantageous period using an unrecommended stopping sequence. This can prevent the non-advantageous period from continuing indefinitely. Conversely, the penalty may also apply to games played in a non-advantageous period using an unrecommended stopping sequence. This can prevent players who perform inappropriate operations from gaining excessive profits.

[0139] <Process Overview> The processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained below with reference to the drawings.

[0140] <Main processing of the main control unit> First, using Figure 11, we will explain the main processing performed by the CPU 304 of the main control unit 300. Note that this figure is a flowchart showing the flow of the main processing of the main control unit.

[0141] As described above, the main control unit 300 is provided with a startup signal output circuit (reset signal output circuit) 338 that outputs a startup signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302, upon receiving this startup signal, resets via a reset interrupt and executes the main processing of the main control unit shown in Figure 11 according to the control program pre-stored in the ROM 306.

[0142] When power is turned on, the main control unit initial setup process is performed in step S101. This main control unit initial setup process includes setting the initial stack value for the CPU 304's stack pointer (SP), disabling interrupts, initializing the I / O 310, initializing various variables to be stored in RAM 308, and enabling and setting the initial value for WDT 314.

[0143] Step S103 executes the game start process (medal insertion / start operation acceptance process). This process checks whether medals have been inserted (by hand or by operating the bet buttons 130-132) and lights up the winning line indicator lamp 120 according to the number of medals inserted. If medals have been inserted, preparations are made to send an insertion command to the first sub-control unit 400 to indicate that medals have been inserted. If a replay was won in the previous game, the same number of medals as those inserted in the previous game are inserted, so the player does not need to insert any more medals. The system also checks whether the start lever 135 has been operated when the specified number of medals (3) have been used. If the start lever 135 has been operated, the number of medals inserted and the valid winning lines are determined, and the game is started.

[0144] In step S105, various lottery processes are executed, including the internal winning role lottery process. In this process, the lottery table for internal winning roles stored in ROM 306 is read according to the current game state, and an internal lottery (lottery for roles) is performed using this and random values ​​obtained from the random number generation circuit 316 to determine the internal winning role. If any role (including the activated role) is internally won as a result of the internal lottery, the flag for that role is turned on.

[0145] In step S105, preparations are made to send an internal lottery command to the first sub-control unit 400 that includes internal winning information indicating the result of the internal lottery for winning a prize. For example, if the player wins a replay prize, preparations are made to send an internal lottery command to the first sub-control unit 400 indicating that the player has won a replay prize. If the internal lottery for winning a prize is a miss (no prize won), preparations are made to send an internal lottery command to the first sub-control unit 400 indicating a miss.

[0146] The internal winning command includes information about the internally won role, as well as information that can identify the results of the AT lottery. Furthermore, among the above information, the internal winning command that includes an internal win for a push-order bell in AT mode also includes operation instruction information representing the recommended stop operation order for stop buttons 137-139.

[0147] In step S107, it is determined whether the simulated game flag is set to ON. If this condition is met, the process proceeds to step S109; otherwise, it proceeds to step S111.

[0148] In step S109, processing related to simulated gameplay is executed. Details of this processing will be described later using Figure 13.

[0149] In step S111, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.

[0150] In step S113, the reel rotation start process is executed on the condition that the game interval timer (decremented in the timer update process described later) is 0, and the rotation of reels 110 to 112 begins. At the same time, preparations are made to send a reel rotation start command to the first sub-control unit 400 when the rotation of reels 110 to 112 begins. After that, when reels 110 to 112 reach a predetermined rotation speed, the optical sensors provided on each reel detect the position of the symbols on each reel, and the stop operation for stop buttons 137 to 139 is activated. The game interval counter ensures the minimum time required for one game (4.1s in this embodiment), thereby suppressing the element of chance.

[0151] Step S115 is the execution of the reel stop control process. In this process, after the stop operation is activated, when any of the stop buttons 137 to 139 are pressed, the reels 110 to 112 corresponding to the pressed stop button 137 to 139 are stopped. Specifically, each time a stop operation is performed, the stop table of reel stop data is referred, and the reels 110 to 112 corresponding to the stop operation are stopped according to the number of reel pull-in frames set in the stop table. In addition, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Furthermore, for each stop operation, preparations are made to send the corresponding command (first to third press command) to the first sub-control unit 400, and each time a reel 110 to 112 stops, preparations are made to send the corresponding command (first to third stop command) to the first sub-control unit 400. When all reels 110 to 112 have stopped, the process proceeds to step S117.

[0152] In step S117, a prize determination process is performed. Here, if a combination of symbols corresponding to a prize appears on an activated prize line, it is determined that a prize has been won. For example, if "Watermelon-Watermelon-Watermelon" is lined up on an activated prize line, it is determined that a watermelon prize has been won. After determining the prize, preparations are made to send a prize command to the first sub-control unit 400.

[0153] In step S119, if any winning combination that results in a payout is achieved, the corresponding number of medals are awarded (paid out), and the number of medals awarded is displayed using the payout display 127.

[0154] Step S121 performs an update process. In this process, the RT game state is transitioned based on the conditions shown in the state transition diagram in Figure 9(a).

[0155] Furthermore, based on the results of the game, the non-advantageous and advantageous periods explained in Figure 9(a), and the AT-related states explained in Figure 10 are updated. For example, if an advantageous period is set, the total number of games played in the advantageous period is increased by one. By updating the total number of games played in the advantageous period at this time, the total number of games can be managed as if only one game was played, even if both a simulated game and a real game were played, or if only a real game was played. By not counting a simulated game as one game, it is possible to prevent the total number of games played in the advantageous period from being overcounted and putting the player at a disadvantage. Also, if an advantageous period is set, the difference in tokens is updated.

[0156] Furthermore, for example, if transition condition A is met in a non-advantageous section, the advantageous section flag is set to ON, and if transition condition B is met in an advantageous section, the advantageous section flag is set to OFF. A subcommand is prepared to indicate the updated information. In addition, when updating AT-related states, the settings for either AT state, non-AT state, or comeback chance are updated. The AT state settings include settings to distinguish between normal AT state, pre-ending state, ending state, special preparation zone, and special zone. The non-AT state settings include settings to distinguish between normal state and chance zone state. A subcommand is prepared to indicate the updated settings.

[0157] This concludes one game. From here on, the game will continue by returning to step S103 and repeating the process described above.

[0158] <Main control unit 300 timer interrupt processing> Next, using Figure 12, we will explain the main control unit timer interrupt processing executed by the CPU 304 of the main control unit 300. Note that this figure is a flowchart showing the flow of the main control unit timer interrupt processing.

[0159] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined interval (approximately once every 2ms in this embodiment), and the main control unit timer interrupt processing is started at a predetermined interval triggered by this timer interrupt signal.

[0160] Step S201 performs the timer interrupt start process. This timer interrupt start process includes temporarily saving the values ​​of each register of the CPU304 to the stack area.

[0161] In step S203, the WDT314 is periodically restarted (in this embodiment, once every 2ms, which is the period of the main control unit timer interrupt) to prevent a WDT interrupt from occurring (to prevent detection of a processing abnormality) if the count value of the WDT314 exceeds the initial setting value (32.8ms in this embodiment).

[0162] In step S205, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of detection signals is monitored. These signals are then stored in the signal status storage area of ​​the RAM 308, which is partitioned for each sensor 318. The status of the optical sensor is confirmed in this process.

[0163] In step S207, various game processes are executed, and processing is performed according to the interrupt status (various interrupt statuses are obtained based on signals from various sensors 318). For example, if the interrupt status is during medal insertion processing, medal insertion acceptance processing is performed, and if the interrupt status is during payout processing, medal payout processing is performed.

[0164] In step S209, timer update processing is performed. For example, processing is executed to update various timers according to their respective time units, such as subtracting the game interval timer.

[0165] In step S211, the command setting transmission process is performed, and various subcommands that were prepared for transmission in the main processing and timer interrupt processing of the main control unit 300 are sent to the first sub-control unit 400. The output information to be sent to the first sub-control unit 400 consists of strobe information (if on, it indicates that data has been set), command type (in this embodiment, basic command, input command, start lever acceptance command, internal winning command, performance command associated with performance lottery processing, reel rotation start command associated with the start of rotation of reels 110 to 112, simulated game start command, actual game start command, first to third press commands associated with acceptance of operation of stop buttons 137 to 139, first to third stop commands associated with the stopping of reels 110 to 112, winning command, payout quantity command and payout end command associated with medal payout processing, and status update command), and command data (predetermined information corresponding to the command type).

[0166] The first sub-control unit 400 can determine the performance control in response to changes in game control in the main control unit 300 based on the command type included in the received output schedule information, and can also determine the content of the performance control based on the command data information included in the output schedule information.

[0167] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in RAM 308 is output to an information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334. An external device such as a hall computer can acquire the game information and aggregate the operational information of each slot machine 100 in the hall. It is also possible to display the game information on an external device such as a game information display provided for each slot machine 100. The output external signal may include information on the number of games played, which allows the external device to count the total number of games played per day after the slot machine 100 is powered on. The information on the number of games played may be, for example, information indicating the number of tokens inserted when the start lever 135 is operated. By counting the number of games played using the information indicating the number of tokens inserted, the total number of games played per day can be managed as if one game had been played, even if both a simulated game and a real game were played, or if only a real game was played. Players of the slot machine 100 can grasp the total number of games played per day, etc., using the game information display.

[0168] In step S215, device monitoring is performed. In this device monitoring process, the signal states of the various sensors 318 stored in the signal state memory area in step S205 are first read to check for errors related to abnormal medal insertion and abnormal medal dispensing. If an error is detected, error processing is executed (not shown). Furthermore, the settings of the medal selector 170 (a medal blocker operated by a solenoid located inside the medal selector 170), various lamps 339, and various 7-segment (SEG) displays are set according to the current game state.

[0169] In step S217, the system monitors whether a low-voltage signal is on or off. If a low-voltage signal is received (power outage detected), the system proceeds to step S221; otherwise, it proceeds to step S219.

[0170] In step S219, the timer interrupt termination process is performed. This timer interrupt termination process involves setting the values ​​of each register that were temporarily saved in step S201 back to their original values. After that, the process returns to the main control unit main process shown in Figure 11.

[0171] Meanwhile, in step S221, information that needs to be saved, such as specific variables and the stack pointer, to return to the state at the time of power loss when power is restored is saved to a predetermined area of ​​RAM 308, a checksum value is derived for the predetermined area that includes at least the used area of ​​RAM 308 and stored in RAM 308, and the power flag indicating that power loss processing has been performed is set to ON.

[0172] <Processing related to simulated games> Next, using Figure 13, the pseudo-game related processing (step S109) in the main control unit main processing of Figure 11 will be explained. A pseudo-game is a type of reel effect in which the rotating reels are made to appear as if they have stopped (also called a pseudo-stop), and the rotating reels can be pseudo-stopped by operating the stop buttons 137 to 139, or the situation in which a pseudo-stop can be achieved. Furthermore, in such a pseudo-game, no game value is assigned according to the pseudo-stopped manner. In addition, a pseudo-operation to restart the pseudo-stopped reels is also called a pseudo-start operation. To distinguish it from such a pseudo-game, a game in which the rotating reels are stopped by operating the stop buttons 137 to 139 and game value can be assigned according to the manner of stopping is also called a real game. Figure 13 is a flowchart showing the flow of the pseudo-game related processing (step S109) in Figure 11.

[0173] In step S1001, reel stop data for a simulated game is prepared. For example, reel stop data is prepared in which a predetermined symbol aligns on the winning line L1 and the reels stop in a simulated game. Note that any symbol combination that stops at a different combination than the winning combination that can be achieved in the actual game can be used as reel stop data. In addition, multiple types of such reel stop data may be prepared and selected from among them.

[0174] In step S1003, the process for starting the reel rotation of the simulated game is executed. Details of this process will be described later using Figure 14.

[0175] In step S1005, the reel stop control process for the simulated game is executed. Details of this process will be described later using Figure 15.

[0176] In step S1006, a pseudo-next game start process is executed. Details of this process will be described later using Figure 16.

[0177] In step S1007, the random delay flag is set to ON.

[0178] In step S1009, the simulated game flag is set to off.

[0179] <Processing to start reel rotation in simulated gameplay> Next, using Figure 14, we will explain the process of starting the reel rotation of the simulated game in the simulated game-related processing shown in Figure 13 (step S1003). Figure 14 is a flowchart showing the flow of the process of starting the reel rotation of the simulated game (step S1003) in Figure 13.

[0180] In step S1101, the acceleration parameters for each reel are set.

[0181] In step S1103, preparations are made to send a simulated game start command to the first sub-control unit 400.

[0182] In step S1105, the start of the simulated game's rotation is set. Specifically, the rotation of reels 110 to 112 is started using the acceleration parameter set in step S1101.

[0183] In step S1107, it is determined whether the rotation speed of reels 110 to 112 is constant. If the rotation speed of reels 110 to 112 is constant, the process proceeds to step S1109; otherwise, step S1107 is repeated.

[0184] In step S1109, the operation of stop buttons 137-139 is activated. This activation means that the stop operation in the simulated game is activated, and the player is able to perform the simulated stop described later, referring to Figure 15.

[0185] <Reel stop control processing for simulated gameplay> Next, using Figure 15, we will explain the reel stop control process (step S1005) for the simulated game in the simulated game-related processing shown in Figure 13. Figure 15 is a flowchart showing the flow of the reel stop control process (step S1005) for the simulated game in Figure 13.

[0186] In step S1201, a simulated game restriction timer is set. The simulated game restriction timer is a timer that measures the duration of one simulated game. In this embodiment, the simulated game restriction timer is used to limit the execution time of one simulated game to a predetermined time TA (specifically, about 50 seconds). In step S1201, a timer value corresponding to the predetermined time TA is set as an initial value for the simulated game restriction timer. This timer value is decremented each time the timer interrupt processing (timer update processing in step S209) of the main control unit 300 is executed.

[0187] In step S1203, it is determined whether or not the stop buttons 137-139 have been operated. If the stop buttons 137-139 have been operated, the process proceeds to step S1205; otherwise, the process proceeds to step S1209.

[0188] In step S1205, the reels 110-112 corresponding to the stop buttons 137-139 that were stopped are simulated to stop. In step S1206, preparation is performed to send a subcommand to the first sub-control unit 400 indicating that the operation on the stop button has been received.

[0189] In step S1207, it is determined whether all reels 110-112 are in a pseudo-stop state. If all reels 110-112 are in a pseudo-stop state, the process proceeds to step S1208; otherwise, the process returns to step S1203.

[0190] In step S1208, preparations are made for sending a subcommand for pseudo-game winning determination to the first sub-control unit 400. For example, if a pattern corresponding to a certain role is pseudo-stopped during the pseudo-game, a command corresponding to that pseudo-stopped pattern will be sent. This enables the first sub-control unit 400 to perform control according to the subcommand for pseudo-game winning determination, and for example, if a symbol corresponding to a replay or a bell is pseudo-stopped, the corresponding effect can be executed.

[0191] Furthermore, such processing is necessary even in simulated gameplay when stopping operations at the appropriate timing are required. By notifying the first sub-control unit 400 of the state in which the simulated stopped symbols are, it is possible to perform effects corresponding to the simulated stopped symbols. This ensures consistency in the effects compared to a configuration where effects are executed as if the symbols were simulated stopped when they are not, and allows for a gameplay experience similar to that of the actual game.

[0192] In step S1209, it is determined whether the simulated game restriction timer has timed out, that is, whether a predetermined time TA corresponding to the set timer value has elapsed. If the simulated game restriction timer has timed out, the process proceeds to step S1211; otherwise, it returns to step 1203.

[0193] In step S1211, all reels 110 to 112 are simulated to stop because a predetermined time TA has elapsed without any stop buttons 137 to 139 being operated. Thus, in this simulated game, in order to accelerate the progress of the simulated game, there is a function to automatically simulate stopping reels 110 to 112 when no stop operation is performed.

[0194] In step S1213, a simulated game end timer is set. The simulated game end timer is a timer that measures the time interval between a simulated game and a real game, and is provided to ensure time for executing predetermined effects (for example, an effect indicating that the simulated game has ended, an effect indicating that the real game has started, etc.). In this embodiment, the time interval between the simulated game and the real game is set to a predetermined time TC (specifically, about 1 second), so in step S1213, a timer value corresponding to the predetermined time TC is set as the initial value of the simulated game end timer. This timer value is decremented each time the timer interrupt processing of the main control unit 300 is executed. Also in step S1213, preparations are made to send a simulated game end command to the first sub-control unit 400 indicating that the simulated game has ended.

[0195] <Simulated next game start process> In this embodiment, after the reel stop control process of the simulated game shown in Figure 15, the game does not immediately transition to the actual game, but instead simulates the process of inserting a medal and accepting the start operation in step S103. This allows the player to experience a simulated game that is closer to the actual game. Therefore, the simulated game in this embodiment broadly includes this simulated start of the next game.

[0196] In step S1301, preparations are made to send a pseudo-start command to the first sub-control unit 400 indicating that the pseudo-next game start process has begun. In step S1303, the MB timer is set. The MB timer is a timer that measures the time during which a pseudo-bet operation can be accepted, and for example, a timer value equivalent to 20 seconds is set as the initial value. This timer value is decremented each time the timer interrupt process of the main control unit 300 is executed. In this embodiment, the MB timer is used to limit the time during which a single pseudo-bet operation can be accepted, thereby ensuring that the game proceeds smoothly.

[0197] In step S1305, it is determined whether the MAX bet button 132 has been operated by the player. If operation is detected, the process proceeds to step S1309; otherwise, the process proceeds to step S1307. In step S1307, it is determined whether the MB timer has timed out. If it has not timed out, the process returns to step S1305; if it has timed out, the process proceeds to step S1309.

[0198] In step S1309, preparations are made to send a pseudo-bet acceptance command to the first sub-control unit 400, indicating that a pseudo-bet operation has been accepted. Even if the MB timer expires, the pseudo-bet acceptance command can be sent to allow the first sub-control unit 400 to proceed with its presentation processing.

[0199] From step S1311 onward, processing related to the simulated start operation of the start lever 135 is executed. In step S1311, preparations are made to send a simulated lever reception waiting start command to the first sub-control unit 400, indicating that the simulated start operation waiting has begun.

[0200] In step S1313, the SR timer is set. The SR timer is a timer that measures the time during which a simulated start operation can be accepted. For example, a timer value equivalent to 20 seconds is set as the initial value. This timer value is decremented each time the timer interrupt processing of the main control unit 300 is executed. In this embodiment, the SR timer is used to limit the time during which a simulated start operation can be accepted, thereby ensuring that the game proceeds smoothly.

[0201] In step S1315, it is determined whether the start lever 135 has been operated by the player. If operation is detected, the process ends and proceeds to step S111 in Figure 11. If no operation is detected, the process proceeds to step S1317, where it is determined whether the SR timer has timed out. If it has not timed out, the process returns to step S1315; if it has timed out, the process proceeds to step S111 in Figure 11.

[0202] <Reel rotation processing> Next, using Figure 17, the reel rotation start process (step S113) in the main processing of the main control unit in Figure 11 will be explained. Figure 17 is a flowchart showing the flow of the reel rotation start process (step S113) in Figure 11.

[0203] In step S1400, a 4.1-second wait timer is set. This timer is designed to ensure an interval of 4.1 seconds or more between games, and the game interval is limited to 4.1 seconds or more regardless of whether a simulated game is being played or not. This allows the pace of the game to be matched to that of a game played only in the main game mode.

[0204] In step S1401, the acceleration parameters for each reel are set. In step S1403, preparations are made to send the game start command to the first sub-control unit 400. In step S1405, the 7-segment display setting process is performed. In this process, display settings related to the operation navigation are configured.

[0205] In step S1407, it is determined whether the random delay flag is set to ON. If this condition is met, the process proceeds to step S1411; otherwise, the process proceeds to step S1409.

[0206] In step S1409, the rotation of reels 110-112 is started using the acceleration parameters set in step S1401. In step S1411, a random delay rotation start process is executed. Details of this process will be described later with reference to Figure 18.

[0207] In step S1413, it is determined whether the rotation speed of reels 110 to 112 is constant. If the rotation speed of reels 110 to 112 is constant, the process proceeds to step S1315; otherwise, step S1413 is repeated. In step S1415, the operation of stop buttons 137 to 139 is activated.

[0208] <Random Delayed Rotation Start Process> Next, using Figure 18, we will explain the random delay rotation start process (step S1311) in the reel rotation start process shown in Figure 17. Figure 18 is a flowchart showing the flow of the random delay rotation start process (step S1411) in Figure 17.

[0209] In step S1501, it is determined whether a predetermined time TC has elapsed by measuring the pseudo-game end timer. If the predetermined time TC has elapsed as determined by the pseudo-game end timer, the process proceeds to step S1503; otherwise, step S1501 is repeated.

[0210] In step S1503, the left reel 110 starts to rotate. In step S1505, it is determined whether or not the acceleration of the left reel 110 has finished. If the acceleration of the left reel 110 has finished, the process proceeds to step S1507; otherwise, it returns to step S1505.

[0211] In step S1507, the rotation start timer for the middle reel 111 is set. Specifically, a timer value corresponding to 0 to 756.512ms is obtained by lottery, and this value is set. The value of the rotation start timer for the middle reel 111 is decremented each time the main control unit timer interrupt processing is executed.

[0212] In step S1509, it is determined whether the rotation start timer for the middle reel 111 has timed out, that is, whether the waiting time corresponding to the initially set timer value has elapsed. If the rotation start timer for the middle reel 111 has timed out, the process proceeds to step S1511; otherwise, the process returns to step S1509.

[0213] In step S1511, the middle reel 111 starts to rotate. Note that although the middle reel 111 starts to rotate in step S1511, it remains in a pseudo-stopped state until it starts to rotate.

[0214] In step S1513, it is determined whether or not the acceleration of the middle reel 111 has finished. If the acceleration of the middle reel 111 has finished, the process proceeds to step S1515; otherwise, it returns to step S1513.

[0215] In step S1515, the rotation start timer for the right reel 112 is set. Specifically, a timer value corresponding to 0 to 756.512ms is obtained by lottery, and this value is set. The value of the rotation start timer for the right reel 112 is decremented each time the main control unit timer interrupt processing is executed.

[0216] In step S1517, it is determined whether the rotation start timer for the right reel 112 has timed out, that is, whether the waiting time corresponding to the initially set timer value has elapsed. If the rotation start timer for the right reel 112 has timed out, the process proceeds to step S1519; otherwise, the process returns to step S1517.

[0217] In step S1519, the right reel 112 starts to spin. Note that the right reel 112 starts spinning in step S1511, but until it starts spinning, the right reel 112 is in a pseudo-stopped state. In step S1521, the random delay flag is set to off.

[0218] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 19. Figure 19(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 19(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 19(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.

[0219] First, in step S301, various initial settings are performed. These initial settings are executed when the power is turned on. This process includes initial settings for input / output ports and initialization of memory areas in RAM 408. In this process, various memory areas are set up in RAM 408, such as an area for storing internal winning information, which is information representing the results of internal wins, and an area for storing update information, which is information representing the game state.

[0220] In step S303, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305.

[0221] In step S305, the timer variable is assigned the value 0.

[0222] In step S307, command processing is performed, which is the processing corresponding to each command received from the main control unit 300.

[0223] In step S309, performance control processing is performed. This involves expanding the performance data, setting device data in the performance execution area provided in RAM 408, setting performance data in the performance reservation area provided in RAM 408, and further processing such as setting performance data or executing control processing based on received commands and the information contained in those commands. In some cases, the performance data set in the performance reservation area or the device data set in the performance execution area may be updated (overwritten) with different data. In this case, the performance content will be changed based on the overwritten data.

[0224] In step S311, sound control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the performance execution area corresponding to speakers 272 and 277, and the obtained control data is output to the sound source IC 418 to execute sound effects.

[0225] In step S313, lamp control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the performance execution area corresponding to each lamp 420, and the obtained control data is output to the drive circuit 422 to execute the lamp performance.

[0226] In step S315, shutter control processing is performed based on the processing result of step S309. For example, control data is obtained from the device data set in the effect execution area corresponding to the shutter 163, and the obtained control data is output to the drive circuit 424 to execute the effect using the shutter 163.

[0227] In step S317, information output processing is performed to set up the transmission of a control command to the second sub-control unit 500 based on the processing result of step S309. For example, if there is device data set in the performance execution area corresponding to the performance image display device 157, preparations are made to transmit this device data to the second sub-control unit 500, and the process returns to step S303.

[0228] Next, the command reception interrupt processing of the first sub-control unit 400 will be explained using Figure 19(b). This command reception interrupt processing is performed when the first sub-control unit 400 detects a strobe signal output by the main control unit 300. In step S321 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in the command memory area provided in the RAM 408.

[0229] Next, using Figure 19(c), the timer interrupt processing of the first sub-control unit 400, which is executed by the CPU 404 of the first sub-control unit 400, will be explained. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval based on this timer interrupt.

[0230] In step S331, 1 is added to the value in the timer variable storage area of ​​RAM 408, as explained in step S303 of the first sub-control unit main processing shown in Figure 19(a), and the result is stored in the original timer variable storage area. Therefore, in step S303, the timer variable value is determined to be 10 or greater every 20ms (2ms × 10).

[0231] In step S333, device data is sent to the second sub-control unit 500, which was set in step S315, and processing is performed to update the random values ​​for the performance.

[0232] <Processing by the second sub-control unit 500> Next, the processing of the second sub-control unit 500 will be explained using Figure 20. Figure 20(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 20(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 20(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 20(d) is a flowchart of the image control processing of the second sub-control unit 500.

[0233] First, in step S401 of Figure 20(a), various initial settings are performed. When the power is turned on, the initialization process is executed in step S401. This initialization process includes initial settings for input / output ports and initialization of the memory area in RAM 508.

[0234] In step S403, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405.

[0235] In step S405, the timer variable is assigned the value 0.

[0236] In step S407, command processing is performed. During command processing, the CPU 504 of the second sub-control unit 500 determines whether or not it has received a command from the CPU 404 of the first sub-control unit 400.

[0237] Step S409 performs performance control processing. Specifically, if there was a new command in step S407, the processing corresponding to this command is performed. For example, the process of reading performance data for image control related to the background image from ROM 506 is executed. In addition, processing such as reading other performance data from ROM 506 is performed, and if it is necessary to update the performance data, the performance data update process is performed.

[0238] In step S411, image control processing is performed based on the processing result of step S409. For example, if there is an image control command in the performance data read in step S409, the image control corresponding to this command is performed. For example, image control related to the display image (notification image, background image) is executed. This image control processing will be described later using Figure 20(d). Once this image control processing is completed, the process returns to step S403.

[0239] Next, the command reception interrupt processing of the second sub-control unit 500 will be explained using Figure 20(b). This command reception interrupt processing is performed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400. In step S415 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in the command storage area provided in RAM 508.

[0240] Next, using FIG. 20(c), the second sub-control unit timer interrupt process executed by the CPU 504 of the second sub-control unit 500 will be described. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt process is executed at a predetermined period.

[0241] In step S417, 1 is added to the value in the timer variable storage area of the RAM 508 described in step S403 in the second sub-control unit main process shown in FIG. 20(a), and it is stored in the original timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10). In step S419, update processing of the effect random number value and the like is performed.

[0242] Next, using FIG. 20(d), the image control process in step S411 in the main process of the second sub-control unit 500 will be described. This figure is a diagram showing a flowchart indicating the flow of the image control process.

[0243] In step S421, an instruction to transfer image data is issued. Here, first, the CPU 504 swaps the designation of the drawing areas of the display areas A and B of the VRAM 518. As a result, one frame of the image stored in the display area not designated as the drawing area is displayed on the effect image display device 157. Next, the CPU 504 sets in the attribute register of the VDP 516 the ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 518), etc. based on the position information and other tables, and then sets an instruction to start the transfer of image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0244] In step S423, it is determined whether or not a transfer completion interrupt signal has been input from VDP516. If a transfer completion interrupt signal has been input, the process proceeds to step S425; otherwise, the process waits for a transfer completion interrupt signal to be input.

[0245] In step S425, parameter settings are performed based on the production scenario configuration table and attribute data. Here, the CPU 504 instructs the VDP 516 to provide information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), image overlap and transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S421. The VDP 516 then performs parameter settings according to the attributes based on the instructions stored in the attribute register.

[0246] In step S427, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing the image. The VDP 516 starts drawing the image in the frame buffer according to the instruction from the CPU 504.

[0247] In step S429, it is determined whether or not a generation completion interrupt signal has been input from VDP516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S431; otherwise, the process waits for a generation completion interrupt signal to be input.

[0248] In step S431, the process ends after incrementing (+1) the scene display counter, which is set in a predetermined area of ​​RAM 508 and counts how many scene images have been generated.

[0249] <About simulated games> In slot machine 100, inserting tokens and operating the start lever 135 spins reels 110-112, while an internal lottery determines the winning combination. Operating the stop buttons 137-139 stops reels 110-112, and a winning combination is achieved when the combination of symbols corresponding to the internal determination is displayed on the symbol display window. If a winning combination that results in a payout of tokens is achieved, the specified number of tokens corresponding to the achieved combination are paid out. This series of actions constitutes normal gameplay, but to distinguish it from the simulated game described below, this normal gameplay is referred to as "main gameplay." Note that the simulated game is performed before the main gameplay. A single game can consist of only the main gameplay, or a combination of simulated gameplay and main gameplay. The number of games played is the same as the number of main gameplay games.

[0250] A simulated game is a type of reel animation in which, similar to the actual game, the spinning reels 110-112 are stopped (simulated in this embodiment) by operating the stop buttons 137-139, and some combination of symbols is displayed on the symbol display window. In this simulated game, it is possible to stop the reels 110-112, just like in the actual game, but unlike the actual game, no medals are paid out based on the stopping result of the reels 110-112.

[0251] In this embodiment, during the simulated game, the reels 110-112 are not completely stopped as in the actual game, but are simulated to stop (for example, by continuing slight vibrations) so that it is clear that it is a simulated game (not the actual game). When the simulated game ends, the reels 110-112 start rotating again and the actual game begins. In other words, the simulated game is a game in which, between the time the start lever 135 is operated and the rotation speed of the reels 110-112 in the actual game reaches a constant state, the reels 110-112 are simulated to stop while rotating by operating the stop buttons 137-139, and any combination of symbols can be displayed.

[0252] In this embodiment, the simulated game is a performance game that can be executed until the rotation speed of all reels 110 to 112 in the actual game becomes constant. However, for example, it may be a performance game that can be executed until the rotation speed of some of the reels becomes constant. For example, when stopping the rotated reels 110 to 112 by operating the stop buttons 137 to 139, the simulated game may be stopped only on reel 110, while reels 111 and 112 may be stopped for the actual game. Alternatively, reels 110 and 111 may be stopped for the simulated game, while only reel 112 may be stopped for the actual game.

[0253] Here, an example of the operation of the simulated game in this embodiment will be specifically explained using Figure 21. For example, when the AT state is to be entered from the next game (simulated game flag on), when the start lever 135 is operated (STA1 in Figure 21(a)), reels 110 to 112 start to rotate. Next, based on the first stop operation (STO1-1 in Figure 21(a), here operating the left stop button 137), the corresponding first stop reel (left reel 110 in Figure 21(a)) simulates to stop. Next, based on the second stop operation (STO1-2 in Figure 21(a), here operating the middle stop button 138), the corresponding second stop reel (middle reel 111 in Figure 21(a)) simulates to stop. Next, based on the second stop operation (STO1-2 in Figure 21(a), here operating the middle stop button 138), the corresponding second stop reel (middle reel 111 in Figure 21(a)) simulates to stop. Next, based on the third stop operation (STO1-3 in Figure 21(a), in this case the operation of the right stop button 139), the corresponding third stop reel (right reel 112 in Figure 21(a)) is pseudo-stopped.

[0254] As shown in Figure 21(b), reels 110 to 112 are not completely still during the pseudo-stopping phase, but are in a state of slight vibration (movement that causes them to change state at intervals of 500ms or less, so as not to maintain the same state for more than 500ms). Specifically, reels 110 to 112 are made to vibrate slightly up and down between a predetermined position A and a position A' slightly away from position A.

[0255] Furthermore, the state in which reels 110-112 are not completely still includes a state in macro (second-by-second) terms, that is, a state in which they are moving slowly enough for the player to observe their movement (a swaying motion), as well as a state of stillness in micro (hundreds of milliseconds) terms.

[0256] In other words, micro-vibrations may include periods in which reels 110 to 112 are stationary, and in this embodiment, the period of stationary motion between movements in micro-vibrations is less than 500 ms. That is, in this embodiment, if there is a period of stationary motion of 500 ms or more between movements in micro-vibrations, it is defined that reels 110 to 112 are stationary, and if there is a period of stationary motion of less than 500 ms, it is defined that reels 110 to 112 are not stationary.

[0257] The reason for performing a simulated stop in a simulated game is that if reels 110-112 were to come to a complete stop, players might mistake it for a real game stop, end their game, and leave the machine. In other words, it prevents a situation where players would forfeit any rewards they could have earned in the subsequent real game. In the example above, each reel 110-112 performs a simulated stop individually, but for example, the corresponding reels 110-112 could be completely stopped during the first and second stop operations, and then all reels 110-112 could simultaneously enter a simulated stop state after the third stop operation. Furthermore, the vibration of each reel 110-112 may be synchronized or asynchronous.

[0258] The state of slight vibration is similar to the shaking and fluctuating of the decorative symbols displayed on the display device of a pachinko machine. However, while pachinko machines announce the result of the game by stopping the shaking of the decorative symbols after it has fluctuated, slot machines do not announce the result of the game by stopping the slight vibration of reels 110-112 after it has slightly vibrated. In the actual game that is played after this simulated game, the result of the game is announced when reels 110-112 come to a complete stop.

[0259] In this embodiment, when all reels 110 to 112 stop in a simulated state, the actual game starts after a simulated next game start process. However, a configuration is adopted in which a random delay is executed when the reels start spinning in the actual game. In the simulated game, a specific combination of symbols is achieved, so if the reels 110 to 112 start spinning simultaneously in the subsequent actual game, some players may find it easier to stop the reels while aiming for specific symbols.

[0260] In other words, there is a possibility that the operation of this game may be advantageous or disadvantageous depending on whether the rotation of reels 110 to 112 is started simultaneously when a specific combination of symbols is achieved or when the rotation of reels 110 to 112 is started simultaneously when a specific combination of symbols is not achieved. In this embodiment, as shown in Figure 21(c), when the reels of the actual game start rotating after the simulated game, the reels 110 to 112 are rotated sequentially in the order of left reel 110, middle reel 111, and right reel 112. Furthermore, for the middle reel 111 and the right reel 112, the reels 110 to 112 are rotated after a random predetermined time determined by lottery has elapsed.

[0261] This configuration prevents reels 110-112 from simultaneously starting to spin once a specific combination of symbols is achieved, instead allowing the positions of the left reel 110, middle reel 111, and right reel 112 to be scattered.

[0262] In addition, as a configuration for varying the position, it may start rotating in an order other than the above, or it may be a configuration in which timers for the rotation start delay times for each of the reels 110 to 112 are individually set and then all the timers are counted down simultaneously. After the left reel 110, the middle reel 111, and the right reel 112 start rotating, after the rotation of all the reels becomes constant, the operations of the stop buttons 137 to 139 in this game become effective.

[0263] In addition, examples of the trigger for executing the pseudo game include when transitioning to the AT state, when the transition to the AT state is confirmed, when the transition to the AT state is confirmed after a predetermined number of game rounds, when winning internally for a special combination, etc.

[0264] In addition, the pseudo game may perform, for example, reel rotations and reel stops that are difficult to achieve in this game (for example, reel controls different from the reel controls in this game, such as reverse rotations of the reels 110 to 112), or for example, may reduce the probability of winning as a result of increasing the number of games including the pseudo game. Also, a configuration in which a plurality of pseudo games are continuously executed may be adopted.

[0265] <Notification of Pseudo Games Other than Pseudo Stops> In the pseudo game described in FIG. 21, it is possible to recognize that it is a pseudo game rather than this game by the pseudo stop. That is, it can be said that the pseudo stop is one aspect of the notification (hereinafter referred to as pseudo game notification) that it is a pseudo game.

[0266] Also, in the present embodiment, as shown in FIG. 22, a pseudo game lamp 190 is provided on the right side of the shutter 163, and by lighting this pseudo game lamp 190, it is possible to recognize that it is a pseudo game. FIG. 22(a) shows the state where the shutter 163 is closed, FIG. 22(b) shows the state where the shutter 163 is half open, and FIG. 22(c) shows the state where the shutter 163 is open, and in any state, the state of the pseudo game lamp 190 can be confirmed. The lighting of this pseudo game lamp 190 is also one aspect of the pseudo game notification.

[0267] In this embodiment, when the player views the image displayed on the performance image display device 157, the shutter 163 is open, and the shutter 163 is positioned between the performance image display device 157 and the simulated game lamp 190 (Figure 22(c)). At this time, when the player focuses on the image displayed on the performance image display device 157, the simulated game lamp 190 is positioned further out of the player's field of vision, with the shutter 163 in between, and as a result, the simulated game lamp 190 can be made less conspicuous.

[0268] Furthermore, as shown in Figure 22(d), the simulated game lamp 190 may be labeled in a way that indicates it is a lamp that lights up during simulated gameplay. This labeling is not limited to "during simulated gameplay"; it may also include labels such as "free" or "free play." In this embodiment, the simulated game lamp 190 is controlled by the main control unit 300, but the configuration is not limited to this; it may also be controlled by the first sub-control unit 400.

[0269] <Example of staging> An example of a performance using the performance device 160 will be described. Figure 23 is an explanatory diagram showing one such example, and shows an example of an image displayed by the performance image display device 157. This performance can also be used in combination with sound output from the shutter 163 and speaker 272.

[0270] The example in Figure 23 shows a continuous performance CE that is executed over a predetermined period. In this embodiment, the continuous performance CE is a continuous performance that is executed over a predetermined period of multiple consecutive games, and in the illustrated example, it is based on the idea that one set of performances is executed over four games. For this reason, the continuous performance CE is composed of four individual performances (progression performances) EN1 to EN4. Each individual performance EN1 to EN4 can be composed of a video or a still image.

[0271] Individual effects EN1 to EN4 are basically executed in each game. The updates of individual effects EN to EN4 are triggered by the reception of start information. In other words, they are triggered by game progression operations on the start lever 135. The start information includes the main game start command (S1403 in Figure 17), but in this embodiment, for reasons to be explained later, it also includes the pseudo-game start command (S1103 in Figure 14). The main game start command and the pseudo-game start command may be exactly the same command, in which case it contributes to reducing the memory capacity of the main control unit 300.

[0272] Figure 24(a) shows an example of the execution of a continuous performance CE over a predetermined period (from the Nth game to the N+3rd game). In the illustrated example, the continuous performance CE is used as a performance to inform the player that the AT state has been confirmed, and it illustrates the case where no simulated game is played (only this game is played).

[0273] In the N-1st game, the performance image display device 157 displays an indication that the continuous performance CE will be executed (in the illustrated example, it is a notification of an advanced performance). The continuous performance CE starts from the Nth game. When the start lever 135 is operated by the player, the game start command (S1403 in Figure 17) is received by the first sub-control unit 400, and this triggers the execution of individual performance EN1 in the Nth game. When the Nth game ends and the start lever 135 is operated by the player, the game start command (S1403 in Figure 17) is received by the first sub-control unit 400, and this triggers the execution of individual performance EN2 in the N+1st game.

[0274] Similarly, individual performance EN3 is executed on the N+2nd game, and individual performance EN4 is executed on the N+3rd game. A series of consecutive performances CE are executed over the period of four games. After that, on the N+4th game, a performance is given to announce that the AT state has been confirmed.

[0275] Figure 43 is a diagram showing the chronological progression of the effects when the simulated game shown in Figure 24(a) is not performed (when only the main game is played), along with examples of "operation" (player's actions), "LCD effects" (display content of the effect image display device 157), "reels" (rotation and stopping period of the left reel 110 to the right reel 112), and "symbol combinations" (symbol combinations of each reel 110 to 112).

[0276] In "Operation," the vertical line ("|") indicates the timing of the player's actions. "Bet Setting" indicates the timing of the player's actions on bet buttons 130-132. In the Nth game, no bet setting action was performed, because a replay was won in the previous game (N-1st game).

[0277] "Start Operation" indicates the timing of the player's operation on the start lever 135. "Left Reel Stop," "Middle Reel Stop," and "Right Reel Stop" illustrate the timing of the player's operation on the left stop button 137, middle stop button 138, and right stop button 139, respectively, and the displayed period for accepting stop operations. Here, it is assumed that the stop operations are performed in the order of left → middle → right.

[0278] The display period for accepting stop operations is the period during which the stop button lamp illuminates blue to inform the player that it is the period for accepting stop operations. In this embodiment, the stop operation acceptance period starts for each reel, and the timing is when the reel starts rotating, reaches a constant speed state, and the detection piece 50 is detected by the index sensor 80.

[0279] However, in this embodiment, the display period during which the stop button lamp illuminates in blue is set to the timing when the detection piece 50 corresponding to the third reel is detected by the index sensor 80, with the start timing being the same for all reels. In Figure 43, ● indicates the timing when the display period for accepting the stop operation begins, and this timing is the same for all reels. The period indicated by the arrow from ● to the vertical line is the display period during which the stop button lamp illuminates in blue. At the timing of ●, it changes from red to blue, and at the timing of the vertical line, it changes from blue to red. Note that the display period during which the stop button lamp illuminates in blue does not have to be the same for all reels, but may be set to match the acceptance period for each reel.

[0280] In the "LCD Effects" section, "Development Effects" and "Continuous Effects" indicate the types of effects that will be performed, and "Continuous Effects" further indicates the types of development effects (individual effects). "Reels" indicates that the reels are rotating at high levels of the waveform and that the reels are stopped at low levels of the waveform. In the example in Figure 43, the rotation of the left reel 110 to the right reel 112 begins in synchronization with the start operation, but in cases where a wait period remains, the individual effects of the "LCD Effects" may start first. However, even if a wait period remains, the start timing of each effect of the "LCD Effects" may be synchronized with the start timing of the reel rotation. In other words, whether the start timing of the "LCD Effects" and the start timing of the reel rotation are the same due to the start operation, or whether the start timing of one is slightly earlier than the start timing of the other, the "LCD Effects" will start at the same time as the reel rotation begins.

[0281] The "symbol combinations" are examples of symbol combinations on the left reel 110 to the right reel 112, which represent the results of each game. When a symbol combination corresponding to a winning combination is displayed, a lighting effect can be activated using the reel backlight 94. For example, in the example in Figure 43, a replay is won in the N-1 game, and in this case, a lighting effect can be activated using the reel backlight 94. In this effect, the reel backlight 94 may be illuminated on the active lines, outside the active lines, or all reel backlights 94 may be illuminated. It may also be made to blink, in which case the brightness may be alternating between high and low rather than alternating between on and off. The lighting effect of the reel backlight 94 may differ depending on the winning combination. For example, in the example in Figure 43, a bell is won in the N+1 game, and the lighting effect in this case may be performed in a different manner than when a replay is won in the N-1 game.

[0282] Now, with these continuous performance sequences (CE), since individual performance sequences EN1 to EN4 are executed for each game, it becomes possible to create a sense of anticipation for the player with each game.

[0283] On the other hand, it is also possible to run a simulated game while a continuous performance CE is in progress. However, if the continuous performance CE is interrupted midway to run a simulated game, the continuity of the continuous performance CE may be disrupted, and the effect of the performance may be reduced. In addition, running a simulated game may lengthen the duration of a single game, resulting in a drawn-out gameplay from the start to the end of the continuous performance CE and a decrease in the tempo of the game.

[0284] In this embodiment, when a simulated game is played, the execution period of the continuous performance CE is shortened while ensuring that the continuous performance CE is executed without omission. Figure 24(b) is an explanatory diagram showing an example of this.

[0285] Figure 24(b) shows an example of a continuous performance CE that runs over a specific period (from the Nth game to the N+2th game). In the illustrated example, the continuous performance CE is used as a performance to inform the player that the AT state has been confirmed, and it illustrates the case where the simulated game takes place on the N+1th game.

[0286] In the N-1st game, the presentation image display device 157 displays an indication that the continuous presentation CE will be executed (in the illustrated example, it is a notification of an advanced presentation). The continuous presentation CE starts from the Nth game. When the start lever 135 is operated by the player, the game start command (S1403 in Figure 17) is received by the first sub-control unit 400, and this triggers the execution of the individual presentation EN1 in the Nth game.

[0287] When the Nth game ends, the player operates the start lever 135 to begin the N+1th game. In this game, a simulated game is started before the main game. The simulated game start command (S1103 in Figure 14) is received by the first sub-control unit 400, and this triggers the execution of the individual performance EN2 in the N+1th game.

[0288] Subsequently, during the simulated game, the start lever 135 is operated by the player (S1315 in Figure 16), or the SR timer expires (S1317 in Figure 16), at S1403 in Figure 17, the main game start command (S1403 in Figure 17) is received by the first sub-control unit 400, and this triggers the execution of individual performance EN3. In other words, in the N+1 game, individual performances EN2 and EN3 are executed. Since the control is set so that the main game starts even if the SR timer expires, it is possible to prevent the interval between individual performances EN2 and EN3 from becoming long and the performance from becoming drawn out.

[0289] When the N+1th game ends and the start lever 135 is operated by the player, the game start command (S1403 in Figure 17) is received by the first sub-control unit 400, and this triggers the execution of the individual performance EN4 in the N+2nd game. Compared to the example in Figure 24(a), the series of continuous performances CE are executed over a period of 3 games, which is one less game. Subsequently, in the N+3rd game, a performance is held to announce the confirmation of the AT state.

[0290] Figure 44 shows the chronological progression of the effects when the simulated game exemplified in Figure 24(b) is played, and the meanings of "operation," "LCD effect," "reels," "symbol combination," etc., are as explained with reference to Figure 43. In the simulated game played in the N+1th game of this game, it is assumed that reels 110-112 vibrate slightly to simulate a stop, and a winning combination (simulated) is displayed. In the simulated game, if any symbol combination is displayed in this way, a lighting effect using the reel backlight 94 may be performed, and in that case, the brightness of the light may be reduced compared to the case of this game.

[0291] Let's compare Figure 43 and Figure 44. During the execution period of the continuous performance CE, in the example of Figure 44, even if a simulated game is played, the number of start operations is the same, and the number of stop operations is also the same. In this embodiment, it is assumed that a simulated bet operation is performed when a simulated start operation is performed, so the number of bet operations is the same, but the number of times when a replay does not occur during the continuous performance CE is the same. Therefore, the number of simulated bet operations may be less than the number of bet operations in the actual game by the number of simulated games. The bet button lamp may be illuminated to prompt the player to perform a simulated bet operation. Alternatively, the simulated game may be a system that does not require a simulated bet operation.

[0292] This section compares the display period for accepting stop operations. In the case of simulated games, the start and end conditions for the display period are the same as in the actual game. Therefore, the timing of the display period is basically the same for both simulated and actual games. This allows players to enjoy playing simulated games with the same feeling as playing actual games. However, if a random delay is applied to the start of reel rotation in simulated games, the display period may appear to start at a slightly later timing than in actual games.

[0293] Furthermore, the start conditions for the display period of the stop operation acceptance period may differ between the simulated game and the actual game. For example, in the simulated game, the acceptance period may be adjusted for each individual reel instead of requiring all reels to be aligned. Conversely, in the actual game, the acceptance period may be adjusted for each individual reel instead of requiring all reels to be aligned, while in the simulated game, all reels may be required to be aligned. Also, in the simulated game, if the acceptance period is adjusted for each individual reel instead of requiring all reels to be aligned, the display period for the blue illumination of the stop button 137 may start first even if the acceptance period for the stop operation of the left reel 110 does not start earlier than that of the other reels. In cases where there is a rule that a penalty will be imposed if the stop operation of the left reel 110 is not made the first stop operation, it may be possible to encourage the player to make the stop operation of the left reel 110 the first stop operation.

[0294] This section compares the timing of individual animations and the start of reel rotation. In simulated gameplay, the timing of individual animations and the start of reel rotation are basically synchronized because they are triggered by the start operation. However, if a random delay is introduced at the start of reel rotation in simulated gameplay, the start timing of individual animations may be earlier than the start of reel rotation.

[0295] In this embodiment, when a simulated game is played, the duration for which the continuous performance CE is executed is shortened. Since the continuous performance CE is executed without interruption, the continuity of the continuous performance CE is not compromised. Furthermore, it is possible to prevent the game from becoming drawn out from the start to the end of the continuous performance CE, which would reduce the tempo of the game.

[0296] The shortening of the execution period of the continuous performance CE is achieved by performing two individual performances in a single game, but in this form, the individual performances are performed in both the simulated game and the actual game. Because the simulated game is similar in procedure to the actual game, it is possible to give the player the impression that each individual performance is taking place during the actual game, thereby reducing the sense of discomfort the player experiences. In particular, in the example in Figure 24(a) and the example in Figure 24(b), the number of operations such as the start lever 135 that can be accepted during the period in which the continuous performance CE is executed is the same, allowing the player to proceed with the game smoothly and without discomfort. In other words, from the perspective of game progression operations, regardless of whether there is a simulated game or not, it is possible to reduce the use of game media while maintaining the same sense of operation for the player during the execution of the continuous performance, and may give the player the feeling that the occurrence of the simulated game is worthwhile. Also, from the perspective of appreciating the performances, regardless of whether there is a simulated game or not, the player can enjoy the continuous performances that proceed in the same way, and it is possible to make the player's sense of enjoying the performances in normal gameplay the same.

[0297] The timing of the execution of the simulated game during the execution of the continuous performance CE is not limited to the example in Figure 24(b). The example in Figure 25(a) illustrates the case where the simulated game is executed on the Nth game. In this example, individual performance EN1 is executed during the Nth simulated game, and individual performance EN2 is executed during the actual game. Compared to the example in Figure 24(a), the series of continuous performances CE are executed over a period of 3 games, which is one less game. In both the example in Figure 24(a) and the example in Figure 25(a), the number of times the start lever 135 can be operated during the period in which the continuous performance CE is executed is the same.

[0298] The example in Figure 25(b) illustrates the case where a simulated game is executed on the Nth and N+1th game. In this example, individual performance EN1 is executed during the simulated game of the Nth game, and individual performance EN2 is executed during the actual game. Also, individual performance EN3 is executed during the simulated game of the N+1th game, and individual performance EN4 is executed during the actual game. Compared to the example in Figure 24(a), the series of consecutive performances CE are executed over a period of two games, which is two fewer games. In both the example in Figure 24(a) and the example in Figure 25(b), the number of times the start lever 135 is operated during the period in which the consecutive performances CE are executed is the same.

[0299] Furthermore, the content of the progression sequence may or may not change depending on whether or not a simulated game occurs. If it does change, if a simulated game does not occur, individual sequence A may be executed as the second progression sequence, and if a simulated game occurs, individual sequence B, which is different from individual sequence A, may be executed.

[0300] <Example of a sequence of events after a continuous performance> An example of the sequence of events after the continuous sequence CE will be explained with reference to Figure 45. Figure 45 shows an example of the sequence of events for the three games from the Mth game to the M+2th game. In the examples of Figure 24(a) and Figure 43, the Mth game corresponds to the N+4th game, and in the examples of Figure 24(b) and Figure 44, the Mth game corresponds to the N+3rd game, and the sequence shown in Figure 45 begins after the "AT confirmed" message is displayed.

[0301] In this embodiment, as described above, a penalty may be imposed on the player in certain cases regarding the order of stopping operations. As an example of a penalty, we will explain here an example of delaying the progress of the animation. In the example in Figure 45, if operations are performed in a non-recommended order, the animation will not progress in the next game, and the same animation will be played. This will be explained in detail.

[0302] In the example shown in Figure 45, a pseudo-bonus sequence begins from the M game, and the words "BONUS Confirmed" and an image of a character are displayed on the presentation image display device 157. The M game is the "Pre-Aim Game," which is a preparatory game for the subsequent "Aim Game." The "Aim Game" is a game in which a pseudo-sequence prompts the player to stop the seven symbol, and the "Pre-Aim Game" determines whether or not the player can proceed to the "Aim Game."

[0303] In "Aim for the Right Stop," the first stop operation on the left reel at 110 is the recommended stop order, and any other non-recommended stop order will be treated as an irregular operation and a penalty will be imposed on the next game.

[0304] In Figure 45, "Left 1st Operation" indicates the case where the first stop operation is a stop operation on the left reel 110, and the display of the image display device 157 continues to show the words "BONUS Confirmed" and the character image. When the start operation for the next M+1 game is performed, "Aim for it" begins.

[0305] On the other hand, in Figure 45, "other than left 1st operation" indicates the case where the first stop operation is a stop operation on a reel other than the left reel 110 (middle reel 111 or right reel 112), which is an irregular operation. For this reason, the display image device 157 displays the words "Left 1st operation recommended" as a recommended operation display, prompting the player to perform the stop operations in the recommended stop operation order. When the start operation of the next M+1 game is performed, "Aim Game" does not start, and "Aim Just Before Game" is performed again. If the recommended operation display is shown, and "Aim Game" is started afterward, the player will not be happy (will not feel good), so by performing the stop operations in the recommended stop operation order in "Aim Just Before Game" before proceeding to "Aim Game," the player's satisfaction can be ensured.

[0306] The recommended operation display may be displayed in full screen, or as a ticker in the center of the screen. The recommended operation display may continue to be displayed from the time an irregular operation is performed until a predetermined timing (e.g., the final stop operation), or until a predetermined time has elapsed from the time an irregular operation is performed, or until an operation related to the next game (betting amount setting operation, start operation) is performed. In addition, the recommended operation display may be displayed after the final stop operation due to an irregular operation, and then disappear when a predetermined timing (a predetermined time has elapsed, an operation related to the next game) is reached.

[0307] Furthermore, if irregular operations are performed during "Aim Just Before Game," "Aim Just Before Game" will be repeated. However, an upper limit (for example, 3 times) may be set on the number of repetitions, and "Aim Game" may be started when the number of repetitions reaches the upper limit. This functions as a relief measure for players who continue to perform irregular operations. On the other hand, if irregular operations are to be more strictly regulated, "Aim Game" may not be started as long as irregular operations continue.

[0308] Next, we will explain the effects that occur after "Aim for the Game". In the following explanation, the number of games played is assumed to be the Mth game, and the stopping operation is performed in the recommended stopping operation order. In the M+1th game, a simulated game is played, and the combination of symbols that the player should aim for is displayed on the effect image display device 157. Here, we assume that the symbol combination for either a simulated big bonus or a simulated regular bonus is displayed as a result of the simulated stopping operation. The distribution of these bonuses depends on the content of the AT lottery that has already been conducted, and it is controlled so that a simulated big bonus is established when the player's benefit is large, and a simulated regular bonus is established when it is small.

[0309] Furthermore, when displaying these combinations of symbols, a lighting effect using the reel backlight 94 may be used, and different lighting effects may be used for the pseudo-big bonus and the pseudo-regular bonus.

[0310] After the symbol combination for the pseudo-big bonus is displayed, when the pseudo-start operation is performed, reels 110-120 will rotate and the game can be stopped, and the display image device 157 will show the recommended stop operation sequence and the remaining and total number of AT rounds (30 / 30G). After the symbol combination for the pseudo-regular bonus is displayed, when the pseudo-start operation is performed, reels 110-120 will rotate and the game can be stopped, and the display image device 157 will show the recommended stop operation sequence and the remaining and total number of AT rounds (15 / 15G).

[0311] From the second game onwards, the same animation continues, and the remaining number of AT rounds decreases. For example, in the second game after the display of a pseudo-big bonus symbol combination, the display of the remaining and total number of AT rounds is updated to 29 / 30G. In the second game after the display of a pseudo-regular bonus symbol combination, the display of the remaining and total number of AT rounds is updated to 14 / 15G.

[0312] As such, the penalty involves delaying the progress of the performance, thereby encouraging the player to perform the stop operation in the recommended order. In this embodiment, the recommended stop operation order was requested only once during the "Aim Just Before Play" sequence. However, the recommended stop operation order may be requested at each stage of a continuous performance sequence, and if an irregular operation occurs, the performance may not proceed to the next stage, but instead repeat the performance at the current stage. For example, if the performances proceed consecutively as follows: Nth game: Performance A, N+1st game: Performance B, N+2nd game: Performance C, and if an irregular operation occurs in the Nth game, Performance A may be performed again in the N+1st game. Also, if an irregular operation occurs in the N+1st game in which Performance B is performed, Performance B may be performed again in the N+2nd game.

[0313] The penalty for such irregular operations, which involves re-executing the performance in the next game, is not limited to the performance image display device 157; the same can be applied to the rotation performance by the reels 110-112.

[0314] Another example of a penalty is to prevent the AT count display from updating. For example, if the AT count display is updated when the game starts, it may not be updated in the next game after an irregular operation occurs, or it may be hidden in the next game. If it is hidden in the next game, it may be displayed again as the display before the update, or the display before the update may be updated at the time of the final stop operation. Similarly, if the AT count display is updated when the final stop operation occurs, it may be prevented from updating the display if an irregular operation occurs.

[0315] Furthermore, this applies not only to the number of ATs, but also to, for example, the game count display shown on the presentation image display device 157. If the game count display is updated when the start operation is performed, it does not need to be updated in the next game after an irregular operation has occurred, or it may be hidden in the next game. Similarly, if the game count display is updated when the final stop operation is performed, if an irregular operation occurs, the display may not be updated in the next game, or the display may not be updated in that game. Moreover, this applies not only to the number of ATs and the game count display, but also to point values, meter displays, and icon displays that can lead to a favorable development for the player. This includes displays that are updated to be favorable to the player as the game progresses, but which will not be updated to be favorable if an irregular operation occurs.

[0316] The games subject to the penalty may be regular games that are not ATs, or games played during ATs. If an AT consists of a "medal increase section + a battle section to determine continuation," then if the recommended stop operation sequence is followed during the final game of the medal increase section, the next game will transition to the battle section. Conversely, if an irregular operation is performed during the final game of the medal increase section, the next game will not transition to the battle section, but will instead repeat the animation of the final game.

[0317] <Display control of specific outcomes in simulated games 1> In a simulated game, if the operation navigation is executed and the player performs the stopping operation in the order recommended by the operation navigation, the reels may be controlled to stop so that a specific number is displayed on reels 110-112. Figure 26 shows an example of this.

[0318] State ST0 indicates that the simulated game has started. Reels 110-112 rotate, and the performance image display device 157 displays left → middle → right as the recommended stopping order. The recommended stopping order may also be displayed on the payout amount display device 127.

[0319] State ST1 indicates the stage where the player has made the first stop on the left reel 110, and State ST2 indicates the stage where the player has made the second stop on the middle reel 111. State ST3 indicates the stage where the player has made the third stop on the right reel 112, and since the stopping operation was performed according to the recommended stopping operation sequence displayed on the performance image display device 157, reels 110 to 112 are pseudo-stopped so that a specific outcome is displayed.

[0320] State ST11 indicates the stage where the player has made the first stop on the right reel 112, and State ST12 indicates the stage where the player has made the second stop on the middle reel 111. State ST13 indicates the stage where the player has made the third stop on the left reel 113, and since the stopping operation has not been performed in the order of the recommended stopping operation displayed on the performance image display device 157, reels 110 to 112 are pseudo-stopped so that a different outcome from the specific outcome is displayed.

[0321] The specific outcome may be an outcome that indicates internal information of slot machine 100 (a so-called "winning combination"). Examples of internal information include the internal winning of a predetermined role or the confirmation of the AT state setting. The specific outcome may also be an outcome that is not related to the internal information of slot machine 100 but has a low probability of appearing. Furthermore, the specific outcome may be derived only when playing a simulated game with the recommended stop operation sequence, or it may be derived when playing a real game with the recommended stop operation sequence, or it may be derived even when not following the recommended stop operation sequence.

[0322] Such control over the display of specific outcomes may be performed during gameplay in AT mode, or during gameplay outside of AT mode while executing operation navigation. It may also be performed without executing operation navigation.

[0323] Furthermore, such control over the display of specific outcomes may also be performed when a simulated game is played during a series of games in which a continuous performance CE is executed. For example, in the example in Figure 24(b), control over the display of specific outcomes is performed during the N+1th simulated game. In this way, the deriving of specific outcomes as winning combinations during a continuous performance can provide players with an element of surprise and improve the enjoyment of the game. When specific outcomes are made to function as winning combinations and simulated games can be played during a continuous performance, the frequency and probability of simulated games occurring may be higher in continuous performances when a transition to the AT state has been decided than in continuous performances when a transition to the AT state has not been decided. On the other hand, the occurrence of simulated games may be restricted in continuous performances when a transition to the AT state has not been decided. In another embodiment, even during a continuous performance when a transition to the AT state has not been decided, a lottery may be held to determine whether or not to generate a simulated game, and if it is decided to generate a simulated game, the transition to the AT state may be decided, and specific outcomes may be derived in the simulated game. The recommended stopping sequence may be displayed alongside the individual performance EN2, or it may be displayed on the payout display 127. In this case, a specific outcome may indicate the confirmation of the AT state setting. This may increase the player's motivation to play the simulated game.

[0324] <Display control of specific outcomes in simulated games 2> In a simulated game, if the player performs the stopping operation in accordance with the recommended stopping sequence to avoid penalties against the player, the reels may be controlled to stop so that a specific outcome is displayed on reels 110-112. The recommended stopping sequence to avoid penalties may or may not be communicated to the player via the operation navigation.

[0325] Examples of penalties are as described above. Specifically, in the push-order bell configuration illustrated in Figure 8, regarding the order of stopping operations, if the first stop operation is on the left reel 110, a maximum of 6 medals can be paid out, and if the first stop operation is on the right reel 112 or the middle reel 111, a maximum of 13 medals can be paid out. In a non-AT state, if the first stop operation is repeatedly performed on the right reel 112 or the middle reel 111 (for example, if it is performed for a specified number of consecutive games, or if the cumulative number reaches a specified number of games), a penalty can be imposed, such as not performing a lottery to transition to the AT state, or lowering the probability of winning the lottery to transition to the AT state. In this case, the first stop operation on the left reel 110 is the recommended order of stopping operations in terms of avoiding penalties, and the first stop operation on the right reel 112 or the middle reel 111 is the unrecommended order of stopping operations in terms of the risk of penalties.

[0326] The recommended and unrecommended stop operation sequences related to these penalties are in effect in the actual game, but by making them also work in the simulated game, it is possible to give players the enjoyment of playing the simulated game with the same feeling as the actual game.

[0327] Therefore, if the player performs the stopping operation in accordance with the recommended stopping operation sequence for this game, the reels may be controlled to stop so that a specific number is displayed on reels 110 to 112. Figure 27 shows an example of this.

[0328] State ST20 indicates that a simulated game has started. Here, a simulated game in a non-AT state is assumed. The recommended stopping operation sequence is the first stopping operation on the left reel 110, and the non-recommended stopping operation sequence is the first stopping operation on the right reel 112 or the middle reel 111. Reels 110-112 rotate, and the recommended stopping operation sequence is not displayed on the performance image display device 157; only a performance image (in this case, the words "Chance!") is displayed. The recommended stopping operation sequence is also not displayed on the payout amount display device 127.

[0329] State ST21 indicates the stage where the player has made the first stop on the left reel 110, and state ST22 indicates the stage where the player has made the second stop on the middle reel 111. State ST23 indicates the stage where the player has made the third stop on the right reel 112, and since the stopping operations were performed in the recommended stopping order, reels 110 to 112 are pseudo-stopped so that a specific combination is displayed.

[0330] State ST31 indicates the stage where the player has made the first stop on the right reel 112, and state ST32 indicates the stage where the player has made the second stop on the middle reel 111. State ST33 indicates the stage where the player has made the third stop on the left reel 113. Since the first stop operation is not the recommended stop operation sequence, reels 110 to 112 are pseudo-stopped so that a different outcome than the specific outcome is displayed.

[0331] The specific outcome may be an outcome that indicates internal information of Slot Machine 100 (a so-called "winning combination"). This internal information could include the internal winning of a predetermined role or the confirmation of the AT (Automatic Trigger) state setting. The specific outcome may also be an outcome that is unrelated to the internal information of Slot Machine 100 but has a low probability of appearing.

[0332] Furthermore, such control over the display of specific outcomes may also be performed when a simulated game is played during a series of games in which a continuous performance CE is executed. For example, in the example in Figure 24(b), control over the display of specific outcomes is performed during the N+1th simulated game. In this way, the deriving of specific outcomes as winning combinations during a continuous performance can provide players with an element of surprise and improve the enjoyment of the game. When specific outcomes are made to function as winning combinations and simulated games can be played during a continuous performance, the frequency and probability of simulated games occurring may be higher in continuous performances when a transition to the AT state has been decided than in continuous performances when a transition to the AT state has not been decided. On the other hand, the occurrence of simulated games may be restricted in continuous performances when a transition to the AT state has not been decided. In another embodiment, even during a continuous performance when a transition to the AT state has not been decided, a lottery may be held to determine whether or not to generate a simulated game, and if it is decided to generate a simulated game, the transition to the AT state may be decided, and specific outcomes may be derived in the simulated game.

[0333] <Another example of the first embodiment 1> In the above embodiment, the game count information included in the game information output at S213 in Figure 12 is shown as an example where the game count is counted by an external device based on the actual game. However, an external signal may be output so that the total number of games played, including both simulated games and actual games, is counted by the external device as the total number of games played on a daily basis. If the total number of games played on a daily basis is added to the game information display provided for each slot machine 100 each time a simulated game is played, it may be possible to give the player the impression that the simulated game is similar to the actual game, and it may be possible to encourage the player to actively enjoy the simulated game.

[0334] To include the number of simulated games in the total number of games played per day, for example, when the process in Figure 16 is completed (if Yes is selected in S1315 or S1317), a signal to update the number of games may be output to an external device.

[0335] As another example, a signal to update the number of games played may be output to an external device at the end of the simulated game. Figure 28 is a flowchart showing one such example, illustrating a process that is executed in place of the reel stop control process for the simulated game in Figure 15. To explain the process that differs from the example in Figure 15, in the example in Figure 28, an information output process S1212 is added after S1208, where a signal to update the number of games played is output to the information input circuit 652 via the information output circuit 334. The information is then updated on the side of an external device such as a hall computer.

[0336] Next, in the above embodiment, the start lever 135 was exemplified as the operating means that triggers the switching of individual effects EN1 to EN4, but other operating means may also be used, for example, operating means related to the progress of the game. Specifically, the MAX bet button 132 or the stop buttons 137 to 139 may be used. In the case of the stop buttons 137 to 139, the third stop operation may be targeted.

[0337] <Example of operation navigation> An example of operation navigation using the liquid crystal display device 157 in this game will be explained with reference to Figures 29 and 30. Figure 29 is a flowchart showing the flow of notification processing executed by the CPU 304 of the main control unit 300 when the AT state is set. For example, it is started after the rotation of reels 110 to 112 begins (S113) but before the stop operation is activated. It is also possible to adopt a configuration in which this processing is not performed by the main control unit 300, but rather the sub-control unit 400 performs the same processing according to a subcommand from the main control unit 300.

[0338] Step S1701 determines whether the current RT game state is RT2 (RB game state). If the RT game state is RT2, the process ends.

[0339] Step S1702 determines whether or not a push-order bell was internally won in this game. If a push-order bell was internally won, the process proceeds to step S1703, where preparations are made to send a subcommand to the sub-control unit 400 to notify the recommended stop operation sequence. If a push-order bell was not internally won, the process proceeds to step S1704, where it is determined whether or not a common bell was internally won in this game. If a common bell was internally won, the process proceeds to step S1705; otherwise, the process ends.

[0340] Step S1705 determines whether the remaining AT coins are less than or equal to the waiting coins for termination. If the remaining AT coins are less than or equal to the waiting coins for termination, the process proceeds to step S1706. If the remaining AT coins exceed the waiting coins for termination, the process ends. Step S1705 is the process of determining whether the AT state will result in a common bell win in the final game. The remaining AT coins refer to the remaining difference in coins to reach the termination condition of the AT state regarding the difference in coins. The waiting coins for termination refer to the difference in coins the player will receive as a result of the current game. In the case of a common bell, the payout is 13 coins and the player inserts 3 coins, so the waiting coins for termination are 10 coins. In S1706, the stop operation order is notified. The stop operation order is arbitrary when winning a common bell. However, here, preparations are made to send a subcommand to the sub-control unit 400 in order to notify the stop operation order.

[0341] Figures 30(a) to 30(c) show examples of notification for step S1703, step S1707, and step S1706, respectively.

[0342] Figure 30(a) is an example of an operation guide, showing the recommended stop operation sequence as 3→1→2 when an internal win occurs with the push-order bell_RLC. This recommends operating right→left→middle. It also shows that the remaining AT coins are 25.

[0343] Figure 30(b) shows an example of notification during RB gameplay. Even if a bell is internally won, the recommended stop operation sequence is not notified. Thus, in this embodiment, even if the AT state is set, operation navigation is not performed during RB gameplay. Performing operation navigation during RB gameplay may cause players to worry that the AT state may end during RB gameplay depending on the termination conditions for the number of remaining tokens. Generally, players often feel satisfied when operation navigation is performed in a game where the AT state is ending, and they receive a payout corresponding to the winning combination, feeling that they have completed the AT state or made full use of the AT state. In this embodiment, by not performing operation navigation during RB gameplay, player satisfaction can be improved without causing players to worry that the AT state may end during RB gameplay.

[0344] Furthermore, "Even if the AT state is set, operation guidance will not be provided during RB gameplay" means that, as shown in Figure 10, even if the game state is controlled to be AT state, operation guidance will not be provided during RB gameplay, indicating that operation guidance is not provided during RB gameplay while in AT state.

[0345] Here, "even if the AT state is set, operation guidance will not be provided during RB gameplay" includes, for example, the following configuration:

[0346] (i) When the RB game state is started while the AT state is active, information indicating that the game is controlled to be in the AT state (AT state commands, AT state flags, AT permission information; hereinafter referred to as AT state information) is maintained and preserved even during the RB game state. However, information indicating that the game is in the RB game state (RB state commands, RB state flags; hereinafter referred to as RB state information) is also set and stored. As a control measure when both the AT state information and the RB state information are active simultaneously, the game does not notify the player of the stop operation corresponding to the result of the internal winning role lottery process. When the RB game state ends, the RB state information is unset and unstored, and in the subsequent AT state, the game notifies the player of the stop operation corresponding to the result of the internal winning role lottery process.

[0347] (ii) If the RB game state is started while the AT state is in progress, the AT state is considered to be temporarily interrupted, and the AT state information is not set or stored, while the RB state information is set or stored. As a result, during the RB game state, no notification of stop operations corresponding to the lottery results of the internal winning role lottery process is given. However, when the RB game state ends, information that identifies a return to the AT state (AT return information) is set or stored. Therefore, when the RB game state ends, the RB state information is not set or stored, and the AT state information is set or stored again by the AT return information, resulting in a return to the AT state and notification of stop operations corresponding to the lottery results of the internal winning role lottery process.

[0348] (iii) If the RB game state is started while the AT state is active, the AT state information is not set or stored, and information indicating that the RB game state is active during the AT (AT state RB state command or AT state RB state flag, hereinafter referred to as AT state RB information) is set or stored, so that during the RB game state, no notification of stop operations corresponding to the lottery results of the internal winning role lottery process is given. Then, when the RB game state ends, the AT state RB information is not set or stored, and after that, the AT state information is set or stored again, and the notification of stop operations corresponding to the lottery results of the internal winning role lottery process is given while in the AT state.

[0349] Thus, the phrase "even if the AT state is set, operation navigation will not be performed during RB gameplay" can be interpreted in the following ways: (i) a configuration in which AT state information is set and stored even when in RB gameplay; (ii) a configuration in which AT state information is not set and stored when in RB gameplay, but AT return information is set and stored; and (iii) a configuration in which AT state information is not set and stored when in RB gameplay, but RB information is set and stored during AT gameplay. The common point of these configurations is that it is possible to return to the AT state after the RB gameplay ends. Thus, "even if the AT state is set" means that the player has AT rights or information that allow them to return to the AT state after the RB gameplay ends.

[0350] Figure 30(c) shows an example of notification when the common bell is internally won in the final game in the AT state. The common bell has an arbitrary stop operation order when winning. However, as described above, generally as a player, in a game where the AT state ends, when an operation navigation is performed and a payout corresponding to the winning of a combination is received, the player often feels satisfied that they have completed the AT state or fully utilized the AT state. Therefore, in this embodiment, when the common bell is internally won in the final game in the AT state, the stop operation order is notified when the AT state ends. The stop operation order to be notified is arbitrary. The stop operation order to be notified may be a predetermined stop operation order. In this case, the program capacity can be reduced in that the process of determining the stop operation order becomes unnecessary. Conversely, the stop operation order to be notified may be determined by lottery. The bias of the notified stop operation order can be eliminated, and the sense of race (the feeling that it is always the left, middle, and right bells when it ends) can be reduced.

[0351] In the example of Figure 30(c), the stop operation order is displayed as 2→1→3. This recommends operating in the middle→left→right order, but even if the player selects another stop operation order, they will win the common bell. In the example of Figure 30(c), it is also displayed that the remaining number of AT tickets is 5.

[0352] As described above, in this embodiment, there is a predetermined combination (common bell) without a stop operation mode and a predetermined combination (pushing order bell) with an operation mode. In a game that can be the final game in the AT state (when there is one remaining bell), even if the internally winning combination is a pushing order regardless bell, the recommended operation mode is notified. By ending the final game in the AT state with an operation navigation, a sense of satisfaction that the AT end condition has been achieved can be given to the player.

[0353] By the above notification process, an AT state with a high level of player satisfaction can be provided. Note that the CPU 304 of the main control unit 300 can perform the same process in the operation navigation of the payout display 127.

[0354] <Example of the transition of the game related to AT> Examples of the progression of gameplay related to AT will be explained with reference to Figures 31 and 32. Both Figures 31 and 32 show examples of the progression of gameplay before and after the AT state ends based on the termination conditions of the net number of tokens. First, the example in Figure 31 will be explained.

[0355] At the N game stage, each state is RT1 (RB internal win state), advantageous section, and AT normal state, and an internal win has been made on the common bell. Since an internal win was made on the common bell, no operation navigation is performed. After hitting the common bell, the remaining AT coins are 17.

[0356] During the N+1 game, an internal win occurs for a push-order bell, and operation guidance is provided. As a result of hitting the push-order bell (13 coins), the remaining AT coins are the number of coins inserted + 3 coins, and the number of coins paid out - 13 coins, resulting in 7 coins. Since the remaining AT coins are 7, the game enters an end-waiting state where the AT state may end depending on the result of the next game.

[0357] At the N+2 game stage, the internal lottery result is a loss. No operation guidance is provided. The remaining AT number is 10, which is the number of coins inserted + 3 coins, with 0 coins paid out. Since the remaining AT number is 10, the game enters an end-waiting state where the AT state may end depending on the result of the next game. At the N+3 game stage, the internal lottery result is an internal win for the common bell. Since this is the final game of the AT state, operation guidance is provided. The AT state ends. Since the RT game state is RT1, the transition condition 12 is met (Figure 10), and the comeback chance state is set for the next game. In the illustrated example, it is assumed that transition condition B (c) or (d) is met, and the advantageous section ends, and the non-advantageous section is set for the next game.

[0358] At the N+4 game stage, the internal lottery result is an internal win for a common bell. No operation navigation is provided. Upon fulfillment of transition condition A, the game transitions from the non-advantageous section to the advantageous section. At the N+5 game stage, the internal lottery result is a push-order bell. In the comeback chance state, operation navigation for the push-order bell is performed in the advantageous section. Subsequently, the game progresses in the comeback chance state for N+6 and N+7 games.

[0359] Let's explain the example in Figure 32. At the M game stage, each state is RT1 (RB internal win state), advantageous section, and AT normal state, and an internal win has been made on the push-order bell. Since an internal win has been made on the push-order bell, no operation navigation is performed. After hitting the push-order bell, the number of remaining AT coins is 7. Since there are 7 remaining AT coins, the AT state may end depending on the result of the next game, and the game enters an end-waiting state.

[0360] At the M+1 game stage, the internal lottery result is a loss. No operation navigation is provided. The remaining AT count is 10 coins (inserted + 3 coins, paid out 0 coins). Since the remaining AT count is 10 coins, the AT state may end depending on the result of the next game, and the game enters an end-waiting state. However, at the M+1 game stage, a symbol combination corresponding to RB is displayed, and an RB has been won. From the next game onwards, the RT game state becomes RT2 (RB game state).

[0361] During the M+2 gameplay phase, an internal win for a push-order bell occurs, but since the RT game state is RT2 (RB game state), no operation guidance is provided. Also, because the RT game state is RT2 (RB game state), the difference in tokens and the number of games played are not updated, and the remaining AT tokens remain at 10.

[0362] The M+7 game stage is the final game of RT2 (RB game state). The internal lottery result is an internal win of a common bell. No operation navigation is provided. The remaining AT number remains at 10. RT0 (normal game) will be set from the next game.

[0363] At the M+8 stage, the internal lottery result is a simultaneous internal win of a common bell and an RB. Since this is the final game in the AT state, operation guidance is provided for the common bell. The AT state ends. In this game, the RT game state becomes RT1, and with the fulfillment of transition condition 12 (Figure 10), the comeback chance state is set for the next game. In the illustrated example, it is assumed that transition condition B (c) or (d) is fulfilled, the advantageous section ends, and the non-advantageous section is set for the next game. At the M+9 stage, the internal lottery result is a common bell. No operation guidance is provided. With the fulfillment of transition condition A, the game transitions from the non-advantageous section to the advantageous section. At the M+10 stage, the internal lottery result is a push-order bell. In the comeback chance state, operation guidance for the push-order bell is performed in the advantageous section.

[0364] <Another example of the first embodiment 2> In step S123, the information output does not need to output an external signal even if RB gameplay starts (RT2 starts). In this embodiment, since the player's benefits in AT state are significant, it is possible to prevent the player from being misled into believing that they have been granted benefits beyond AT state by outputting an external signal and updating the data lamp.

[0365] Even when an RB game begins (RT2 begins), it is not necessary to show any animation indicating that the current game is an RB game, as shown in Figure 30(b). Specifically, a configuration can be considered in which the animation that was being performed before the RB game began is continued without showing any animation indicating that it is an RB game. In this embodiment, since the player's benefits in the AT state are greater, it may be possible to prevent the player from mistakenly believing that they have been granted benefits greater than those of the AT state during an RB game.

[0366] Even if an internal winning occurs in the RB (even if RT1 is set), it is not necessary to perform an effect that notifies that an internal winning has occurred in the RB. Specifically, a configuration can be considered in which the effects that were being performed before the RB was won are continued without performing an effect indicating that an internal winning has occurred in the RB. In the present embodiment, since the player's profit in the AT state is large, there may be a case where it is possible to prevent the player from misrecognizing that a privilege equal to or higher than the AT state is given in the RB game.

[0367] When an internal winning has occurred in the RB, it is also possible not to notify the symbol combination corresponding to the RB. Specifically, a configuration can be considered in which the effects that were being performed before the symbol combination corresponding to the RB is displayed are continued without performing an effect indicating the symbol combination corresponding to the RB. In the present embodiment, since the player's profit in the AT state is large, there may be a case where it is possible to prevent the player from misrecognizing that a privilege equal to or higher than the AT state is given in the RB game.

[0368] It is also possible to prevent the effects from changing before and after the setting change. By continuing the effects that were being performed before the setting change even after the setting change, there may be a case where it is possible to prevent the player from noticing that the setting change has been made.

[0369] It is also possible to prevent the effects from changing when returning from a power failure (S221) and when changing the settings. By performing the same effects in the case of a power failure recovery and when changing the settings, there may be a case where it is possible to prevent the player from noticing that the setting change has been made.

[0370] <Display of the number of game rounds after setting the AT state> In the slot machine 100 of this embodiment, whether or not the AT state is set greatly affects the player's profit. When a player in a gaming parlor selects a slot machine 100, the number of times the machine has been played since the AT state was set serves as one guideline. For example, if the AT state has ended, and the number of times the machine has been played since the AT state was set is not small but is quite large, the player may have the expectation that the AT state will be set again soon. In this embodiment, the external device outputs information that can be provided to the player regarding such the number of times the machine has been played.

[0371] Figure 33(a) shows an example of information output from the information output circuit 334 to the information input circuit 652, and shows an example of an external signal output in S213 of Figure 12. The illustrated example shows that eight external signals can be assigned to pins 1 through 8 of the connector connecting the information output circuit 334 and the information input circuit 652.

[0372] Pin 1 is assigned to the coin insertion signal. The coin insertion signal is output when the start lever 135 is operated, corresponding to the number of bets. Since this signal is output for each game, an external device can determine the number of games played from this signal. Pin 2 is assigned to the coin payout signal. The coin payout signal is output when coins are paid out as a result of the game, corresponding to the number of coins.

[0373] Pin 5 is unused. Pin 7 is assigned to the security signal. The security signal indicates that a setting change or setting confirmation is being performed. Pin 8 is assigned to the door open signal. The door open signal indicates that the front door 102 is open.

[0374] The RB signal is assigned to pin 3. The RB signal is output when the AT state is set during the advantageous period (when the first win occurs). However, it is not output when the AT state (ending state) is set due to the fulfillment of transition condition 15. A first win refers to when the AT state is set under transition conditions other than when a win occurs in the comeback chance state (when the AT normal state is set under transition condition 13).

[0375] Figure 34(a) shows an example of the change in the RB signal. In this embodiment, the RB signal is turned ON after two games have been played since the AT state was set, and turned OFF in the next game. The reason for turning the signal ON after two games have been played since the AT state was set is that the AT state is reliably controlled after two games have been played since the AT state was set, and it is consistent with the number of games played after the transition to the advantageous section, as it takes 1 to 2 games to transition from the non-advantageous section to the advantageous section. The RB signal may also be turned ON in the game in which the AT state is set. In addition, if the RB signal was ON in the game in which the advantageous section ends, it is turned OFF. Whether or not it is the first hit in the AT state is managed by the first hit flag. In this embodiment, the first hit flag is set OFF when transition condition 14 is met, and set ON when transition condition 12 is met.

[0376] The BB signal is assigned to pin 4. The BB signal is output when the AT state is set. Figure 34(a) shows an example of the BB signal's changes. In this embodiment, when the AT state is first hit, the RB signal is output, so the BB signal is output (turns ON) four times after the AT state is set. For the second and subsequent AT states, the BB signal turns ON two times after the AT state is set. Figure 34(b) shows an example of this. The BB signal may also be turned ON during a game in which the AT state is set. The BB signal is also turned ON during a game when transition condition 15 is met. Figure 34(c) shows an example of this. In all cases, the BB signal is turned OFF at the end of the AT state or the end of the advantageous period.

[0377] Figure 33(b) shows an example of the display of the external device's display unit 653. The external device in this example is a game information display unit (generally called a data counter, data lamp, etc.) provided for each slot machine 100. In the illustrated example, the display unit 653 displays "BB 1", "RB 1", and "262 times". "BB 1" indicates that the AT state has been set once, and is information based on the BB signal. "RB 1" indicates that the AT state has been hit once, and is information based on the RB signal. "262 times" indicates that the number of games played since the AT state was set (or after the AT state ended, or after the output of the RB signal or BB signal was turned OFF) is 262, and is information based on the BB signal and the number of coins inserted signal (the system is configured so that one game is updated with the number of coins inserted signal for 3 coins. Note that the number of coins inserted signal for 3 coins is also output during a replay).

[0378] The RB signal and BB signal are used as signals to reset the number of games played after the AT state is set (or after the AT state ends), as displayed by an external device. Figures 35 to 37 show the changes in the RB signal and BB signal, and examples of changes in the display of the indicator 653. In this embodiment, the number of games played is reset when the RB signal rises or the BB signal rises.

[0379] Let's explain the example in Figure 35. In the example in Figure 35, the AT state is set on the Nth game, which is the first AT state setting from the start of the advantageous period (the so-called first win). At this time, the display on the indicator 653 shows "BB 0", "RB 0", and "250 times". The RB signal is turned ON on the N+2th game, which is the second game after the AT state is set. The display on the indicator 653 shows "BB 0", "RB 1", and "0 times", and in response to the rising edge of the RB signal, the RB display becomes 1, and the number of games played is reset to 0. The BB signal is turned ON on the N+4th game, which is the fourth game after the AT state is set. The display on the indicator 653 shows "BB 1", "RB 1", and "0 times", and in response to the rising edge of the BB signal, the BB display becomes 1, and the number of games played is reset to 0.

[0380] Let's explain the example in Figure 36. In the example in Figure 36, following the AT state explained in the example in Figure 35, the AT state is set on the Mth game (a so-called winning streak), and this is the setting of the AT state from the second time onwards from the start of the advantageous period. At this time, the display on the indicator 653 is "BB 1", "RB 1", and "150 times". The BB signal is turned ON on the M+2th game, which is the second game after the AT state is set. The display on the indicator 653 is "BB 2", "RB 1", and "0 times", and in response to the rising edge of the BB signal, the BB display is increased by one to 2, and the number of games played is reset to 0. Since this is not the first time the AT state is set, the RB signal does not change.

[0381] Let's explain the example in Figure 37. In the example in Figure 37, it is assumed that the AT state is never set from the start of the advantageous period until the remaining number of games reaches the specified number, and that transition condition 15 is met. In the illustrated example, it is assumed that the number of games that triggers the end of the advantageous period is 3000, and the remaining specified number is 50.

[0382] In the 2948th game, the display on the indicator 653 shows "BB 0", "RB 0", and "2948 times". In the 2950th game, when transition condition 15 is met, the AT state is set and the BB signal is turned ON. The display on the indicator 653 shows "BB 1", "RB 0", and "0 times". In response to the rising edge of the BB signal, the BB display becomes 1 and the number of games played is reset to 0.

[0383] In this advantageous period, the AT state is set for the first time in the 2950th game when transition condition 15 is met, but it is not treated as a first win, and the RB signal does not turn ON. In the 3000th game, which is the end of the advantageous period, the display on the indicator 653 shows "BB 1", "RB 0", and "50 times", and the game count has been updated. The fact that the "RB" display remains at 0 allows the player to understand that transition condition 15 has been met. For the sake of explanation, we have shown an example where the game count is updated from when the BB signal is output until the 3000th game, which is the end of the advantageous period, but it is not limited to this example, and it would also be acceptable to show an example where the game count is updated after the BB signal turns OFF in the 3000th game.

[0384] Thus, in this embodiment, even if a player performs a penalty stop operation and the AT state is not set during the advantageous section, the AT state (ending state) can be forcibly set by fulfilling the transition condition 15, and the display of the number of games played on the display unit 653 can be reset by outputting the BB signal. If it were not reset, the display of the number of games played on the display unit 653 would far exceed 3000, which could cause other players to avoid the machine. However, according to this embodiment, the number of games played is always reset once before the end of the advantageous section, so it is possible to prevent players from avoiding the machine. Therefore, the decrease in the operating rate can be mitigated.

[0385] In this embodiment, as illustrated in Figures 35 and 36, the same BB signal is output whether the AT state is set due to the fulfillment of the normally planned transition conditions, or, as illustrated in Figure 37, due to the exceptional fulfillment of transition condition 15. In both cases, the BB signal output is turned OFF when the advantageous period ends. By standardizing the output of external signals, program reduction and other improvements can be achieved.

[0386] In this embodiment, as illustrated in Figure 37, even if the transition condition 15 is met in the advantageous section and the AT state is set for the first time, it is not treated as a first win and the RB signal is not output ON. However, a configuration in which the RB signal is output ON is also possible. In this case, the number of "RB"s on the display unit 653 is updated, and the number of first wins in the AT state in the advantageous section will correspond to the actual situation. Also, although the configuration forcibly sets the AT state (ending state) and outputs the BB signal when the transition condition 15 is met, a configuration that outputs the BB signal without forcibly setting the AT state is also possible.

[0387] <Second Embodiment> In the first embodiment, the slot machine 100 was described as a machine designed exclusively for betting three tokens, where the game can be started by operating the start lever 135, provided that three tokens have been bet. In this case, the bet buttons 130 and 131, other than the MAX bet button 132, may also be configured to insert three tokens with a single bet operation.

[0388] Figure 38 is a flowchart showing an example of the process (game start process) in step S103 of Figure 11 in this embodiment. In step S1801, it is determined whether or not a replay was won in the previous game. If a replay was won, the process proceeds to step S1803 and the bet number is set to 3. The bet number refers to the number of bets that have been set. After that, the process proceeds to step S1826. If a replay was not won in the previous game, the process proceeds to step S1805 based on the determination in step S1801.

[0389] Steps S1805 to S1811 are for processing when a medal is inserted into the medal slot 141, steps S1813 to S1821 are for processing when a bet operation is made to the bet buttons 130 to 132, and the bet processing in step S1823 is common processing for both inserting medals into the medal slot 141 and making bet operations to the bet buttons 130 to 132. By modularizing the processing for inserting medals into the medal slot 141 and making bet operations to the bet buttons 130 to 132 into a common module, the program size can be reduced in some cases. In addition, the processing in steps S1813 to S1821 makes it possible to accept bet operations to the bet buttons 130 to 132 at virtually the same time. It is also possible to employ processing that makes bet operations to each bet button 130 to 132 possible at different timings, but by making them possible to accept them simultaneously as in this embodiment, it is possible to reduce the program size in some cases.

[0390] In step S1805, the detection result of the medal acceptance sensor among the various sensors 318 is obtained to determine whether or not a medal has been inserted into the medal slot 141. If a medal insertion is detected, the process proceeds to step S1807; otherwise, the process proceeds to step S1819.

[0391] In step S1807, one credit is added. In step S1809, the number of credits to add is set to 1. The number of credits to add is a variable used in the process of setting the number of bets, and a number of credits to add of 1 means that one bet has been provisionally accepted. In step S1811, the command type of the subcommand to send to the sub-control unit 400 is set to "080H". This command type means that a medal has been inserted into the medal slot 141. After that, the process proceeds to step S1823.

[0392] In step S1813, it is determined whether or not a bet operation has been performed on the MAX bet button 132. Specifically, the detection result of the bet button 132 sensor of the various sensors 318 is obtained, and it is determined whether or not the detection result of the bet button 132 sensor has changed from OFF to ON. If the detection result of the bet button 132 sensor has changed from OFF to ON, the process proceeds to step S1819; otherwise, the process proceeds to step S1815.

[0393] In step S1815, it is determined whether or not a bet operation was performed on the two-bet button 131. Specifically, the detection result of the bet button 131 sensor of the various sensors 318 is obtained, and it is determined whether or not the detection result of the bet button 131 sensor changed from OFF to ON. If the detection result of the bet button 131 sensor changed from OFF to ON, the process proceeds to step S1819; otherwise, the process proceeds to step S1817.

[0394] In step S1817, it is determined whether or not a bet operation has been performed on the single-bet button 130. Specifically, the detection result of the bet button 130 sensor of the various sensors 318 is obtained, and it is determined whether or not the detection result of the bet button 130 sensor has changed from OFF to ON. If the detection result of the bet button 130 sensor has changed from OFF to ON, the process proceeds to step S1819; otherwise, the process proceeds to step S1825.

[0395] In step S1819, the number of coins to be added is set to 3. This means that a 3-bet has been provisionally accepted. In step S1821, the command type of the subcommand to be sent to the sub-control unit 400 is set to "040H". This command type indicates that a bet operation has been performed on bet buttons 130-132. Then, the process proceeds to step S1823.

[0396] In this embodiment, a bet operation is accepted when each bet button sensor changes from OFF to ON. Therefore, even if the bet button malfunctions, for example, by becoming stuck in the pressed position, and the bet button sensor remains ON before the bet operation acceptance period (steps S1805 to S1825), it will not be accepted as a valid bet operation.

[0397] Conversely, even if the bet button sensor for a particular bet button remains ON before the bet operation acceptance period begins, if another bet button is used normally within the acceptance period, that bet operation can still be validly accepted.

[0398] Furthermore, as long as it is within the acceptance period, any of the bet buttons 130-132 will be used to accept a 3-bet operation. Moreover, once a bet operation is detected for any of the bet buttons, the process proceeds to step S1819, so duplicate bet operations will not be accepted. In addition, the processes in steps S1819 and S1821 are modularized into a common module for bet operations for each of the bet buttons 130-132, which may reduce the program size.

[0399] Step S1823 is the betting process. Figure 39 is the flowchart for this process. Step S1831 determines whether the current number of bets is 3 or not. If the number of bets is not 3, proceed to step S1833; if the number of bets is 3, proceed to step S1842.

[0400] Step S1833 determines whether the current number of credits is 0 or not (whether it is 1 or more or not). If the number of credits is 0, the process proceeds to step S1842 without adding to the bet count in order to invalidate the insertion of one medal (bet operation). If the number of credits is not 0, the process proceeds to step S1835 in order to activate the insertion of one medal.

[0401] In step S1835, the number of credits is subtracted by one, and in the following step S1837, the number of bets is added by one. In step S1839, the number of added coins is subtracted by one. In step S1841, it is determined whether the number of added coins is 0 or not. If the number of added coins is 0, the process proceeds to step S1842; otherwise, the process returns to step S1831 and the same process is repeated. These processes are repeated, for example, three times up to the number of credits if there are bet operations on bet buttons 130-132, and once each time a coin is inserted into the coin slot 141.

[0402] In step S1842, command processing is performed. Here, preparations are made to send a subcommand that includes the command type set in step S1811 or step S1821 and the number of bets. Upon receiving this subcommand, the sub-control unit 400 can identify the current number of bets and distinguish between coin insertion operations (coin slot 141 or bet buttons 130-032). After that, the process proceeds to step S1825 in Figure 38.

[0403] In step S1825, it is determined whether the number of bets is 3 or not. If the number of bets is 3, the process proceeds to step S1826 to allow the start of the game; if the number of bets is 1 or 2, the process returns to step S1805. In step S1826, a start operation is accepted for the start lever 135, and if a start operation is performed, this process ends.

[0404] As described above, according to this embodiment, the single-coin bet button 130 and the double-coin bet button 131 are used as the same MAX bet button as the bet button 132. Even if some bet buttons malfunction, it is still possible to bet three coins using the other bet buttons, improving the convenience for players and the continued operation of the machine. On the other hand, since it is possible to bet one coin at a time at the coin slot 141, it is possible to bet three coins by inserting three coins, or even if a player has placed a bet using bet buttons 130-132 but does not have enough credits and can only bet one or two coins, they can insert additional coins from the coin slot 141 to make a three-coin bet.

[0405] Using bet buttons 130-132 allows you to set three bets with a single bet operation, thus reducing the time required for betting compared to inserting three coins one by one into the coin slot 141.

[0406] In this embodiment, as shown in Figure 1, the MAX bet button 132 has a larger operating surface than the other bet buttons 130 and 131 among the bet buttons 130 to 132. It is possible to make the MAX bet button 132 stand out while still allowing 3 bets with any of the bet buttons 130 to 132.

[0407] To make the MAX bet button 132 more conspicuous, it may be equipped with a light-emitting element such as an LED to allow it to light up, while the bet buttons 130 and 131 do not necessarily need to have a light-emitting element. If the MAX bet button 132 has a light-emitting element, the timing of its illumination may be later than the timing at which bet operations to bet buttons 130 and 131 begin to be accepted. This may allow the player to perform a bet operation to bet buttons 130 and 131 earlier.

[0408] In this embodiment, as shown in Figure 1, among the bet buttons 130 to 132, the MAX bet button 132 is positioned closest to the player. It is possible to improve the operability of the MAX bet button 132 while still allowing 3-bets with any of the bet buttons 130 to 132.

[0409] Of the bet buttons 130-132, the MAX bet button 132 may have the deepest press required to activate it. This may improve the player's feel when operating the MAX bet button 132. Conversely, of the bet buttons 130-132, the MAX bet button 132 may have the shallowest press required to activate it. This may improve the player's feel when operating the MAX bet button 132. This may also reduce the burden on the player when operating the MAX bet button 132.

[0410] In this embodiment, as shown in Figure 1, among the bet buttons 130 to 132, the MAX bet button 132 protrudes the most upward in a natural state where no operation is performed. This makes it easier for the player to operate the MAX bet button 132.

[0411] These configuration examples for bet buttons 130-132 can be combined as needed.

[0412] Next, in the processing of step S103 (game start processing), the processing time when a replay occurred in the previous game (the time from step S1801 to the start of step S1826) and the processing time when bet buttons 130 to 132 are operated (the time from when Yes is confirmed in any of steps S1813 to S1817, through steps S1819 and S1823, until step S1826 is started) may be the same. In this case, each processing time may be adjusted by inserting appropriate waits in between. This may allow the game to proceed at the same speed across multiple games, regardless of whether a replay occurred in the previous game or not. Conversely, these processing times may be different, and the processing time of one may be shorter than the processing time of the other. This may make it easier for the player to recognize that a replay occurred in the previous game.

[0413] <Selection of effects> Bet buttons 130-132 can also be used as confirmation buttons for selecting effects. In this case, the command type for operations on bet buttons 130-132 is assigned to all of them as described above, so regardless of which bet button 130-132 is pressed, it can be processed with the same command type, thus reducing program size.

[0414] Figure 40 is an explanatory diagram showing the case when bet buttons 130-132 are used as buttons to confirm the selection of the performance. In states ST40-ST42, the performance image display device 157 displays images for character selection, and one character can be selected from three characters: the lord, the princess, and the chief retainer. State ST40 shows an image in which the lord can be selected, and after a predetermined time has elapsed, it switches to an image in which the princess can be selected, as shown in state ST41. After another predetermined time has elapsed, it switches to an image in which the chief retainer can be selected, as shown in state ST42, and after yet another predetermined time has elapsed, it returns to state ST40.

[0415] The image display device 157 shows a message indicating that character selection is confirmed when the MAX bet button 132 is operated. However, in this embodiment, character selection can be confirmed regardless of which of the bet buttons 130 to 132 is operated, which may improve the player's operability.

[0416] For example, suppose that at the timing of state ST40, one of the bet buttons 130 to 132 is operated. The main control unit 300 monitors the detection results of the bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor among the various sensors 318, and when an operation is detected by any of them, it sends a subcommand with the command type set to "040H" to the sub-control unit 400. The sub-control unit 400 recognizes that a selection confirmation operation has been performed and displays an image on the presentation image display device 157 indicating that the lord's selection has been confirmed, as shown in state ST50.

[0417] Similarly, suppose that one of the bet buttons 130 to 132 is operated at the timing of state ST41. The main control unit 300 sends a subcommand with command type set to "040H" to the sub-control unit 400. The sub-control unit 400 recognizes that a selection confirmation operation has been performed and displays an image on the presentation image display device 157 indicating that the princess's selection has been confirmed, as shown in state ST51.

[0418] Similarly, suppose that one of the bet buttons 130 to 132 is operated at the timing of state ST42. The main control unit 300 sends a subcommand with command type set to "040H" to the sub-control unit 400. The sub-control unit 400 recognizes that a selection confirmation operation has been performed and displays an image on the presentation image display device 157 indicating that the selection of the chief retainer has been confirmed, as shown in state ST52.

[0419] While it is possible to confirm character selection by pressing any of the bet buttons 130-132, prompting the player to press a specific bet button (in this case, the MAX bet button 132) can sometimes prevent confusion.

[0420] Furthermore, it may be possible to confirm the selection only when the bet button indicated in the animation is operated from among the bet buttons 130 to 132. Specifically, in the example in Figure 40, since operation with the MAX bet button 132 is indicated, the selection may be confirmed when the MAX bet button 132 is operated, and the operation may not be confirmed even if there are operations on bet buttons 130 and 132. This may prevent confusion for the player.

[0421] In addition, any of the bet buttons 130-132 can be used to confirm character selection, and any of the bet buttons 130-132 can be used to place a 3-coin bet, thus providing common functionality. However, in the case of character selection, the character selection is performed using the indicated MAX bet button 132, and other performance modes can be selected by using the unindicated bet buttons 130 and 131. For example, the character selection displayed initially may be a so-called "front performance mode" with a standard frequency of performance occurrences and a level of expectation for the performances, but a so-called "back performance mode" may also be provided, allowing selection of a mode with an extremely high frequency of performance occurrences and level of expectation, such as "if it occurs, it's a win." In this way, under certain conditions, any of the bet buttons 130-132 can be used to provide common functionality, while under certain conditions, the functionality may be differentiated.

[0422] The effects and acceptance of operations related to these bet buttons 130-132 are not limited to confirming the selection of an effect. For example, in a simulated bet operation (Figure 16: step S1305), it may be possible to accept bet operations for any of the bet buttons 130-132. By treating the simulated game and the actual game similarly, it may be possible to match the feel of playing these games.

[0423] Conversely, in simulated betting operations, only operations on the MAX bet button 132 may be accepted, while operations on the bet buttons 130 and 132 may not be accepted. In this case, if an operation is made on the MAX bet button 132, a subcommand with command type set to "040H" is sent to the sub-control unit 400, but even if operations are made on the bet buttons 130 and 132, a subcommand with command type set to "040H" is not required to be sent to the sub-control unit 400.

[0424] <Check the status of the bet button> Each of the bet buttons 130-132 may be equipped with a light-emitting element for checking its status. Here, we will describe an example in which the main control board on which the main control unit 300 is executed is equipped with a light-emitting element.

[0425] Figure 41 is a front view of the slot machine 100 with the front door 102 open. The main body 101 is a box-shaped structure enclosed by a top panel 261, a left side panel 260, a right side panel 260, a bottom panel 264, and a rear panel 242, with an opening at the front. Inside the main body 101, a main control board storage case 210, which houses the main control board 211, is positioned so as not to overlap with the ventilation opening 249 provided at the top of the rear panel 242. Below this main control board storage case 210, three reels 110 to 112 are arranged. To the side of the main control board storage case 210 and the reels 110 to 112, i.e., on the left side panel 260, a sub-control board storage case 220, which houses a sub-control board, is provided. Furthermore, an external centralized terminal board 248, which is connected to the main control board and outputs information from the slot machine 100 to an external device, is mounted on the right-hand side panel 260.

[0426] A medal dispensing device 180 (a device that dispenses medals accumulated in a bucket) is installed on the bottom plate 264, and a power supply unit 252 having a power supply board is installed above this medal dispensing device 180, that is, below the reels 110 to 112, and a power switch 244 is installed on the front of the power supply unit 252. The power supply unit 252 converts the AC power supplied to the slot machine 100 from an external source into DC, converts it to a predetermined voltage and supplies it to each control unit and device such as the main control unit 300, sub-control units 400, 500, etc. Furthermore, it is equipped with an energy storage circuit (e.g., a capacitor) to supply power to a predetermined component (e.g., RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.

[0427] To the right of the medal dispensing device 180, there is a medal auxiliary storage compartment 240, behind which an overflow terminal is located (not shown). The power supply unit 252 is provided with a power cord connection section for connecting a power cord 264, and the power cord 264 connected here extends to the outside through a power cord hole 262 opened in the back panel 242 of the main unit 101.

[0428] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276. Above the pattern display window 113 are a performance device 160, a performance control board (not shown) that controls the performance device 160, and an upper speaker 272. Below the pattern display window 113 are a medal selector 170 for sorting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops counterfeit medals into the medal tray 161. Furthermore, a bass speaker 277 is provided at a position corresponding to the lower sound hole 143.

[0429] The main control board housing case 210 is made of a translucent material, allowing the main control board 211 housed inside to be visually inspected (see through) from the outside of the main control board housing case 210. The main control board 211 has the main control unit 30 mounted on it, as well as light-emitting elements 212-214. The on / off states of the light-emitting elements 212-214 can be visually inspected (see through) from the outside of the main control board housing case 210. The light-emitting elements 212-214 are, for example, LEDs.

[0430] The light-emitting elements 212-214 are controlled to drive by the basic circuit 302. Figure 42 is a block diagram of the control system related to the light-emitting elements 212-214. The light-emitting elements 212-214 are individually controlled to drive by the basic circuit 302 via the drive circuit 329.

[0431] The light-emitting element 212 is associated with the single-bet button 130, the light-emitting element 213 with the double-bet button 131, and the light-emitting element 214 with the MAX bet button 132.

[0432] The basic circuit 302, for example, when an operation on the single-bet button 130 is detected by the bet button 130 sensor, lights up the light-emitting element 212, and turns off the light-emitting element 212 if no operation is detected. Similarly, the basic circuit 302, for example, when an operation on the double-bet button 131 is detected by the bet button 131 sensor, lights up the light-emitting element 213, and turns off the light-emitting element 213 if no operation is detected. Similarly, the basic circuit 302, for example, when an operation on the MAX bet button 132 is detected by the bet button 132 sensor, lights up the light-emitting element 214, and turns off the light-emitting element 214 if no operation is detected.

[0433] These light-emitting elements may be configured to light up when no operation is performed and turn off when an operation is performed.

[0434] Furthermore, although it is equipped with light-emitting elements 212 to 214 corresponding to the bet buttons 130 to 132, it is not limited to these, and may also be equipped with light-emitting elements corresponding to, for example, the stop button, the start lever, and various sensors.

[0435] Employees at the amusement parlor can check whether the bet buttons 130-132 and their corresponding sensors are functioning correctly or not by observing the state of the light-emitting elements 212-214 when the bet buttons 130-132 are operated. In this embodiment, as described above, since the bet buttons 130-132 are mutually substitute buttons for the three bets, it may be difficult to notice a malfunction in any of the buttons. However, it is easy to check for malfunctions using the light-emitting elements 212-214.

[0436] <Other examples of the second embodiment> In the second embodiment, both the single-bet button 130 and the double-bet button 131 are operational buttons capable of accepting 3 bets, but either one may be used. That is, it may be possible to accept 3 bets with a total of two buttons: the MAX bet button 132 and the bet buttons 130 or 131. In this case, the light-emitting elements 212 to 214 may be provided in a total of three, corresponding to each button, or only two may be provided, corresponding to the MAX bet button 132 and the bet button 130 or 131 that is capable of accepting 3 bets.

[0437] Next, in the processing example in Figure 38, when the number of credits is 1 or 2, the system accepts bets up to the number of credits for bet operations on bet buttons 130 to 132. However, it is also possible to not accept any bets at all. For example, if a bet operation is performed on any of the bet buttons 130 to 132 when the number of credits is 1 or 2, the bet operation may be invalidated and not treated as a 1-bet or 2-bet. In this case, when a bet operation on bet buttons 130 to 132 is detected, the number of credits is checked, and if it is less than 3, the bet operation is invalidated.

[0438] <Confrontation Scene> Next, we will explain the confrontation sequences that can be performed by the slot machine in this example.

[0439] The slot machine in this example is capable of executing predetermined effects over multiple periods (periods of multiple game plays).

[0440] Here, the "predetermined performance" according to the present invention refers to a performance that can notify the player that they will enter a favorable state (for example, a bonus, AT, CZ state, etc.) after the performance has ended, and the slot machine according to this example is capable of executing a confrontation performance as the predetermined performance.

[0441] The presentation style of the confrontation scene is not particularly limited, but the confrontation scene VE in this example consists of multiple (five in this example) individual scenes VN1 to VN5, as shown in Figure 47. Needless to say, the individual scenes that make up the confrontation scene are not limited to five.

[0442] The first individual performance VN1 in the confrontation performance VE is a performance that displays the title of the confrontation (in this example, the string "Drinking Contest!"), and thereafter the first individual performance VN1 may be referred to as the "first individual performance," the "first progression performance," or the "title display."

[0443] Following the initial individual performance VN1, individual performances VN2 to VN5 are performances that display the scene of the confrontation (in this example, a video of the lord and the old man having a drinking contest), and from now on, individual performances VN2 to VN5 may be referred to as the "second development performance," the "third development performance," the "fourth development performance," and the "fifth development performance," respectively.

[0444] In the slot machine described in this example, as will be explained later using Figure 47, if a simulated game is not executed in the Nth (where N is a positive integer) game, then if individual performance VN1 is executed in that Nth game, then in the subsequent N+1 to N+4 games, individual performances VN2 to VN5 are executed one by one in this order for each game.

[0445] On the other hand, as will be described later using Figure 48, when a simulated game is executed in the Nth game, if individual performance VN1 and individual performance VN2 are executed in that Nth game, then in the subsequent N+1 to N+3 games, individual performances VN3 to VN5 are executed one by one in this order for each game.

[0446] During the execution of the confrontation sequence VE, in a game (in this example, the game in which the final individual sequence VN5 of the confrontation sequence VE is executed), a victory lottery, described later, is performed using Figure 46(d). If victory is selected as the result of the confrontation sequence VE, a victory sequence is performed to announce that the result of the confrontation sequence VE is a victory (for example, an image displaying the string "win").

[0447] On the other hand, if a victory lottery is performed and a defeat is selected as the result of the confrontation performance VE, a defeat animation (for example, displaying an image that includes the string "Loss") is performed to inform the player that the result of the confrontation performance VE is a defeat.

[0448] In the example shown in Figure 47, since victory was selected as the result of the victory lottery, the individual performance VN5 is executed to announce that the result of the confrontation performance VE is victory (in this example, an image containing the string "win" and an image of the lord celebrating are displayed).

[0449] Furthermore, if a victory animation is performed during the confrontation animation VE (i.e., victory is selected in the victory lottery), the game transitions to a state advantageous to the player in subsequent gameplay (e.g., bonus, AT, CZ state, etc.). Conversely, if a defeat animation is performed during the confrontation animation VE, the game is configured not to transition to a state advantageous to the player in subsequent gameplay (e.g., bonus, AT, CZ state, etc.).

[0450] Furthermore, the "predetermined performance" according to the present invention is not limited to confrontation performances, but may also include, for example, a performance in which multiple characters compete and the player is notified that they will be in a favorable state depending on whether a particular character wins the competition, or a performance in which a lottery is held using a roulette wheel or the like and the player is notified that they will be in a favorable state depending on whether they win the lottery. In addition, there may be cases in which a false performance (fake performance) is executed that notifies the player that they will be in a favorable state, but the player does not actually transition to a favorable state.

[0451] Furthermore, the "first individual performance (first individual performance)" according to the present invention is not limited to a title display, but may be the same type of performance as other individual performances, a premonition performance to build excitement for subsequent individual performances, a display that suggests the start of a confrontation performance, a display that explains the confrontation performance (for example, a display that explains that you are more likely to win if you win a small role of bell or higher), or an expectation display that shows the expected level of the confrontation performance to be performed (for example, a display that suggests the expected level by the number of stars, such as displaying one star if confrontation performance A is performed, displaying two stars if confrontation performance B is performed, and displaying three stars if confrontation performance C is performed).

[0452] <Confrontation Scenes / Various Lottery Tables> Next, we will explain the various lottery tables related to the confrontation performance VE using Figure 46.

[0453] <Confrontation sequences / Various lottery tables / Initial point lottery table> Figure 46(a) shows an example of an initial point lottery table.

[0454] This initial point lottery table is a lottery table that is referenced when the initial point lottery is executed, and is stored in advance in a memory means such as RAM408.

[0455] The first sub-control unit 400 performs a battle performance lottery to determine whether or not to execute the battle performance VE when a predetermined winning combination (in this example, watermelon, weak cherry, chance eye, strong cherry) is won. If the battle performance lottery is won, the first sub-control unit 400 refers to the initial point lottery table and performs an initial point lottery to determine the initial points for the battle performance type lottery described later using Figure 46(b) based on the winning combination and random value.

[0456] For example, in a game where the initial point lottery is held (a game in which the player has won the battle sequence lottery), if a watermelon or weak cherry is internally selected, then in the initial point lottery, 1 is selected with an 80% probability, 5 with an 18% probability, 8 with a 2% probability, and 10 with a 2% probability as the initial points.

[0457] Furthermore, in the game played during the initial point lottery (the game in which the confrontation animation lottery is won), if a chance symbol or strong cherry is internally won, the initial point lottery will select 1 with an 80% probability, 5 with an 18% probability, 8 with a 2% probability, and 10 with a 2% probability as the initial points.

[0458] While the selection rate was previously set the same for watermelon and weak cherry, and the selection rate was also set the same for chance symbols and strong cherry, it is also acceptable to set different selection rates for each of these symbols.

[0459] <Showdown sequences / Various lottery tables / Showdown sequence lottery table> Figure 46(b) shows an example of a table for determining the outcome of a confrontation scene.

[0460] This confrontation sequence lottery table is a lottery table that is referenced when the confrontation sequence type lottery is executed, and is stored in advance in a memory means such as RAM408.

[0461] If the first sub-control unit 400 wins the confrontation performance lottery explained using Figure 46(a) and performs the initial point lottery, it then refers to this confrontation performance lottery table and performs a confrontation performance type lottery to determine the confrontation performance type (type of confrontation performance VE) based on the initial points and random values.

[0462] For example, if you acquire 1 initial point in the initial point lottery, in the battle performance type lottery, battle performance A will be selected with an 80% probability, battle performance B with an 18% probability, and battle performance C with a 2% probability. Also, if you acquire 5 initial points in the initial point lottery, in the battle performance type lottery, battle performance A will be selected with a 65% probability, battle performance B with a 25% probability, and battle performance C with a 10% probability.

[0463] Furthermore, if you acquire 8 initial points in the initial point lottery, in the battle performance type lottery, you will have a 40% chance of selecting battle performance A, a 40% chance of selecting battle performance B, and a 20% chance of selecting battle performance C. Furthermore, if you acquire 10 initial points in the initial point lottery, in the battle performance type lottery, you will have a 25% chance of selecting battle performance A, a 45% chance of selecting battle performance B, and a 30% chance of selecting battle performance C.

[0464] In other words, the likelihood of the player being in a favorable position after a confrontation sequence is highest with confrontation sequence C, followed by confrontation sequence B, and then confrontation sequence A.

[0465] <Confrontation sequence / Various lottery tables / Point lottery table during confrontation sequence> Figure 46(c) shows an example of a point lottery table during a confrontation scene.

[0466] This point lottery table is a lottery table that is referenced when a predetermined winning combination (in this example, bell, watermelon, weak cherry, chance eye, strong cherry) is won during gameplay while the confrontation performance VE is being executed, and it is stored in advance in a memory means such as RAM408.

[0467] The first sub-control unit 400, during gameplay while the confrontation performance VE is being executed, refers to this point lottery table when a predetermined winning combination (in this example, bell, watermelon, weak cherry, chance eye, strong cherry) is won, and performs a point acquisition lottery to determine the points to be acquired based on the winning combination and random value.

[0468] For example, during gameplay while the confrontation sequence VE is running, if a bell is internally won, in the point acquisition lottery, there is an 80% chance of selecting 1, a 15% chance of selecting 2, a 4% chance of selecting 3, and a 1% chance of selecting 4 as the points to be acquired.

[0469] Furthermore, during gameplay while the confrontation sequence VE is running, if a watermelon or weak cherry is internally selected, the points to be acquired will be determined by a lottery with a 65% selection rate for 1, a 25% selection rate for 2, an 8% selection rate for 3, and a 2% selection rate for 4.

[0470] Furthermore, during gameplay while the confrontation sequence VE is running, if a chance symbol or strong cherry is internally triggered, the points acquisition lottery will determine the acquisition amount, with a 40% selection rate for 1, a 30% selection rate for 2, a 20% selection rate for 3, and a 10% selection rate for 4.

[0471] In this example, during gameplay while the confrontation sequence VE is running, points are more easily acquired when the internal win is on a watermelon or weak cherry, or on a chance eye or strong cherry, than when the internal win is on a bell. As a result, the cumulative points, which consist of the initial points and acquired points, are higher, making it easier to select victory in the victory lottery described later, and making it easier to transition to a state advantageous to the player (e.g., bonus, AT, CZ state, etc.). For this reason, the second specific role (in this example, watermelon, weak cherry, chance eye, strong cherry) is more likely to result in a state advantageous to the player after the predetermined sequence (in this example, the confrontation sequence VE) ends than the first specific role (in this example, the bell).

[0472] Furthermore, during gameplay while the confrontation sequence VE is running, it is easier to acquire points when the internal win is a chance symbol or strong cherry than when the internal win is a watermelon or weak cherry. As a result, the accumulated points, which consist of the initial points and acquired points, are higher, making it easier to select victory in the victory lottery described later, and making it easier to transition to a state advantageous to the player (for example, a bonus, AT, CZ state, etc.). For this reason, the second specific symbol (in this example, a chance symbol and a strong cherry) is more likely to result in a state advantageous to the player after the end of the predetermined sequence (in this example, the confrontation sequence VE) than the first specific symbol (in this example, a watermelon and a weak cherry).

[0473] Hereafter, the winning combinations that can put the player in a favorable position after the end of the confrontation sequence VE, namely "bell, watermelon, weak cherry, chance eye, and strong cherry," may be collectively referred to as "minor combinations of bell or higher." Note that the winning combinations in the point lottery table are not limited to this example; one or more of the example winning combinations may be used, or points may be awarded when an internal win occurs with another winning combination (including a miss). Furthermore, the system may be configured to award points when other conditions are met (for example, when a certain lottery using random values ​​is won).

[0474] While the selection rate was previously set the same for watermelon and weak cherry, and the selection rate was also set the same for chance symbols and strong cherry, it is also acceptable to set different selection rates for each of these symbols.

[0475] <Confrontation sequence / Various lottery tables / Winning lottery table during confrontation sequence> Figure 46(d) shows an example of a victory lottery table during a confrontation scene.

[0476] This victory lottery table is a lottery table that is referenced when the victory lottery is executed in a game during the execution of the confrontation performance VE (in this example, the game in which the final individual performance VN5 of the confrontation performance VE is executed), and is stored in advance in a memory means such as RAM408.

[0477] The timing of the victory lottery is not limited to this example; for example, it may be during a game other than the one in which the individual performance VN5 of the confrontation performance VE is performed, or it may be during a game before the confrontation performance VE is performed.

[0478] The first sub-control unit 400, in a game during the execution of the confrontation performance VE (in this example, the game in which the final individual performance VN5 of the confrontation performance VE is executed), refers to this victory lottery table and performs a victory lottery to determine the result of the confrontation performance (win or loss) based on the cumulative points (sum of initial points and acquired points) and random values.

[0479] For example, if the accumulated points at the time of the win draw are between 1 and 4, the draw will have a 20% chance of selecting a win and an 80% chance of selecting a loss. If the accumulated points at the time of the win draw are between 5 and 7, the draw will have a 40% chance of selecting a win and a 60% chance of selecting a loss.

[0480] Furthermore, if the accumulated points at the time of the win draw are 8-9, the system will select "win" with a 75% probability and "lose" with a 25% probability. If the accumulated points at the time of the win draw are 10 or more, the system will select "win" with a 100% probability and will not select "lose".

[0481] In this example, if the accumulated points at the time of the victory draw are 10 or more, victory is guaranteed as the winner is selected with a 100% probability in the victory draw. However, depending on the amount of accumulated points exceeding 10, the state to which the player transitions after the end of the confrontation sequence may be upgraded. For example, it may be possible to transition to a second AT state that is more advantageous to the player than the first AT game, or to transition to a second bonus state that is more advantageous to the player than the first bonus game.

[0482] Furthermore, depending on the amount of accumulated points exceeding 10, the number of games played or the duration of the game in the state transitioning to after the end of the confrontation sequence may be increased. For example, a lottery for additional AT games may be held, or the number of bonus games may be increased.

[0483] Furthermore, while an example of determining the winner based on accumulated points has been shown, the present invention is not limited thereto. The outcome of the confrontation sequence (win or loss) may also be determined based on the winning combination won in a game during the execution of the confrontation sequence. For example, the system may be configured to select victory when a predetermined winning combination (e.g., bell, watermelon, weak cherry, chance symbol, strong cherry) is won.

[0484] Furthermore, when deciding whether or not to execute the confrontation sequence VE, the outcome of the confrontation sequence (win or lose) may be determined. If the outcome of the confrontation sequence is determined to be a loss, a lottery may be held to change the outcome of the confrontation sequence from a loss to a win based on the winning combination achieved during the game while the confrontation sequence is running. If the outcome of the confrontation sequence is determined to be a win, a lottery may be held to upgrade the state to which the player transitions after the confrontation sequence ends, or to increase the number of games played or the duration of the state to which the player transitions after the confrontation sequence ends, based on the winning combination achieved during the game while the confrontation sequence is running.

[0485] <If the confrontation scene / simulated gameplay does not occur> Next, using Figure 47, we will explain an example of game progression when no simulated gameplay occurs during the confrontation sequence (i.e., only the main game is played).

[0486] Figure 47 is a chronological diagram showing an example of game progression when no simulated gameplay occurs during the confrontation sequence (i.e., only the main game is played). Note that the content of the items "Operation," "LCD Display," "Reels," and "Symbol Combinations" in Figures 47 and 48 is the same as that explained using Figure 43, so a detailed explanation is omitted. Furthermore, to avoid redundant explanations, only the content that differs from that explained using Figure 43 will be explained here.

[0487] In this example, in a game played before the Nth (where N is a positive integer)th game, the player internally wins a predetermined winning combination (in this example, watermelon, weak cherry, chance symbol, and strong cherry) and also wins the battle sequence lottery. As a result, the initial point lottery explained using Figure 46(a) and the battle sequence type lottery explained using Figure 46(b) are executed, and battle sequence A is selected as the battle sequence type for battle sequence VE.

[0488] Here, the confrontation sequence VE (confrontation sequence A) consists of five individual sequences VN1 to VN5. The first individual sequence VN1 is a sequence that displays the title of the confrontation (in this example, the text "Drinking Contest!"), and the subsequent individual sequences VN2 to VN5 are sequences that display the scene of the confrontation (in this example, a video of the lord and the old man having a drinking contest). According to this example, since individual sequences VN2 to VN5 are executed for each game, it is possible to give the player a sense of anticipation for each game.

[0489] <If no confrontation scene / simulated gameplay takes place / Nth game> In the Nth game, the individual confrontation sequence VN1 is started when the start operation is performed. Individual confrontation sequence VN1 is a sequence that displays the title of the confrontation, and in this example, the liquid crystal display device 157 is used to display the string "Drinking Contest!".

[0490] Furthermore, in the Nth game, since a replay was internally awarded, the recommended operation of stopping the reels first on the left (left → middle → right) was performed, followed by the stopping of stop buttons 137-139. Then, the symbol display window 113 displayed the symbol combination corresponding to a replay (replay-replay-replay). In this example, since a replay was awarded in the Nth game, no betting setting operation was performed in the next N+1 game.

[0491] <If no confrontation scene / simulated gameplay takes place / N+1th game> In the subsequent N+1th game, the individual confrontation scene VN2 is started upon the start operation. Individual confrontation scene VN2 is a scene that displays the confrontation, and in this example, the liquid crystal display device 157 is used to display a video showing the lord and the old man beginning their drinking contest.

[0492] As explained using Figure 46(c), when a specific role is won during a confrontation sequence, points can be acquired, which is advantageous to the player (making it easier to win the victory lottery). Therefore, a status indication (for example, the display of the text "Chance with a small role of bell or higher!") may be shown to suggest that winning a specific role during a confrontation sequence is advantageous to the player.

[0493] Specifically, in this example, a status indication display (for example, the text "Chance with a bell or higher!") may be shown during the periods when individual performances VN2 to VN5 are being performed, excluding the period when individual performance VN1 is being performed. With such a configuration, the player's sense of anticipation during gameplay while the confrontation performance is being performed can be increased, and the effect of the confrontation performance can be improved.

[0494] In the N+1st game, since the winning combination was not internally selected (i.e., a losing combination was selected internally), after the recommended operation of stopping the left first (left → middle → right) and pressing stop buttons 137-139, the symbol display window 113 displays the symbol combination corresponding to a losing combination.

[0495] <If no confrontation scene / simulated gameplay takes place / N+2nd game> In the subsequent N+2 game, the individual confrontation scene VN3 is started upon the start operation. Individual confrontation scene VN3 is a scene that displays the continuation of the confrontation, and in this example, the liquid crystal display device 157 is used to display a video of the lord and the old man continuing their drinking contest.

[0496] Furthermore, in the N+2nd game, since an internal win for a bell (a specific role) was achieved, during the period in which the individual performance VN3 is executed, a state indication display SP (in this example, a cut-in image including the text "Chance!") is displayed, and after the stop operation of stop buttons 137-139 is performed with the recommended operation of left first stop (left → middle → right), the symbol display window 113 displays the symbol combination corresponding to the bell (minor role) (bell-bell-bell).

[0497] The slot machine in this example is configured such that if a specific role (for example, a minor role of bell or higher) is not won in a game (the first game, the game in which the first individual role is performed) in which a predetermined performance (for example, a confrontation performance) is executed, a simulated game will not be performed in the first game.

[0498] In the N+2nd game, a bell (a specific role) is internally awarded, but since the N+2nd game is the game in which the third individual performance VN3 is executed, rather than the game in which the first individual performance VN1 is executed, the pseudo-game is not executed even if the confrontation performance is in progress.

[0499] <If no confrontation scene / simulated gameplay takes place / N+3rd game> In the subsequent N+3rd game, the individual performance VN4 of the confrontation performance VE is started as a result of the start operation. Individual performance VN4 is a performance that displays the continuation of the confrontation, and in this example, the liquid crystal display device 157 is used to display a video of the lord and the old man continuing their drinking contest.

[0500] In addition, in the N+3rd game, since the winning combination was not internally selected (internally selected as a loss), after the stop operation of stop buttons 137-139 was performed with the recommended operation of stopping the left first (left → middle → right), the symbol display window 113 displays the symbol combination corresponding to a loss.

[0501] <If no confrontation scene / simulated gameplay takes place / N+4th game> In the subsequent N+4th game, the individual performance VN5 of the confrontation performance VE is started as a result of the start operation. Individual performance VN5 is a performance that displays the result of the confrontation, and in this example, since the victory lottery explained using Figure 46(d) was won (victory was selected as the result of the confrontation performance), the liquid crystal display device 157 displays a victory performance that notifies that the lord has won the drinking contest (in this example, an image that includes the string "win" and an image of the lord looking happy).

[0502] Although not shown in the diagram, in this example, since the victory animation was performed in the individual animation VN5 of the confrontation animation VE, the game transitions to a state advantageous to the player (for example, a bonus, AT, or CZ state) in the N+4th game onwards.

[0503] In addition, in the N+4th game, since the internal win was not for a winning combination (it was internally for a losing combination), after the stop operation of stop buttons 137-139 was performed with the recommended operation of stopping the left first (left → middle → right), the symbol display window 113 displays the symbol combination corresponding to a losing combination.

[0504] As explained above, in this example, a predetermined performance (e.g., a confrontation performance) is performed for a first period (e.g., the period of a total of 5 game rounds from N to N+4) if no simulated game is performed during the predetermined performance (e.g., a confrontation performance). This first period (e.g., the period of a total of 5 game rounds from N to N+4) includes the period during which the player's operation of the operating means (e.g., the start lever 135) is accepted. The number of operations that can be accepted for the operating means (e.g., the start lever 135) during this first period (e.g., the period of a total of 5 game rounds from N to N+4) is the first number (e.g., 5 times).

[0505] <When a confrontation scene / simulated gameplay takes place> Next, using Figure 48, we will explain an example of game progression when a simulated game is played during a confrontation sequence.

[0506] Figure 48 is a timeline diagram showing an example of game progression when a simulated game takes place during a confrontation sequence. To avoid redundant explanations, only the differences from those explained using Figure 47 will be discussed here.

[0507] <When a confrontation scene / simulated gameplay takes place / Nth game> The slot machine in this example is configured such that if a specific role (for example, a minor role of bell or higher) is won in a game (first game; the game in which the first individual role is performed) in which a predetermined performance (for example, a confrontation performance) is performed, a simulated game may be performed in the first game.

[0508] The Nth game is the game in which the first individual performance VN1 is executed (the first game). In this example, since a bell (a specific role) was internally won in the Nth game, the simulated game is started when the start operation is performed.

[0509] Specifically, in the Nth game, a simulated game is started before the actual game. When the simulated game starts, the first sub-control unit 400 receives a simulated game start command (S1103 in Figure 14), and this triggers the execution of the individual confrontation effect VN1 in the Nth game. Individual effect VN1 is an effect that displays the title of the confrontation, and in this example, the liquid crystal display device 157 is used to display the string "Drinking Contest!".

[0510] Furthermore, in the simulated game, since the stop operation of stop buttons 137-139 was performed with the recommended operation of stopping the reels first on the left (left → middle → right), the reels 110-112 vibrate slightly to simulate a stop (temporary stop), and then the simulated symbols, which are special symbols for the simulated game, are temporarily displayed in the symbol display window 113.

[0511] In this example, if a bell (a specific role) is won in the Nth game (first game) in which a confrontation sequence (a predetermined sequence) is performed, a simulated game may be performed in the Nth game (first game), thereby enhancing the effect of the confrontation sequence (a predetermined sequence) and increasing the player's enjoyment.

[0512] Next, in the simulated game, the start lever 135 is operated by the player (S1315 in Figure 16), or the SR timer expires (S1317 in Figure 16), at S1403 in Figure 17, the game start command (S1403 in Figure 17) is received by the first sub-control unit 400, and this triggers the execution of individual performance VN2. In other words, in the Nth game, the confrontation performance individual performance VN1 and individual performance VN2 are executed.

[0513] In this example, in the Nth game, at least two of the individual performances VN1 and VN2 that make up the confrontation performance (predetermined performance) can be executed during a single game. Therefore, even if a pseudo-game occurs, the confrontation performance (predetermined performance) will not be drawn out, and the player will not feel any discomfort.

[0514] Furthermore, in this example, the game is controlled to start even if the SR timer expires, thus preventing the interval between individual performance VN1 and individual performance VN2 from becoming long and causing the performance to drag on.

[0515] In this example, a simulated game is shown in which a simulated bet amount is manipulated before the simulated start operation. However, the control may be such that the actual game starts based on the simulated start operation without any simulated bet amount manipulation. Furthermore, if the control requires a simulated bet amount manipulation, the bet button (MAX bet button) 132 may be illuminated to prompt the player to perform the simulated bet amount manipulation.

[0516] Furthermore, in this example, the game is started even if the SR timer expires during the simulated game (S1317 in Figure 16). However, the game may also be started only when the start lever 135 is operated by the player during the simulated game.

[0517] Furthermore, in the Nth game, since an internal win for a bell (a specific role) occurred, during the period in the Nth game, while the individual performance VN2 is being executed, a state indication display SP (in this example, a cut-in image including the text "Chance!") is displayed, and after the stop operation of stop buttons 137-139 is performed with the recommended operation of left first stop (left → middle → right), the symbol display window 113 displays the symbol combination corresponding to the bell (minor role) (bell-bell-bell).

[0518] In other words, in this example, since a simulated game is executed in the Nth game, the stop display of the symbol combination corresponding to the bell (minor win) (bell-bell-bell) will be carried over for the duration of the simulated game. In this example, we showed an example where a bell is internally won in the game in which the first individual performance VN1 is executed (the first game), but similarly, if a watermelon, weak cherry, chance eye, or strong cherry is internally won in the same game, a simulated game will be executed in that game before the main game, and the stop display of the symbol combination corresponding to each winning role will be carried over for the duration of the simulated game and executed in the main game.

[0519] In this example, it is possible to stop the symbols in the main game after the simulated game in a manner that indicates a bell (a specific role), and since it is confirmed that a bell (a specific role) has been won at the time the simulated game is executed, it gives the player a sense of superiority, and furthermore, among the multiple types of specific roles, it is possible to keep the player excited and draw their attention to the stopping of the symbols in the main game by making them wonder whether they have won a role (a second specific role) that is likely to put the player in a favorable state after the confrontation performance (a predetermined performance) has ended.

[0520] Furthermore, even if a player wins a bell (a specific role) during the execution of the first individual performance VN1 in a confrontation sequence (a predetermined sequence), it is difficult to determine whether this timing (the first individual performance VN1) is advantageous to the player. Therefore, by inserting a simulated game and configuring the symbols to stop in a manner indicating a bell (a specific role) during the execution of the next individual performance VN2, it becomes easier to convey to the player that they are in an advantageous state and can expect good results.

[0521] Furthermore, if an exciting sequence is performed at the beginning of a confrontation sequence (a predetermined sequence), the subsequent confrontation sequence (a predetermined sequence) that runs over multiple periods may become a sequence that gradually loses its sense of excitement. Therefore, by inserting a simulated game and configuring the symbols to stop in a manner that indicates a bell (a specific role) during the execution of the next individual sequence VN2, it is possible to prevent an exciting sequence from being performed immediately, thereby preventing the confrontation sequence (a predetermined sequence) from becoming a sequence that gradually loses its sense of excitement.

[0522] Furthermore, the "simulated game" according to the present invention is not limited to the simulated game of this example (a game in which, based on the stopping operation of stop buttons 137 to 139, the reels 110 to 112 are made to vibrate slightly to simulate a stop (temporary stop), and then a simulated symbol, which is a symbol specifically for the simulated game, is temporarily displayed in the symbol display window 113). For example, it may also be a game that includes a process of automatically simulating a stop (temporary stop) and making the reels 110 to 112 vibrate slightly without performing the stopping operation of stop buttons 137 to 139, or a game that includes a process of automatically rotating the reels 110 to 112 in the reverse direction without performing the stopping operation of stop buttons 137 to 139.

[0523] Furthermore, in a game (the first game, the game in which the first individual performance is executed) in which a predetermined performance (for example, a confrontation performance) is executed, the game may be configured to always execute a simulated game when a specific role (for example, a minor role of bell or higher) is won.

[0524] <If a confrontation scene / simulated gameplay takes place / N+1th game> In the subsequent N+1 game, the individual confrontation scene VN3 is started upon the start operation. Individual confrontation scene VN3 is a scene that displays the continuation of the confrontation, and in this example, the liquid crystal display device 157 is used to display a video of the lord and the old man continuing their drinking contest.

[0525] In the N+1st game, since the winning combination was not internally selected (internally selected as a loss), the recommended operation of stopping the reels with the left as the first stop (left → middle → right) was performed, followed by the stopping operation of stop buttons 137-139. Then, the symbol display window 113 displayed the symbol combination corresponding to a loss.

[0526] <If a confrontation scene / simulated gameplay takes place / N+2nd game> In the subsequent N+2 game, the individual confrontation scene VN4 is started as a result of the start operation. Individual confrontation scene VN4 is a scene that displays the continuation of the confrontation, and in this example, the liquid crystal display device 157 is used to display a video of the lord and the old man continuing their drinking contest.

[0527] In the N+2nd game, since the winning combination was not internally selected (internally selected as a loss), after the stop operation of stop buttons 137-139 was performed with the recommended operation of stopping the left first (left → middle → right), the symbol display window 113 displays the symbol combination corresponding to a loss.

[0528] <If a confrontation scene / simulated gameplay takes place / N+3rd game> In the subsequent N+3rd game, the individual confrontation sequence VN5 is started following the start operation. Individual confrontation sequence VN5 is a sequence that displays the result of the confrontation. In this example, since the victory lottery explained using Figure 46(d) was won (victory was selected as the result of the confrontation sequence), the liquid crystal display device 157 displays a victory sequence that notifies the lord that he has won the drinking contest (in this example, an image containing the string "win" and an image of the lord looking happy).

[0529] Although not shown in the diagram, in this example, since the victory animation was performed in the individual animation VN5 of the confrontation animation VE, the game transitions to a state advantageous to the player (for example, a bonus, AT, or CZ state) in the N+3 game onwards.

[0530] In addition, in the N+3rd game, since the winning combination was not internally selected (internally selected as a loss), after the stop operation of stop buttons 137-139 was performed with the recommended operation of stopping the left first (left → middle → right), the symbol display window 113 displays the symbol combination corresponding to a loss.

[0531] As explained above, in this example, a predetermined performance (for example, a confrontation performance) is performed over a second period (for example, a period of a total of four games from N to N+3) when a simulated game is performed in the predetermined performance (confrontation performance). This second period (a period of a total of four games from N to N+3) includes the period during which the player's input to the operating means (for example, the start lever 135) is accepted in the actual game, and the period during which the player's input to the operating means (start lever 135) is accepted in the simulated game. The number of inputs to the operating means (start lever 135) that can be accepted during this second period (a period of a total of four games from N to N+3) is the second number (for example, five inputs).

[0532] Here, we compare the case in which the simulated game described using Figure 47 is not performed with the case in which the simulated game is performed, as described using Figure 48. During the execution period of the confrontation performance VE, in the example shown in Figure 48, even when the simulated game is performed, the number of times the start lever 135 (operating means) is operated to start the game is the same as when the simulated game is not performed (5 times in this example), and the number of times the stop buttons 137-139 (operating means) are operated to stop the game is also the same (15 times in this example).

[0533] In this example, since the number of operations required to start using the start lever 135 (operating means) and the number of operations required to stop using the stop buttons 137-139 (operating means) are the same, the feel of pressing the operating means can be kept the same while reducing the use of game media, and the occurrence of simulated games can be made to feel more advantageous.

[0534] In this embodiment, it is assumed that a pseudo-betting operation is performed during the pseudo-start operation. Therefore, the number of betting operations is the same, but the number of times a replay does not occur during the confrontation VE is the same (5 times in this example). Consequently, the number of pseudo-betting operations may be less than the number of betting operations in the actual game by the number of pseudo-games.

[0535] <If unrecommended operations are performed during a confrontation scene / simulated gameplay> Next, using Figure 49(a), we will explain an example of game progression when a non-recommended operation is performed during a simulated game.

[0536] Figure 49(a) is a time-series diagram showing an example of game progression when unrecommended operations are performed during a simulated game. To avoid redundant explanations, only the differences from those explained using Figure 48 will be explained here.

[0537] <If a non-recommended operation is performed during a confrontation scene / simulated gameplay / Nth game> The Nth game is the game in which the first individual performance VN1 is executed (the first game). In this example, since a bell (a specific role) was internally won in the Nth game, a simulated game is started before the main game, triggered by the start operation.

[0538] When a simulated game is started, the first sub-control unit 400 receives a simulated game start command (S1103 in Figure 14), and this triggers the execution of the individual confrontation effect VN1 in the Nth game. Individual confrontation effect VN1 is an effect that displays the title of the confrontation, and in this example, the liquid crystal display device 157 is used to display the string "Drinking Contest!".

[0539] Furthermore, in the simulated game of the Nth game, since the stop operations of stop buttons 137-139 were performed in an operation order other than the unrecommended operation of stopping the left reel first (for example, right → middle → left), the reels 110-112 vibrate slightly to simulate a stop (temporary stop), and then the simulated symbols, which are special symbols for simulated games, are temporarily displayed in the symbol display window 113.

[0540] In this example, stop buttons 137-139 were pressed in a sequence other than the non-recommended left-first stop (for example, right → middle → left), but since a simulated game was in progress, the system was configured not to generate a penalty.

[0541] Here, "penalty" refers to processes that are disadvantageous to the player and are not executed when the game is played using the recommended operation (for example, stopping the left reel first or betting three coins), processes that are not executed when the game is played using the recommended operation (for example, stopping the left reel first or betting three coins), and combinations of these processes.

[0542] For example, penalties related to confrontation sequences include: (1) even if a predetermined winning combination (in this example, watermelon, weak cherry, chance eye, strong cherry) is won, the confrontation sequence lottery is not held; (2) even if a bell (a specific combination) is internally won in the game in which the first individual sequence VN1 of the confrontation sequence is executed, the simulated game is not executed; (3) even if the confrontation sequence is executed, the victory lottery is not held; (4) even if a specific combination is won during the confrontation sequence, no indication of a state that suggests it will be advantageous to the player is displayed (for example, the display of the string "Chance with a small combination of bell or higher!"); (5) even if a specific combination is won during the confrontation sequence, no points are awarded; (6) even if victory is selected in the victory lottery, the game does not transition to a state advantageous to the player after the confrontation sequence ends; and (7) if the game is played using unrecommended operations, the sequence will not progress in the next game, and the same sequence will be played.

[0543] Next, in the simulated game, the start lever 135 is operated by the player (S1315 in Figure 16), or the SR timer expires (S1317 in Figure 16), at S1403 in Figure 17, the game start command (S1403 in Figure 17) is received by the first sub-control unit 400, and this triggers the execution of individual performance VN2. In other words, in the Nth game, the confrontation performance individual performance VN1 and individual performance VN2 are executed.

[0544] Furthermore, in the Nth game, since an internal win for a bell (a specific role) occurred, during the period in the Nth game, while the individual performance VN2 is being executed, a state indication display SP (in this example, a cut-in image including the text "Chance!") is displayed, and after the stop operation of stop buttons 137-139 is performed with the recommended operation of left first stop (left → middle → right), the symbol display window 113 displays the symbol combination corresponding to the bell (minor role) (bell-bell-bell).

[0545] <If unrecommended operations are performed during a confrontation scene / simulated gameplay / N+1 to N+4th game> In this example, if a stop operation is performed using a non-recommended operation during the execution of a simulated game, the system is configured not to incur a penalty. Therefore, in the N+1 to N+4th game, the individual performances VN2 to VN5 of the confrontation performance VE are executed immediately after the execution of individual performance VN1, and a win lottery is performed during the execution of the final individual performance VN5. If the player wins the win lottery, the win performance (in this example, an image displaying the string "win" and an image of the lord looking happy) is displayed as individual performance VN5, and after the confrontation performance VE ends, the system transitions to a state advantageous to the player (in this example, AT).

[0546] <If unrecommended operations are performed during confrontation sequences / title display gameplay> Next, using Figure 49(b), we will explain an example of game progression when a non-recommended operation is performed during a title display game (a game in which the first individual performance VN1 is executed).

[0547] Figure 49(b) is a timeline diagram showing an example of game progression when a non-recommended operation is performed during title display gameplay. Note that, to avoid redundant explanations, only the content that differs from that explained using Figure 48 will be explained here.

[0548] The Nth game is the first game in which the initial individual performance VN1 is executed. In this example, since the player did not internally win a winning combination in the Nth game (i.e., internally won a losing combination), the game is started upon the start operation, and the individual performance VN1 of the confrontation sequence is also started. Individual performance VN1 is a sequence that displays the title of the confrontation. In this example, the liquid crystal display device 157 is used to display the string "Drinking Contest!".

[0549] Furthermore, in the Nth game, a penalty was incurred because the stop operations for stop buttons 137-139 were performed in a sequence other than the unrecommended operation of stopping the left button first (for example, right → middle → left).

[0550] In this example, three of the above penalties (1) to (7) are applied: (2) Even if a bell (a specific role) is internally won in the game in which the first individual performance VN1 of the confrontation performance is executed, the simulated game will not be performed; (4) Even if a specific role is won during the confrontation performance, the status indication display that suggests an advantage to the player (for example, the display of the string "Chance with a small role of bell or higher!") will not be shown; and (7) If the game is played using unrecommended operations, the performance will not progress in the next game and the same performance will be played. Note that other penalties may be applied instead of (or in addition to) these penalties.

[0551] The N+1 game following the N game is the game in which the first individual performance VN1 of the confrontation sequence is executed. In this game, the player has internally won a bell (a specific role), but because a penalty for non-recommended operation is applied, the simulated game is not executed. Also, in the N+1 game, the player has internally won a specific role (a bell in this example), but because a penalty for non-recommended operation is applied, no status indication display that would suggest an advantage to the player is shown.

[0552] In this example, if a non-recommended operation is performed during the title display game (the game in which the first individual performance VN1 is executed), a penalty such as not executing the victory lottery for the confrontation performance will be imposed. Therefore, by not executing the simulated game, it is possible to prevent players from being misled into thinking they are in an advantageous position, and thus prevent a decrease in their motivation to play.

[0553] <Confrontation Scenes / Summary> As described above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in Figure 1) is a gaming machine equipped with performance means (for example, the liquid crystal display device 157 shown in Figure 1, the speakers 272, 277 and various lamps 420 shown in Figure 5), the performance means is a means capable of executing a predetermined performance (for example, the confrontation performance VE shown in Figures 47 and 48) over a plurality of periods, the plurality of periods is the period of multiple game rounds of this game, and the predetermined performance results in a state advantageous to the player after the completion of the predetermined performance (for example, a bonus, The game machine is characterized in that it is possible to notify the player that the player will enter an AT state, CZ state, etc., and the predetermined performance is a performance that is performed in a certain game (hereinafter referred to as "the first game"), and if a specific role (for example, watermelon, weak cherry, chance eye, strong cherry) is won in the first game, a pseudo game (for example, the pseudo game shown in Figure 48) may be performed in the first game, and if the specific role is not won in the first game, the pseudo game will not be performed in the first game.

[0554] According to the gaming machine of this embodiment, when a specific role is won in a game (first game) in which a predetermined performance is executed, a simulated game may be executed in the first game. This enhances the performance effect of the predetermined performance and improves the player's enjoyment.

[0555] Furthermore, the system includes a variable display means capable of displaying a variable pattern (for example, reels 110-112 shown in Figure 1) and a variable display control means capable of controlling the variable pattern display (for example, a main control unit 300 shown in Figure 5), wherein the specific role is one in which the player is more likely to be in a favorable state after the predetermined performance ends if the player wins during the predetermined performance period than if the player does not win during the predetermined performance period, and the variable display control means provides a way to show the specific role in the simulated game (for example, a set of symbols corresponding to a bell). The means is such that the symbols do not stop in the combination "Bell-Bell-Bell", and the variable display control means is such that the symbols can stop in the actual game after the simulated game in a manner that indicates the specific role, and the specific role includes at least a first specific role (for example, the bell shown in Figure 46(c)) and a second specific role (for example, the watermelon, weak cherry, chance eye, and strong cherry shown in Figure 46(c)), and the second specific role may be a role that is more likely to result in a state advantageous to the player after the end of the predetermined performance than the first specific role.

[0556] With this configuration, it is possible to stop the symbols in a manner that indicates a specific winning combination during the main game after the simulated game. Since it is confirmed that a specific winning combination has been won at the time the simulated game is executed, it gives the player a sense of superiority. Furthermore, it keeps the player on the edge of their seat as they wonder whether they have won a combination (a second specific winning combination) that is more likely to put the player in a favorable position after the predetermined performance ends, and thus draws their attention to the stopping of the symbols in the main game.

[0557] Furthermore, the predetermined performance is a performance composed of multiple individual performances (for example, individual performances VN1 to VN5 shown in Figures 47 and 48), and the first game is a game in which the first individual performance (hereinafter referred to as the "first individual performance"; for example, individual performance VN1 shown in Figure 48) is executed, and even if the player wins the specific role in a game in which an individual performance other than the first individual performance (for example, individual performance VN3 shown in Figure 47) is executed, the pseudo-game may not be executed in the game in which the specific role was won, and in the main game after the pseudo-game, the individual performance following the first individual performance (for example, individual performance VN2 shown in Figure 48) may be executed.

[0558] With this configuration, even if a specific role is won during the execution of the first individual performance in a predetermined sequence, it is difficult for the player to determine whether this timing (the first individual performance) is a favorable period for the player. Therefore, by inserting a simulated game and configuring the game so that the symbols stop in a manner indicating a specific role during the execution of the next individual performance, it becomes easier to convey to the player that they are in a favorable state and can expect good results.

[0559] Furthermore, if an exciting sequence is performed at the beginning of a predetermined sequence, the subsequent sequences, which are performed over multiple periods, may become sequences that gradually lose their sense of anticipation. Therefore, by inserting a simulated game and configuring the symbols to stop in a manner indicating a specific role during the execution of the next individual sequence, it is possible to prevent the predetermined sequence from becoming a sequence that gradually loses its sense of anticipation by not performing an exciting sequence right away.

[0560] Furthermore, the aforementioned multiple periods include at least a first period (for example, the Nth to N+4th games shown in Figure 47) and a second period (for example, the Nth to N+3rd games shown in Figure 48), wherein the second period is a period in which the number of times the actual game is played is less than that of the first period, the predetermined performance is performed over the first period if the simulated game is not performed in the predetermined performance, and the predetermined performance is performed over the second period if the simulated game is performed in the predetermined performance, and the first period is a period in which the game is played on the operating means (for example, the start lever 135) The first period includes a period for accepting player input, the second period includes a period for accepting player input to the operating means in the main game and a period for accepting player input to the operating means in the simulated game, the number of times the operating means can be accepted in the first period is a first number (for example, 5 times), the number of times the operating means can be accepted in the second period is a second number (for example, 5 times), the second number is the same as the first number, and the operating means may be a means for accepting input related to the progress of the game.

[0561] This configuration allows for a consistent feel when using the controls while minimizing the use of gaming media, thus creating a sense of value when simulated gameplay occurs.

[0562] <Third Embodiment> Other embodiments relating to the stopping operation sequence will be described. Figure 50 is a diagram showing a planar unfolding of the arrangement of symbols on each reel in the slot machine of the third embodiment.

[0563] In the third embodiment of the slot machine 100, as described later, if a push-order bell is internally won, it results in either a 9-coin payout or a 3-coin payout, or no payout at all (missed payout). The symbol arrangements for each reel (left reel 110, middle reel 111, right reel 112) are set up to include these factors.

[0564] Figure 51(a) is a table summarizing the internal winning combinations in the slot machine of the third embodiment.

[0565] The table shown in Figure 51(a) displays winning combination information on the left. The available minor combinations include replay, common bell, watermelon, weak cherry, strong cherry, and push-order bell. There are also non-winning combinations where none of the symbols are determined to be a winning combination.

[0566] There are two types of push-button bells, Type A and Type B, and each type contains four different patterns (CLR, CRL, RLC, RCL). In other words, there are two possible winning combinations for each push-button sequence. The player's profit is the same for the same combination, but having two of each type allows for a wider variety of outcomes. In addition, Type A includes two more patterns (LCR, LRC), providing both a 6-choice push-button bell (Type A) and a 4-choice push-button bell (Type B).

[0567] Each winning combination is assigned a sequential number of natural numbers, such as "00" to "30" (winning combination number), which corresponds one-to-one with the winning combination.

[0568] Furthermore, the table shown in Figure 51(a) includes information on small role groups in addition to the winning role information on the left. The information on small role groups is broadly divided into the push-order bell role group and small roles not included in the push-order bell role group. Small roles not included in the push-order bell role group are assigned a sequential number (natural number) to each small role. That is, they are assigned small role numbers from "01" to "20" that correspond one-to-one with each small role. Therefore, small roles can be identified by their small role number. On the other hand, in the push-order bell role group, the entire group is assigned a group number ("00"), and individual bell roles are not assigned numbers. Therefore, while the type, such as the push-order bell role, can be identified by the group number, it is not possible to distinguish between the small roles (push-order bell_CLR, push-order bell_CRL, push-order bell_RLC, push-order bell_RCL, push-order bell_LCR, push-order bell_LRC), and the stopping operation pattern (push-order) cannot be identified. Therefore, the information about the minor role group, transmitted from the main control unit 300 to the first sub-control unit 400, does not allow for the identification of the button-pressing order, but it does allow for the identification of the type of winning role.

[0569] Next, the push-button bell of this embodiment will be described using Figure 51(b).

[0570] Figure 51(b) is a table showing the winning combinations for the push-order bell combination and the number of coins paid out for each operation.

[0571] The following details what happens when you internally win the Push Order Bell CLR. In this Push Order Bell CLR, the correct push order is achieved when the first stop reel is the middle reel 111 and the second stop reel is the left reel 110. In a CLR operation where both the first and second stop reels are correct, you win a bell (Push Order Bell B_CLR or Push Order Bell A_CLR), and the maximum number of 9 medals is paid out. In a CRL operation where the first stop reel is correct but the second stop reel is incorrect, you win a 3-coin prize, and 3 medals are paid out. Therefore, if the first stop operation is correct, a result that can display either a 9-coin prize or a 3-coin prize will be displayed, and at least 3 medals will be paid out. Then, whether the 9-coin prize or the 3-coin prize is displayed depends on whether the second stop operation is correct or incorrect. On the other hand, if an LCR or LRC operation is performed, or an RLC or RCL operation is performed, the first stop operation is considered incorrect. In the third embodiment of the slot machine 100, even if the first stop operation is incorrect, it is still possible to aim for a 3-coin payout. If the reels can be stopped in a position where a 3-coin payout can be drawn in, the 3-coin payout is achieved and 3 coins are paid out. On the other hand, if the reels are stopped in a position where a 3-coin payout cannot be drawn in, it results in a miss and no coins are paid out.

[0572] The same applies whether the internally winning combination is a push-order bell RLC, a push-order bell RCL, a push-order bell LCR, or a push-order bell LRC. In any case, if the first stop operation is incorrect, the main control unit 300 controls the stopping position of the middle reel 111 to prevent the 9-coin combination from being formed. Therefore, if the first stop operation is incorrect, the stopping position of the right reel 112 or the left reel 110 determines whether a 3-coin combination is displayed or whether it results in a miss. In other words, there are cases where the combination displayed is determined by the stopping position of the reels due to the second stop operation, and cases where the combination displayed is determined by the stopping position of the reels due to the third stop operation.

[0573] Note that the three items in the table shown in Figure 51(b) may be one item, or two or more items but less than nine items.

[0574] Next, we will describe the button-pressing sequence game in detail.

[0575] Based on the ON operation (start operation) of the start lever 135, the CPU 304 of the main control unit 300 determines by lottery whether or not to execute the button-pressing o...

Claims

[Claim 1] A gaming machine equipped with a means of presentation, The aforementioned performance means is a means capable of executing a predetermined performance, The aforementioned performance means may perform the predetermined performance during the first period. The aforementioned performance means may perform the predetermined performance during the second period. E The first period is the period of the number of times the game is played, The second period E is the period of the number of times the aforementioned multiple games are played, The aforementioned predetermined effect is an effect that can notify the player that they are in a favorable state, The aforementioned predetermined performance is a performance that is performed in a certain game (hereinafter referred to as "the first game"), In the first game, if a specific role is won, a simulated game may be played in the first game. If the specific role is not won in the first game, the simulated game will not be performed in the first game. The second period is a period in which the number of times the game is played is less than that of the first period. The predetermined performance is performed over the first period if the simulated game is not performed in the predetermined performance. The aforementioned predetermined performance is performed over the second period if the simulated game is performed in the said predetermined performance. The aforementioned first period is a period that includes the period during which the game accepts the player's input to the operating means. The second period includes the period during which the player's input to the operating means is accepted in the actual game, and the period during which the player's input to the operating means is accepted in the simulated game. The number of operations that can be performed on the operating means during the first period is the first number of operations, The number of operations that can be performed on the operating means during the second period is the second number of operations, The second number of times is the same as the first number of times, The aforementioned operating means is a means for receiving operations related to the progress of the game. A gaming machine characterized by the following features.