Gaming machine
By combining the main control unit and the wheel control unit, the game process and the rotation and stopping of the wheel are controlled. By using sound and display output, the problems of insufficient game process management and player interaction experience in smart game consoles are solved, realizing reasonable game management and enhanced player operation experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- OLYMPIA KK
- Filing Date
- 2023-11-02
- Publication Date
- 2026-06-29
AI Technical Summary
Existing smart game consoles have shortcomings in game process management and player interaction experience, which need to be improved to enhance the gaming experience and make the game more engaging.
The game uses a main control unit and a wheel control unit to control the game process and the rotation and stopping of the wheel. Combined with sound and display output, it controls the player's game operation through different operation modes and auxiliary functions, so as to achieve reasonable game management and enhance the player's interactive experience.
It achieves reasonable game management and enhances the player's experience, thereby increasing the game's fun and playability.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming machine.
Background Art
[0002] Smart pachislot machines that can progress games without the intervention of physical medals while maintaining the playability of slot machines have been studied (for example, Patent Document 1). Also, smart pachinko machines that make the pachinko machine a sealed circulation type and can progress games without the player touching the game balls have been studied (for example, Patent Document 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0006] In view of these problems, the present invention aims to provide a gaming machine that can appropriately manage the game. [Means for solving the problem]
[0007] To solve the above problems, the gaming machine of the present invention includes a main control means for controlling the progress of the game, and a reel control means for controlling the rotation of multiple reels, each having multiple types of symbols arranged on them, based on the operation of a start switch, and for controlling the stopping of each reel corresponding to the operated stop switch in response to the operation of a stop switch corresponding to the rotating reel. Sound output means, display means, and the sound output means and the display means perform Control the presentation possible The system includes a performance control means, and the operation modes of the stop switch include a first operation mode in which a specific reel among the plurality of reels is stopped first, and a second operation mode in which a reel other than the specific reel is stopped first. When the stop switch is operated in the second operation mode, the expected value of gaining game value is smaller than when the stop switch is operated in the first operation mode. The main control means executes a predetermined restriction process when the stop switch is operated in the second operation mode. The performance control means executes a first performance process when the power is cut off, initialized, and restored after the end of a game in which the stop switch was operated in the second operation mode, and executes a second performance process when the power is cut off, initialized, and restored after the end of a game in which the stop switch was operated in the second operation mode. The information obtained by the player is equal between the first performance process and the second performance process. The performance control means causes the sound output means and the display means to perform predetermined auxiliary performances related to the operation order and operation results of the stop switch, in which the sound output means outputs a plurality of auxiliary voices and a plurality of auxiliary effects, and the display means displays a plurality of auxiliary images, and in the auxiliary performance, when the first stop switch is turned ON, the sound output means starts outputting the first auxiliary voice and the first auxiliary effect, when the second stop switch is turned ON, it starts outputting the second auxiliary effect, and when the second stop switch is turned OFF, it starts outputting the second auxiliary voice, and in the auxiliary performance In the aforementioned auxiliary effect, when the first stop switch is turned ON, the display means starts to gradually erase the first auxiliary image that was displayed; when the second stop switch is turned ON, it starts to gradually erase the second auxiliary image that was displayed; when the second stop switch is turned OFF, it starts to display the third auxiliary image; and in the auxiliary effect, if the time from when the first stop switch is turned ON until the second stop switch is turned ON is less than a first predetermined time, the sound output means interrupts the output of the first auxiliary effect and starts the output of the second auxiliary effect in response to the ON of the second stop switch. . [Effects of the Invention]
[0008] According to the present invention, it becomes possible to conduct games appropriately. [Brief explanation of the drawing]
[0009] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2] This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 3] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 4] This is a block diagram showing the approximate electrical configuration of the slot machine and its dedicated unit. [Figure 5] This is a flowchart showing the main processing of the main control board. [Figure 6] This is a flowchart illustrating the sub-processing of the sub-control board. [Figure 7] This is a flowchart illustrating the medal processing of the medal count control board. [Figure 8] This is an explanatory diagram to explain the winning roles. [Figure 9] This diagram shows the draw table for the winning categories. [Figure 10] This is an explanatory diagram to illustrate the transitions between game states. [Figure 11] This is an explanatory diagram to illustrate the transitions between different performance states. [Figure 12] This is an explanatory diagram to show how the reel stops. [Figure 13] This figure shows a portion of the prize draw table shown in Figure 9. [Figure 14] This figure shows a portion of the prize draw table shown in Figure 9. [Figure 15] This is an explanatory diagram describing the layers provided in the audio circuit. [Figure 16] This is a timing chart to explain the sound switching during non-AT (Automatic Trigger) performance states. [Figure 17] This is a timing chart to explain the sound switching during the AT (Automatic Transmission) performance state. [Figure 18] This is a timing chart to explain the sound switching during the AT (Automatic Transmission) performance state. [Figure 19] It is a timing chart for explaining the switching of sound in the AT performance state. [Figure 20] It is an explanatory diagram for explaining an example of an auxiliary performance in the AT performance state. [Figure 21] It is a timing chart for explaining the switching of sound and images in the AT performance state. [Figure 22] It is a timing chart for explaining the switching of sound and images in the AT performance state. [Figure 23] It is a timing chart showing the timing of the performance by the performance control means. [Figure 24] It is an explanatory diagram showing the specific content of the performance by the performance control means. [Figure 25] It is an explanatory diagram showing the specific content of the performance by the performance control means. [Figure 26] It is a timing chart for explaining the processing when operated in an irregular operation mode. [Figure 27] It is a timing chart for explaining the performance mode during a penalty. [Figure 28] It is a timing chart for explaining the performance mode during a penalty. [Figure 29] It is an explanatory diagram for explaining the performance mode during a penalty. [Figure 30] It is an explanatory diagram for explaining the performance mode during a penalty.
Embodiments for Carrying Out the Invention
[0010] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same functions and configurations are denoted by the same reference numerals to omit redundant explanations, and elements not directly related to the present invention are not shown.
[0011] (Mechanical configuration of slot machine 100) Slot machines 100, as a form of amusement, can be divided into two types: those that use physical tokens to advance the game, and those that do not. The latter is sometimes called a smart pachislo. Here, we will explain using a smart pachislo as an example of a slot machine 100. In a smart pachislo, instead of physical tokens, electronic tokens are used as electronic game value for the game.
[0012] Figure 1 is an external view illustrating the general mechanical configuration of slot machine 100. Figure 2 is an external view of slot machine 100 with the front door open, illustrating the general mechanical configuration of slot machine 100. Figure 2(a) shows the front door viewed from the rear, and Figure 2(b) shows the casing viewed from the player's side.
[0013] As shown in the external views of Figures 1 and 2, the slot machine 100 is provided with a housing 102 with an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the housing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104, and the left reel 110a, middle reel 110b, and right reel 110c are independently rotatable at positions corresponding to the symbol display window 108 inside the housing 102. On the outer surfaces of the left reel 110a, middle reel 110b, and right reel 110c, as shown in the symbol arrangement in Figure 3(a), multiple types of symbols are arranged in each of the 20 equally divided areas. The player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows, through the symbol display window 108. Note that the left reel 110a, middle reel 110b, and right reel 110c are sometimes collectively referred to simply as reel 110. Furthermore, among the patterns shown in Figure 3(a), patterns that decorate the number "7," which is generally considered a lucky number, patterns that decorate the string "BAR," which originates from the word for chewing gum, and symbols that imitate the representative characters of the slot machine 100 may be formed with a larger vertical and / or horizontal width than other patterns, or they may be represented in a color that is easily distinguishable from others, or they may be configured to allow the backlight of the reels 110 to pass through. When a large winnings are awarded, such patterns that decorate the number "7" may be displayed in a straight line in the pattern display window 108 to notify the winnings.
[0014] An operating panel mounting base 112 is formed above the front lower door 106, and the operating panel mounting base 112 is equipped with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game token count display device 128, a main segment display unit 130, and the like.
[0015] The bet switch 116 is a push switch that detects the operation of inserting (betting) (deducting from the number of game tokens) electronic tokens that are electronically held in the slot machine 100 and ready for use in the game. The bet switch 116 includes a max bet switch that inserts (bets) a predetermined number of electronic tokens required for one game, and a 1 bet switch that inserts an additional 1 electronic token within the predetermined range. Here, the total number of electronic tokens that are electronically held in the slot machine 100 and ready for use in the game, which is the game value number, is sometimes referred to as the "number of game tokens," and the memory area that holds the number of game tokens is sometimes referred to as the "token holding unit." Betting includes both inserting a predetermined number of electronic tokens from the number of game tokens held in the token holding unit through the operation of the bet switch 116, and automatically inserting electronic tokens based on the display of a replay symbol on the active line, which will be described in more detail later. The entity that performs betting in this way is sometimes referred to as the inserting means.
[0016] The start switch 118 is configured, for example, as a lever capable of detecting tilting operations, and detects the player's operation to start the game.
[0017] Stop switches 120a, 120b, and 120c are push switches and are located at positions corresponding to the left reel 110a, middle reel 110b, and right reel 110c, respectively, to detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to simply as stop switch 120. Here, when the stop switches 120 are in a state where they can be stopped, the first stop operation performed by the player on one of stop switches 120a, 120b, or 120c is called the first stop operation. After the first stop operation, the second stop operation is performed on one of the two remaining stop switches 120 that have not been stopped. After the second stop operation, the third stop operation is performed on the last remaining stop switch 120.
[0018] The settlement switch 122 detects an operation by the bet switch 116 that returns all of the electronic tokens bet to the token holder (adds them to the number of game tokens).
[0019] The performance switch 124 consists of, for example, a push switch or a cross switch, and detects the player's pressing or rotating operation.
[0020] The counting switch 126 is a push switch that detects operations to transfer (subtract from) part or all of the number of game tokens electronically held by the slot machine 100 to a dedicated unit 300 described later. The counting switch 126 has two operation options: a "short press" with a pressing time of less than 500 msec and a "long press" with a pressing time of 500 msec or more. With a short press of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press, 50 electronic tokens are counted from the number of game tokens at the timing of counting notifications every 300 msec after the pressing time is 500 msec. If the number of game tokens is less than 50 while the switch is long pressed, all remaining game tokens will be counted. If the counting switch 126 is operated while gameplay is possible, the counting process will always be executed regardless of the game state at that time. Here, "while play is possible" refers to the state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered ON (a state in which a player can borrow electronic tokens, play on the slot machine 100, and count the results of the game). If the slot machine 100 is powered ON but the dedicated unit 300 is not powered ON, or if the slot machine 100 and the dedicated unit 300 are not connected, there is a risk that the number of tokens counted will be lost even if the slot machine 100 accepts operation of the counting switch 126. Therefore, operation of the counting switch 126 is disabled, and that period is not included in "while play is possible". In addition, the periods in which the slot machine 100 does not (cannot) proceed with gameplay as a standalone unit, such as during the initialization process after power-on, during setting changes and setting confirmation, and during error states that require recovery processing such as reset, are also not included in "while play is possible".
[0021] The game token count display device 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of electronic tokens held in the token holder, i.e., the number of game tokens. However, the number of game tokens does not include the number of electronic tokens bet. Therefore, the game token count display device 128 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The numerical range of the number of game tokens is 0 to 16382 (16368 tokens + maximum payout per game (15 tokens) - minimum number of tokens inserted (1 token)), taking into account the maximum difference in tokens per business day. If the higher digit of a significant value is 0, that value is displayed as blank (off). If the value exceeds a predetermined warning value, for example, 15000, a token count warning notification is issued prompting the player to count their tokens, restricting the dispensing process for electronic tokens (described later), and outputting a test counting signal for approximately 3500 msec. Note that the warning value is not limited to 15000, and various values can be set. However, even if a warning notification about the number of tokens held is issued, the player can continue playing. Therefore, the number of tokens held may increase. When that number exceeds a predetermined holding limit, for example, 16369, an error notification (token overload error notification) is issued, restricting the progress of the game. Specifically, the bet switch 116, start switch 118, and payout switch 122 are disabled. In addition, the token count display device 128 displays the updated number of tokens held by the slot machine 100 within approximately 300 msec after the number of tokens held is updated.
[0022] The main segment display unit 130 consists of two 7-segment displays arranged side-by-side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") which occurs when at least one of the front upper door 104 or the front lower door 106 is detected to be open and automatically resets when both the front upper door 104 and the front lower door 106 are closed, the error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 (described later), and an error sound is output from the speaker 134 (described later).
[0023] A liquid crystal display unit 132 is provided at the upper center of the front upper door 104 to display various images related to the performance. Speakers 134 are provided on the left and right sides of the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones. Performance lamps 136, for example, made of high-brightness light-emitting diodes (LEDs), and performance device 138, which drives performance components with a motor, are provided at the top and left and right of the front upper door 104.
[0024] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch 144a of the power supply 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (machine payout rate) in stages, for example, it is expressed in 6 stages from 1 to 6, and generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting change is possible, the setting value is increased by 1, for example, when the setting value is changed to one of the 6 stages and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Note that setting changes are only possible for a certain period of time after the power switch 144a is operated and the power is turned on.
[0025] In this type of slot machine 100, since physical tokens are not required, it becomes possible to prevent cheating by inserting simulated tokens or using tokens brought in illegally. In addition, since there is no need to install a mechanism for inserting and dispensing game tokens inside the game machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of game tokens to players and the counting of acquired game tokens, fraud can be prevented. Moreover, by centrally managing the data, it becomes possible to curb the element of gambling and, in turn, strengthen measures against addiction.
[0026] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in Figure 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball dispensing device connection terminal board 280. The slot machine 100 is equipped with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the effects according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (game medals) held in the medal holder. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, from the viewpoint of preventing fraud. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.
[0027] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. The main RAM 200c retains data without erasing it even when the power is cut off, unless a setting change is made and a RAM clear is performed.
[0028] Furthermore, the main control board 200 has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game state control means 222, a performance state control means 224, and a command transmission / reception means 226, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.
[0029] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.
[0030] The initialization means 210 executes the initialization process on the main control board 200. The betting means 212 places a bet of electronic tokens to be used for playing the game. The winning type lottery means 214, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is achieved, and more specifically, whether a winning type that includes the winning combination is achieved, as will be described in more detail later.
[0031] The reel control means 216 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively.
[0032] Furthermore, the reel control means 216 may extend the time from when the stop switch 120 was activated in the previous game until the player activates the stop switch 120 to display the result of the winning type lottery (it is deactivated when the stop switch 120 is activated in the previous game) beyond a predetermined time, in response to the operation of the start switch 118. During this time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time.
[0033] Furthermore, in this embodiment, as a reel performance, a simulated game (pseudo-game) similar to the basic game may be performed, in which the basic game is interrupted and its progress is delayed in response to the operation of the start switch 118 in the basic game, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is performed and a payout is received once upon winning a winning combination. The simulated game ends when the start switch 118 is operated again or when a predetermined time has elapsed since the temporary stop control, and thereafter the rotation control of reels 110a, 110b, and 110c in the basic game resumes. Furthermore, as an example of simulated gameplay, the reel control means 216 can also automatically perform temporary stop control on predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated gameplay, the performance can be executed with rotation control and stopping patterns similar to or different from those of the basic game, thereby enhancing the enjoyment of the game. Note that temporary stop indicates a state in which the reels do not appear to be stopped, but the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c is continuously changed within 500 msec, and temporary stop control indicates a control that temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop in the sense that they maintain their position without rotating in one direction. Furthermore, both stop control and temporary stop control are simply treated as stop control in the sense that the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively, which are used to stop the rotating left reel 110a, middle reel 110b, and right reel 110c.
[0034] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 216 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c, respectively, transmitted from the reel control means 216 in response to the operation signal of the stop switch 120, as well as the detection signal from the rotation position detection circuit 154.
[0035] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A is sometimes simply referred to as a win. Here, the active line A is the line used to determine whether a winning combination has been won, and in this embodiment, there is one such line. As shown in Figure 3(b), of the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set as a line (one downward sloping line) connecting the positions corresponding to the symbols that stop on the upper row of the left reel 110a, the middle row of the middle reel 110b, and the lower row of the right reel 110c. Invalid lines are lines other than the active line A that are not used to determine whether a winning combination has been won, and they display other symbol combinations that make it easier to identify the winning combination when it is difficult to identify the winning combination based solely on the symbol combinations displayed on the active line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed. The payout control means 220 dispenses a number of electronic tokens (value) corresponding to the winning combination to the token holder (added to the number of game tokens) based on the fact that the symbol combination corresponding to the winning combination has been displayed on the active line A (a win has been achieved).
[0036] The game state control means 222 refers to the result of the winning type lottery and the result of the determination means 218 and transitions the game state to one of several types of game states. The game states include, as described later, a non-internal game state, an internal game state to which the player transitions when a bonus role is won in the non-internal game state, and a bonus game state to which the player transitions when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state.
[0037] The performance state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the performance state to one of several types of performance states. The performance states include the AT (Assist Time) performance state, which performs an auxiliary performance that notifies the operation method (correct operation method) that is a condition for winning a specific role (correct role) when a winning type (selected winning type) is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap (assists in winning the specific role), and the non-AT performance state, which does not perform an auxiliary performance. In addition, there are cases in which the so-called ART game state is executed, in which the AT performance state and the RT (Replay Time) game state, in which the probability of winning a replay role is high, proceed in parallel. The specific role that is the target of the auxiliary performance refers to a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals when that winning role is won, but also all game benefits that can be obtained when that winning role is won. Furthermore, auxiliary effects are not limited to assisting in the winning of specific roles; they are sufficient if they inform the player of an operation method that is advantageous to them.
[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the performance state control means 224, etc., to the sub-control board 240 and the medal count control board 260.
[0039] Furthermore, the main control board 200 is equipped with a random number generator 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random value by extracting the count value from the random number generator 200d at a predetermined time. The random value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random number) is used to determine the winning type of game benefit to be given to the player, for example, by the winning type lottery means 214. The specific processing in the main control board 200 will be explained below based on a flowchart.
[0040] (Main processing of the main control board 200) Figure 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, we will first explain the outline of one game after initialization according to the main processing of the main control board 200. Furthermore, here we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment. Although we will omit a detailed explanation, when each process is executed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are activated at the start of the process and deactivated at the end of each process.
[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 210 performs an initialization process in preparation for the start of gameplay. The initialization means 210 can also change settings. Setting changes involve changing the setting values that indicate the degree of advantage in stages (for example, 6 stages). Setting changes also include resetting to the same setting value (a process that changes the current setting value to the same setting value as the current setting value (overwriting, maintaining)). While the power is on, the initialization means 210 continuously generates backup data and stores this backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are rotating, the system will start again from the state where each reel 110 is rotating after the recovery operation. Therefore, the initialization process does not basically initialize (clear the RAM) the main RAM 200c. Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Also, the initialization means 210 generates a startup command that includes the transmission information necessary at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.
[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 places an electronic token bet. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game token insertion command that includes transmission information indicating the number of tokens to be inserted, and the command transmission / reception means 226 transmits the generated token insertion command to the token count control board 260.
[0043] (Step S120) Next, when a predetermined number of electronic tokens are bet, the winning type lottery means 214 activates the game start operation for the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the winning type lottery means 214 obtains a winning type lottery random number of 1 from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 at the time the start switch 118 is operated. The winning type lottery means 214 then determines a winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the obtained winning type lottery random number corresponds to, and determines the winning type or non-winning as the lottery result for the determined winning area. Furthermore, when a winning type that includes the winning role "RBB" is determined in the winning type lottery, the game state is transitioned from a non-internal game state to an RBB internal game state. Furthermore, after the start switch 118 is operated and the lottery result is determined, the winning type lottery means 214 generates a winning type command that includes the lottery result (winning type or not winning) and information regarding the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.
[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game begins, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c have reached a steady rotation, the process moves to step S140.
[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it receives an operation of the stop switches 120a, 120b, or 120c by the player, it controls the stopping of one of the left reel 110a, middle reel 110b, or right reel 110c corresponding to that operation. Furthermore, when any of the stop switches 120a, 120b, or 120c are operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stopping process until all of the stop switches 120a, 120b, and 120c have been operated.
[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations the symbol combination displayed on the active line A shown in Figure 3(b) corresponds to, and executes various processes required for changing the game state or for replays according to that symbol combination. For example, if the determination means 218 is in an advantageous section and a small win has occurred, it updates the net increase counter. Here, the advantageous section is a game section that is advantageous to the player, including game sections that have performance related to instruction functions, that is, game sections that execute auxiliary effects (instruction functions), etc. Also, a section that is mutually exclusive with the advantageous section and in which auxiliary effects cannot be executed is called a non-advantageous section. In addition, the advantageous section is a game section in which, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, information indicating the content of the instruction may be transmitted to peripheral boards such as the sub-control board 240, only when the content of the instruction is displayed on the notification means so that it can be identified by the main control board 200. Furthermore, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the active line A corresponds to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB active game state. The determination means 218 generates a winning command that includes the symbol combination displayed on the active line A, and the number of electronic medals to be paid out when a symbol combination corresponding to a minor win is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.
[0047] (Step S160) Furthermore, based on the symbol combinations (stopping patterns of the reels 110) displayed on the active line A, the payout control means 220 executes the payout process for electronic tokens corresponding to a minor role when a symbol combination corresponding to a minor role is displayed on the active line A, and automatically executes the process for placing a bet for the next game when a symbol combination corresponding to a replay role is displayed on the active line A. In addition, when the payout process for electronic tokens is completed, the payout control means 220 generates a payout command indicating that the payout process has been completed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout completion command that includes transmission information indicating the number of tokens to be paid, and the command transmission / reception means 226 transmits the generated payout completion command to the token count control board 260.
[0048] (Step S170) The game state control means 222 transitions the game state from the RBB-operated game state to the non-internal game state when a predetermined number of electronic tokens are dispensed during the RBB-operated game state. The performance state control means 224 also handles transitions in the performance state and switches between advantageous and non-advantageous periods. Furthermore, if the game state or performance state is changed, a game transition command including the changed game state or performance state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. Thus, when the game transition process S170 is completed, the game ends.
[0049] One game is executed through the series of processes from step S110 to step S170 described above. Thereafter, steps S110 to S170 will be repeated. Thus, one game refers to the period from when a portion of the number of game tokens held in the token holder is inserted via the operation of the bet switch 116, or when an electronic token is automatically inserted based on the display of a replay symbol on the active line A, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive an electronic token payout is hit, the electronic token is paid out. Furthermore, if the player fails to win a prize that can result in the payout of electronic tokens, or if they win a prize but do not win, one game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games. Here, whether the basic game, which is one game in which a payout can be received once after the prize type lottery is performed, is performed alone, or whether the basic game is performed in combination with a simulated game, the completion of the basic game is considered the completion of one game. Therefore, the completion of a simulated game does not affect the counting of games in the slot machine 100. However, for the number of games managed by the hall computer (not shown), the simulated game may or may not be counted as part of the number of games, depending on the specifications.
[0050] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits, including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b which stores programs, etc., and a sub-RAM 240c which functions as a work area. Based on commands from the main control board 200, it controls the effects according to the progress of the game, for example, generating an effect pattern that shows a series of effects. The sub-RAM 240c is also connected to a backup power supply (not shown), similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. The sub-control board 240 is also equipped with a random number generator 240d, similar to the main control board 200, and the random values generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are mainly used to determine the type of effect. The sub-control board 240 is also equipped with an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.
[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can identify image data based on a performance pattern (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the performances indicated by the performance pattern). It reads the image data identified by the image command from the image ROM into the image RAM and outputs it sequentially to the liquid crystal display unit 132. The image RAM has multiple different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the multiple layers and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority order, and when an image from a high-priority layer overlaps with an image from a low-priority layer, the image from the high-priority layer is superimposed on the player side of the image from the low-priority layer and is visible to the player.
[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command that can identify audio data based on a performance pattern (data corresponding to sound, including the sound to be output to speaker 134, among the performances indicated by the performance pattern), it reads the audio data identified by the audio command from the audio ROM and sequentially outputs the sound based on the audio data to speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and each layer can hold different audio data. The audio IC then superimposes the audio data held in the multiple layers and outputs the sound based on the superimposed audio data to speaker 134. The player can hear each of the superimposed audio data simultaneously.
[0053] When the performance circuit 240g receives a command indicating a lighting pattern (a sequence of lighting patterns for the performance lamps 136 within the performance indicated by the performance pattern) and a drive pattern (a sequence of drive patterns for the performance mechanism 138 within the performance indicated by the performance pattern), it generates information regarding light emission (light emission information) and motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance mechanism 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify their handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance mechanism 138 is independently controlled to drive. The performance circuit 240g also acquires input information from the performance switch 124, etc. (operation status, operation timing, number of operations, operation duration, etc.) via serial communication.
[0054] Here, a series of functional components, including a sub-CPU 240a, sub-RAM 240c, random number generator 240d, image circuit 240e, audio circuit 240f, and performance circuit 240g, are integrated into a single integrated circuit as a System-on-a-Chip (SoC). However, the integration of each functional component into such an SoC can be arbitrarily configured.
[0055] Furthermore, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function through the cooperation of the sub-CPU 240a with the sub-RAM 240c based on a program stored in the sub-ROM 240b.
[0056] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 254 receives detection signals from the performance switch 124 and determines the performance patterns for the game's effects performed by the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance mechanism 138 based on the received commands.
[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 controls audio output through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance mechanism device 138.
[0058] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereafter, the notification means that executes auxiliary effects, such as the liquid crystal display unit 132, speaker 134, and effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute auxiliary effects when the AT effect state is active.
[0059] (Sub-processing of sub-control board 240) Figure 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.
[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 250 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 250 continuously generates backup data and stores this backup data in the sub-RAM 240c.
[0061] (Step S210) The command receiving means 252 determines whether or not it has received an input command. If it has received an input command, it proceeds to step S212; otherwise, it proceeds to step S220.
[0062] (Step S212) In step S210, if it is determined that an input command has been received, the performance control means 254 determines a performance pattern based on the input command, assuming that preparations for starting the next game have been made.
[0063] (Step S220) Next, the command receiving means 252 determines whether or not it has received a winning type command. If it has received a winning type command, it proceeds to step S222; otherwise, it proceeds to step S240.
[0064] (Step S222) In step S220, if it is determined that a winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. Furthermore, if the performance state is an AT performance state and the winning type indicated in the winning type command is a selected winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation pattern.
[0065] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. If a stop command has been received, the process moves to step S242; otherwise, the process moves to step S250.
[0066] (Step S242) In step S240, if it is determined that a stop command has been received, the performance control means 254 determines a performance pattern based on whether the stop command indicates a first stop operation, a second stop operation, or a third stop operation, whether it indicates a stop operation on one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, middle reel 110b, and right reel 110c on which the stop operation was performed.
[0067] (Step S250) Next, the command receiving means 252 determines whether or not it has received a winning command. If it has received a winning command, it proceeds to step S252; otherwise, it proceeds to step S260.
[0068] (Step S252) In step S250, if it is determined that a winning command has been received, the performance control means 254 determines a performance pattern based on the winning command.
[0069] (Step S260) Next, the command receiving means 252 determines whether or not a payout command has been received. If a payout command has been received, the process moves to step S262; otherwise, the process moves to step S210, and the process from step S210 is repeated.
[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command and repeats the process from step S210.
[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and has various semiconductor integrated circuits, including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages the electronic medals used for gaming. In addition, the medal RAM 260c is connected to a backup power supply (not shown) similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. Here, a portion of the storage area of the medal RAM 260c is used as a medal holding area. A medal segment display unit 140 is also integrally formed on the medal count control board 260. The medal segment display unit 140 consists of one 7-segment unit and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to a dedicated unit 300 via a game ball dispensing device connection terminal board 280. Here, the game ball dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic tokens, transmits the results of the dispensing and receipt of electronic tokens, transmits signals related to the counting of electronic tokens, and transmits various information of the slot machine 100. For example, the game ball dispensing device connection terminal board 280 receives power (VL) from the dedicated unit 300, uses that power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the token count control board 260. The token count control board 260 can determine from the ON / OFF status of the VL connection signal that power is being supplied from the dedicated unit 300, in other words, that power has been supplied to the dedicated unit 300 and that it is properly connected to the dedicated unit 300.
[0072] Furthermore, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function through the cooperation of the medal CPU 260a with the medal RAM 260c based on a program stored in the medal ROM 260b.
[0073] The initialization means 270 performs initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for those commands. The command transmission / reception means 272 also repeatedly sends and receives game machine information notifications, counting notifications, lending notifications, and lending receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 sends a game machine information notification to the dedicated unit 300, which includes game machine performance information, game machine installation information, and hall computer / fraud monitoring information as game machine information. 100 msec after sending the game machine information notification, it sends a counting notification which includes the number of counted medals to be counted (the number of electronic medals transferred to the dedicated unit 300 at one time). When the command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending a counting notification, which includes the number of loaned medals to be processed (the number of digitized medals transferred at once from the dedicated unit 300), it sends back the loan acceptance result to the dedicated unit 300.
[0074] The medal count update means 274 primarily updates (adds or subtracts) the number of game medals held in the medal holder in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operations on the counting switch 126. The medal count update means 274 also displays the updated number of game medals on the game medal count display device 128.
[0075] Figure 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.
[0076] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 performs an initialization process in preparation for the start of gameplay. The initialization means 270 continuously generates backup data while the power is on and stores this backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state to which it was before the power outage. For example, even if an unexpected power outage occurs while the number of game medals is held in the medal holding unit, the system will start from the state where the electronic medals are held after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear the RAM) the medal RAM 260c.
[0077] (Step S310) Once the initialization process is complete, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holder has occurred. If an update event for the number of game medals has occurred, it executes an update process to update the number of game medals according to that update event. First, the medal count update means 274 determines whether it has received a game medal insertion command from the main CPU 200a. If it has received a game medal insertion command, it proceeds to step S312. If it has not received a game medal insertion command, it proceeds to step S320.
[0078] (Step S312) When the main CPU 200a receives a game token insertion command, the token count update means 274 determines whether the game token insertion command indicates the insertion of electronic tokens. If it indicates the insertion of electronic tokens, it performs an insertion process that subtracts the number of game tokens by that amount. If the game token insertion command indicates the settlement of electronic tokens rather than the insertion of electronic tokens, the token count update means 274 performs a settlement process that adds the number of electronic tokens that were inserted to the game token count. Note that although the player's operation differs between the settlement process and the insertion process, the corresponding processes are the same. Therefore, in the following explanation, it is possible to replace the parts that use the insertion process with the settlement process by interpreting it as inserting a negative number of electronic tokens.
[0079] (Step S320) Next, the medal count update means 274 determines whether or not it has received a payout completion command from the main CPU 200a. If it has received a payout completion command, it proceeds to step S322; otherwise, it proceeds to step S330.
[0080] (Step S322) Upon receiving a payout completion command from the main CPU 200a, the medal count update means 274 executes a payout process that adds the electronic medals dispensed based on the payout completion command to the number of game medals.
[0081] (Step S330) Next, the medal count update means 274 determines whether or not it has received a notification of the loan of an electronic medal from the dedicated unit 300. If it has received a loan notification, it proceeds to step S332; otherwise, it proceeds to step S340.
[0082] (Step S332) When the dedicated unit 300 receives a loan notification, the medal count update means 274 determines whether or not the loan process is possible. If the loan process is possible, it executes the loan process to add the loaned electronic medals to the number of game medals and generates a loan receipt result response that includes "normal". On the other hand, if the loan process is not possible, that is, if the message length and command values in the loan notification are normal but other information is abnormal, if the game machine information notification is abnormal, if the number of counted medals in the count notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers of the received loan notification are not consecutive, if the number of loaned medals in the received loan notification is "51" or more, or if the game machine information notification sent from the medal CPU 260a to the dedicated unit 300 contains information other than hall control fraud monitoring information, the medal count update means 274 generates a loan receipt result response that includes "abnormal".
[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.
[0084] (Step S342) When the counting switch 126 is operated by the player, the medal count update means 274 notifies the dedicated unit 300 of the count and performs a counting process that subtracts the counted electronic medals from the number of game medals, and repeats the process from step S310.
[0085] When a loan notification is received or the counting switch 126 is operated, the medal count update means 274 executes the loaning or counting process for the electronic medals, and the command transmission / reception means 272 sends a command to the main CPU 200a to that effect. Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then outputs a predetermined loaning sound or counting sound from the speaker 134 to indicate the movement of the electronic medals as they are actually loaned out or counted during the loaning or counting process. In this way, the player can audibly confirm that the loaning or counting process is being executed properly. The sub-CPU 240a may also notify the player that the loaning or counting process is being executed not only through the speaker 134, but also through other devices such as the liquid crystal display unit 132 and the effect lamps 136.
[0086] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic tokens to players and count the electronic tokens won by players. The dedicated unit 300 is equipped with a dedicated unit control board 310 that sends and receives electronic tokens to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a rate display device 322, and a token count display device 324.
[0087] The cash input section 312 functions as a slot for inserting cash. The card insertion section 314 allows for the insertion and withdrawal of card media capable of storing electronic tokens. The disbursement switch 316 is a push switch that detects the operation to transfer electronic tokens corresponding to the number of units of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the disbursement switch 316, the token count control board 260 executes the disbursement process. The return switch 318 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to card media and to withdraw that card media from the dedicated unit 300 through the card insertion section 314. The game switch 320 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to the slot machine 100. The unit value display device 322 displays the number of units held in the dedicated unit 300, that is, the number of units corresponding to the cash inserted from the cash input section. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held by the dedicated unit 300.
[0088] (Table used on the main control board 200) Figure 8 is an explanatory diagram for explaining the winning roles, and Figure 9 is an explanatory diagram for explaining the winning type lottery table.
[0089] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. In the main control board 200, multiple winning type lottery tables corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type lottery means 214 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.
[0090] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include bonus combinations, replay combinations, and minor combinations. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, can transition the game state managed by the game state control means 222 to a bonus game state (the RBB operation game state described later). A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play the game again without making a new bet of electronic tokens. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of electronic tokens depending on the symbol combination.
[0091] In this embodiment, as shown in Figure 8, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 9," and minor combinations "Minor Combination 1" to "Minor Combination 50." In Figure 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, winning combinations "Minor Combination 1" to "Minor Combination 8" may be abbreviated as "13-coin combination," winning combinations "Minor Combination 9" to "Minor Combination 24" as "3-coin combination," and winning combinations "Minor Combination 25" to "Minor Combination 50" as "1-coin combination."
[0092] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 216 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 216 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 216 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 216 also performs a so-called "kick-away" process in parallel to prevent those symbols from stopping on the active line A. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order or operation timing) as a winning condition, the reel control means 216 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.
[0093] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 7", "Small Win 13" to "Small Win 15", "Small Win 17", "Small Win 18", "Small Win 20", "Small Win 22", "Small Win 25", "Small Win 46" to "Small Win 48" are arranged on each reel 110 in such a way that they can always be displayed on the active line A by the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "RBB", "Replay 8", "Replay 9", "Small Win 1" to "Small Win 12", "Small Win 16", "Small Win 19", "Small Win 21", "Small Win 23", "Small Win 24", "Small Win 26" to "Small Win 45", "Small Win 49", and "Small Win 50" are not arranged on each reel 110 in such a way that they can always be displayed on the active line A by the stop control described above, so so-called missed wins may occur. In some cases, such winning combinations are represented as PB≠1.
[0094] As shown in Figure 9, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and the presence or absence of non-winning (misses) differ depending on the game state. In Figure 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB operating game state (RBB operating)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section and a lottery related to auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT effect state, ending the advantageous section), while "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section, but allows for a lottery related to auxiliary effects, meaning it is not a winning type that allows for a lottery to transition to the advantageous section. For example, the probability of winning the "weak cherry" type in winning area 24 during the RBB internal game state is higher than the probability of winning in the non-internal game state by the amount of the "RBB" type in winning area 42 (because the winning probabilities are different), so it is a winning type that cannot be drawn during the advantageous section lottery.
[0095] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of random numbers for the winning type lottery (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of random numbers for the winning type lottery. The winning type lottery means 214, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.
[0096] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when predetermined conditions are met and can continue to operate until the results of a number of games not exceeding 12 are obtained. Here, the condition device is a device whose activation is a necessary condition for displaying symbol combinations related to winning, replaying, the bonus, or the continuous bonus device activation device. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag.
[0097] According to the winning type lottery table in Figure 9, for example, the winning type "Loss" is associated with winning area 0. If you win this type, none of the symbol combinations corresponding to any of the winning roles shown in Figure 8 will be displayed on the active line A, and no electronic medals will be dispensed.
[0098] In Figure 9, each winning area is associated with a winning type that contains multiple overlapping winning combinations. When a winning type containing multiple overlapping winning combinations is won, the conditions for awarding the prize, such as the order in which stop switches 120a, 120b, and 120c are operated and the timing of the operation of stop switches 120a, 120b, and 120c (operation position of reel 110), are set to determine which combination of symbols corresponding to which winning combination will be displayed preferentially on the active line A.
[0099] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120c, and 120b to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120b, 120a, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as the operation of stop switches 120b, 120c, and 120a to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a, which is defined as "Batting Order 4". The operation of stop switches 120c, 120a, and 120b to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 5". The operation of stop switches 120c, 120b, and 120a to stop the reels in the order of right reel 110c, middle reel 110b, and left reel 110a is defined as "Batting Order 6".
[0100] For example, if the winning type "Bat Order Bell A1" in winning area 4, which is a selected winning type, is won and the correct operation method (bat order 3) is performed, the stopping control is performed so that the symbol combination corresponding to the winning role "Small Role 1" (winning role "13-coin role"), which is the correct role with a payout of 13 coins (resulting in the symbols "Bell A", "Bell A", "Bell A" or "Bell B" being aligned in a straight line on invalid line B1), or the symbol combination corresponding to the winning role "Small Role 11" or "Small Role 12" (winning role "3-coin role"), which is the correct role with a payout of 3 coins (resulting in the symbols "Bell A", "Bell B", "Bell A" or "Bell B" being aligned in a straight line on valid line A), is preferentially displayed on valid line A due to so-called coin-priority control. If the machine is operated randomly in the correct manner, there is a 1 / 2 probability of winning the "Small Win 1" combination, and a 1 / 2 probability of winning either the "Small Win 11" or "Small Win 12" combination. Furthermore, when operations are performed in turn 1, 2, 4-6, the symbol combination corresponding to the incorrect winning combination "Single Coin Win," which pays out 1 coin, is stopped in a way that prioritizes display on active line A through so-called quantity priority control. However, when operations are performed in turn 4, the symbol combination corresponding to the winning "Single Coin Win" will be awarded with PB=1, but when operations are performed in turn 1, 2, 5, or 6, the symbol combination corresponding to the winning "Single Coin Win" will only be awarded with a 1 / 2 probability.
[0101] Furthermore, the probability of winning (number of placements) for the selected winning types in winning areas 4-11 (winning types "Batting Order Bell A1" to "Batting Order Bell A8") and the probability of winning for the selected winning types in winning areas 12-19 (winning types "Batting Order Bell B1" to "Batting Order Bell B8") are set to be equal. Since players normally cannot know which winning type they have won, the above-mentioned winning areas are provided to make it more difficult for them to win the correct combination. In addition, in the non-AT performance state described later, the operation of the player's stop switch 120 is restricted to batting order 1 and 2 (regular operation patterns (forward pressing, sandwich pressing)), and a penalty is given if the player operates in any other batting order 3-6 (irregular operation patterns), thereby reducing the opportunities for the player to win the correct combination and making it more difficult for the player to increase the number of electronic tokens they possess. Here, a penalty occurs when a player proceeds with the game contrary to the designer's intention (in this case, stopping stop switch 120a as the first stop), and the resulting game profit is reduced compared to when the game is played according to the designer's intention. Also, as described above, even if stop switch 120 is operated in a manner that prioritizes the display of incorrect combinations, it is not always the case that the symbol combination corresponding to the incorrect combination will be displayed on active line A, so depending on the manner of operation, a miss may occur (PB≠1). In the following, the 16 winning types in winning areas 4 to 19 may be simply abbreviated as the winning type "Bat Order Bell".
[0102] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning type that includes the small win was won, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring electronic tokens is performed, the internal winning flag will be turned off.
[0103] (Transition of game state) Here, we will explain the transitions between game states using Figure 10. Multiple game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 9.
[0104] The non-internal game state is a game state that corresponds to the initial state in multiple game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 222 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB activation game state (1).
[0105] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the possible winning types are set as follows: Winning Area 1 is set to "All Small Wins", Winning Area 2 is set to "All 3 or Less", and Winning Area 3 is set to "All 1". When the winning type "All Small Wins" is won, the symbols are stopped so that a combination of symbols corresponding to one of the winning roles "Small Win 1" to "Small Win 50" is displayed on active line A. When the winning type "All 3 or Less" is won, the symbols are stopped so that a combination of symbols corresponding to one of the winning roles "Small Win 9" to "Small Win 50" is displayed on active line A. When the winning type "All 1" is won, the symbols are stopped so that a combination of symbols corresponding to one of the winning roles "Small Win 25" to "Small Win 50" is displayed on active line A. In this case, the expected number of coins won per game during RBB operation is low due to the configuration of the small wins.
[0106] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 222 transitions the game state to a non-internal game state (2).
[0107] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 transitions the game state to the RBB internal game state (3).
[0108] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the RBB internal game state, it is not possible to win a "miss" type prize. In other words, if the symbol combination corresponding to the winning prize "RBB" cannot be displayed on active line A during a game in which the winning prize "RBB" is won, then subsequent stopping control on active line A will prioritize minor prizes and replay prizes over the winning prize "RBB," making it impossible to display the symbol combination corresponding to the winning prize "RBB" on active line A. Therefore, once the game state transitions to the RBB internal game state, the game state will not change thereafter, and the RBB internal game state will be maintained. Here, while maintaining this RBB internal game state, the AT performance state is realized in that RBB internal game state.
[0109] Here, in the RBB internal game state, multiple types of correct winning combinations are awarded without overlapping, increasing the opportunities to win correct combinations. As a result, for example, auxiliary effects are performed during the AT performance state in the RBB internal game state, making it easier to acquire electronic medals. On the other hand, in the RBB active game state, multiple types of correct combinations are awarded overlappingly, reducing the opportunities to win correct combinations. This reduces the opportunities to win correct combinations compared to the AT performance state in other game states, making it more difficult for players to increase their electronic medal collection. Therefore, it is possible to realize a specification (Accel RBB) where the RBB active game state has the function of having a higher probability of winning combinations related to winning than the RBB internal game state, but is inferior to the RBB internal game state in terms of electronic medal acquisition performance.
[0110] (Transition of performance state) Figure 11 is an explanatory diagram illustrating the transitions between performance states. Below, the performance states transitioned by the performance state control means 224 on the main control board 200 will be described in detail. Note that multiple performance states belong to either the advantageous section or the non-advantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, non-advantageous performance states) are in the non-advantageous section. Note that while remaining in the advantageous section, this fact may be indicated by lighting up a section indicator (not shown).
[0111] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.
[0112] Therefore, the performance state control means 224 manages not only the transition of performance states but also the transition between non-advantageous periods and advantageous periods. Furthermore, regardless of such management, the advantageous period is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous period is forcibly terminated when the value counted in the advantageous period reaches a predetermined value (for example, when the number of games played reaches 4000 games, or when MY exceeds 2400 coins). MY represents the difference in coins since the start of the advantageous period. Therefore, if 1000 electronic coins have been inserted (consumed) since the start of the advantageous period, it is possible to acquire 3400 electronic coins during the advantageous period. In this embodiment of the smart pachislo, there is no need to set a limit on the number of games played, so even if the number of games played reaches 4000 games, it is not necessary to terminate the advantageous period, and the advantageous period is forcibly terminated when MY exceeds 2400 coins in the advantageous period. In either case, the performance state control means 224 resets all information updated during the advantageous period (all variables that affect the performance related to the instruction function) by transitioning the game period from the advantageous period to the non-advantageous period.
[0113] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of electronic medals that can be acquired. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.
[0114] In the advantageous period, when a selected winning type is won, the auxiliary performance execution means is made to execute an auxiliary performance, making it possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are four performance states, each with different gameplay characteristics: normal performance state, pre-announcement performance state, normal AT performance state, distribution performance state, special pre-announcement performance state, and special performance state. As shown below, the normal AT performance state and special performance state can be called AT performance states in that auxiliary performances are executed. On the other hand, the other performance states, non-advantageous performance state, normal performance state, pre-announcement performance state, distribution performance state, and special pre-announcement performance state, can be called non-AT performance states in that auxiliary performances are not executed. Each performance state will be explained individually below.
[0115] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 224 conducts an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the normal AT performance state, and the performance state control means 224 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 224 wins the AT lottery, it transitions the performance state to a pre-announcement performance state which is the stage before the normal AT performance state (1), and causes the performance control means 254 to execute a pre-announcement performance that increases the expectation that the transition to the normal AT performance state has been decided. In addition, even if the AT lottery is not won, the performance state control means 224 may cause the performance control means 254 to execute a pre-announcement performance while maintaining the normal performance state, so that the player may expect that the transition to the normal AT performance state has been decided. Furthermore, the performance state control means 224 may execute a so-called chance zone (CZ) over multiple games, which increases the probability of winning the AT lottery each time a predetermined number of games are played in the normal performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 will also transition the performance state to a pre-announcement performance state (1).
[0116] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and executes pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The pre-announcement performances executed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances executed in the normal performance state (false pre-announcement performances) are similar in display style and the number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances executed in the pre-announcement performance state differ from those executed in the normal performance state in that they ultimately announce that a transition to the normal AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which they announce that a transition to the normal AT performance state has been decided. The performance state control means 224 then always transitions the performance state to the normal AT performance state when the pre-announcement performance state ends (2). In other words, if a pre-announcement sequence is being performed while the game is in the pre-announcement sequence state, it will inevitably transition to the normal AT sequence state. In this respect, the pre-announcement sequence state is more advantageous to the player than the normal sequence state. Furthermore, the decision to transition to the pre-announcement sequence state is equivalent to the decision to transition to the normal AT sequence state afterward.
[0117] (Normal AT performance state) The normal AT performance state is a performance state in which auxiliary performances are executed, and which belongs to the advantageous section. When the normal AT performance state is started, the performance state control means 224 first transitions to the continuation period determination performance state, and in the continuation period determination performance state, it determines the continuation period of the normal AT performance state (in this case, the number of continuous games). The performance state control means 224 continues the auxiliary performances until a predetermined termination condition is met, for example, until the number of games played in the normal AT performance state reaches the determined number of continuous games (for example, 50 games). In addition, in the normal AT performance state, the performance state control means 224 conducts a lottery to add to the number of continuous games at a probability corresponding to the winning type determined by the winning type lottery. If the lottery for adding games is won, the performance state control means 224 adds the number of games won to the number of continuous games, which is the termination condition. In this way, the termination condition of the normal AT performance state changes. Then, when the predetermined termination condition is met, the performance state control means 224 transitions the performance state to the normal performance state (3).
[0118] Thus, in this embodiment, the player remains in the normal performance state and expects to transition to the normal AT performance state. When a pre-announcement performance begins, the player hopes that it is a genuine pre-announcement, that is, a pre-announcement performance within the pre-announcement performance state. Here, if the transition to the normal AT performance state is not announced during the pre-announcement performance, the normal performance state continues. If the transition to the normal AT performance state is announced during the pre-announcement performance, the normal AT performance state is executed after the pre-announcement performance state ends.
[0119] When the normal AT performance state ends, the performance state control means 224 transitions the performance state to the normal performance state (3). However, in order to realize gameplay such as continuing the normal AT performance state, it may transition the performance state to a non-advantageous performance state (4) and reset the advantageous section. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance mode at the time of transition, it is possible to make it impossible for the player to know whether the performance state has transitioned to the normal performance state or the non-advantageous performance state.
[0120] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 224, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (5). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).
[0121] (Distribution and production state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to the advantageous section, and is a performance state that can only be stayed in for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 224 may, for example, decide to transition to the pre-announcement performance state with a probability of 7 / 10 and change the performance state to the pre-announcement performance state (6), or decide to transition to the normal performance state with a probability of 3 / 10 and change the performance state to the normal performance state (7). By using such a distribution ratio, the following gameplay can be achieved. That is, if the advantageous section is reset before MY reaches 2400 coins (forcibly reset) in the advantageous section, the normal AT performance state can continue with a probability of 7 / 10. In this way, it becomes possible to effectively eliminate the upper limit of MY. However, the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 7:3, but can be determined arbitrarily. For example, it may be set to transition to the pre-announcement performance state with a probability of 100%.
[0122] If a pre-announcement state is determined during the distribution state, the state will always transition to the normal AT state via the pre-announcement state, which continues for a predetermined number of games. If a pre-announcement state is not determined during the distribution state, the state will be the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the normal AT state to the normal state (3), the state control means 224 will perform an AT lottery at a low probability (for example, 1 / 4000) in the normal state that was transitioned from the normal AT state (not from a non-advantageous state).
[0123] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (7), the performance state control means 224 conducts an AT lottery with a high probability (for example, 1 / 8) in the normal performance state transitioned from the non-advantageous period. Therefore, in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period), the AT lottery will eventually be won. Here, two patterns of winning probabilities for the AT lottery have been given and explained: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8). However, it is also possible to provide three or more patterns for winning probabilities, and conduct an AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 8 or 1 / 4000, but is sufficient if the transition to the normal AT state is more likely when transitioning from a non-advantageous state to a normal state than when transitioning from a non-advantageous state to a normal state. For example, if the probability of winning the AT lottery in the normal state transitioned from a non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from a non-advantageous state, then that probability can be set arbitrarily.
[0124] However, the performance state control means 224, even if the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, does not immediately transition to the pre-announcement performance state. Instead, after the distribution performance state ends, it keeps the player in the normal performance state for a block period of, for example, 96 games, and prohibits transitioning to the normal AT performance state. Specifically, when the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 turns on the main pre-announcement permission flag. The main pre-announcement permission flag is a flag that indicates whether or not a transition to the pre-announcement performance state is permitted, and when it is turned on, a transition to the pre-announcement performance state is permitted. Once the main pre-announcement permission flag is turned on, it remains on until the transition to the pre-announcement performance state is made, so even if the AT lottery is won afterward, the main pre-announcement permission flag remains on. The performance state control means 224 also determines the number of games up to 96 by lottery when transitioning from the distribution performance state to the normal performance state, and sets this as the block period. However, it is set so that 96 games are often selected as the block period.
[0125] The performance state control means 224 counts the number of games played after the distribution performance state has ended, and during the block period, regardless of whether the main pre-announcement permission flag is ON or OFF, it does not transition the performance state to the pre-announcement performance state. Then, when the block period has elapsed (a predetermined number of games corresponding to the block period has been reached) and the main pre-announcement permission flag is ON, the performance state control means 224 transitions the performance state to the pre-announcement performance state (8) and resets the main pre-announcement permission flag. Therefore, in the normal performance state transitioned from the non-advantageous performance state, even if the AT lottery is won early, the pre-announcement performance state will not be transitioned until at least 96 games corresponding to the block period have been played.
[0126] Thus, by passing through a non-advantageous performance state (non-advantageous section), the player can obtain the following benefits. Specifically, there is a 7 / 10 probability of immediately transitioning to a pre-announcement performance state, then transitioning through the pre-announcement performance state to a normal AT performance state, or there is a 3 / 10 probability of transitioning to a normal performance state, then a pre-announcement performance is executed after a block period has elapsed, and then transitioning through the pre-announcement performance state to a normal AT performance state. In this case, after the non-advantageous performance state and distribution performance state have ended, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance has ended, i.e., after the non-advantageous performance state and distribution performance state have ended, for example, after 32 to 128 games have passed, the player will almost certainly transition to a normal AT performance state. In this way, where the player has a high probability of winning the AT lottery for a predetermined number of games, it is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to a non-advantageous performance state (non-advantageous section), that is, to reset the advantageous section.
[0127] Here, when a player passes through a non-advantageous performance state, that is, when they transition from a non-advantageous section to an advantageous section, a normal performance state is adopted that makes it highly likely to transition to the normal AT performance state. By introducing a block period, the trigger for its initiation is biased to occur 128 games after the non-advantageous performance state and distribution performance state have ended. In other words, even if the normal AT performance state ends and the player is downgraded to the normal performance state, there is a high probability of executing (re-entering) the normal AT performance state again until 128 games have passed. Therefore, players will continue playing in the hope of re-entering the normal AT performance state after it has ended, thus improving the utilization rate of slot machine 100.
[0128] Furthermore, even in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 executes a chance zone with an increased probability of winning the AT lottery over multiple games each time a predetermined number of games are played, similar to the normal performance state transitioned from a normal AT performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 transitions the performance state to a pre-announcement performance state, regardless of whether it is within the block period mentioned above. In the normal performance state transitioned from a non-advantageous performance state, it should normally be possible to transition to a pre-announcement performance state after the block period has elapsed. If this is the case, by deciding to transition to the normal AT performance state on their own, the normal AT performance state that could have been obtained is lost instead, which may reduce the player's motivation to play. Therefore, if the AT lottery is won on the player's own in the chance zone in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 transitions the performance state back to a non-advantageous performance state after the normal AT performance state ends (4). In this way, players can fully receive the benefits of playing through a non-advantageous state. Furthermore, by having the chance zone start before the 96th game, which is more likely to be selected as a block period, players can expect to win the AT lottery in the chance zone, that is, to have the normal AT state executed at least twice.
[0129] In this embodiment, as described above, when the normal AT performance state ends, the performance state control means 224 may either directly transition the performance state to the normal performance state (3) or transition the performance state to a non-advantageous performance state (4). Here, a condition for transitioning the performance state to a non-advantageous performance state is that the player has won the AT lottery to transition to a normal AT performance state that has a predetermined game benefit. For example, there are multiple types of normal AT performance states that differ in the number of consecutive games played and the probability of increasing the difference in the number of tokens. If the player wins a specific normal AT performance state, the performance state control means 224 will always transition the performance state to a non-advantageous performance state after the normal AT performance state ends (4). Alternatively, even if the player does not win a specific normal AT performance state, the performance state control means 224 may transition the performance state to a non-advantageous performance state with a predetermined probability after the normal AT performance state ends (4).
[0130] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the normal AT performance state has ended, the performance state control means 224 transitions the performance state to the pre-announcement performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) without transitioning to the normal AT performance state, and the AT lottery is won in the normal performance state, the performance state control means 224 ultimately decides to transition to the non-advantageous performance state, and without transitioning the performance state to the pre-announcement performance state, performs a pre-announcement performance (false pre-announcement performance) to notify that the transition to the normal AT performance state has not been made directly, and then first transitions to the special pre-announcement performance state (9). Here, the predetermined transition conditions for determining the transition to a non-advantageous performance state (non-advantageous section) are described as the number of games played in the normal performance state reaching a predetermined number of games (for example, 1000 games) and then winning an AT lottery in the normal performance state. However, the predetermined transition conditions are not limited to this case; the predetermined transition conditions may also be the number of games played in the advantageous section reaching a predetermined number of games and then winning an AT lottery in the normal performance state. In addition, the predetermined transition conditions may also include, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 1500 games) (the so-called ceiling function), or winning an AT lottery again based on not winning an AT lottery in a chance zone (CZ).
[0131] (Special premonition sequence state) The special pre-announcement performance state is a performance state that belongs to the advantageous section and remains for a predetermined number of games (for example, 10 games). A lottery for the special performance state is held, and a pre-announcement performance indicating the expected probability of transitioning to the special performance state is executed. Here, the lottery for the special performance state is a lottery for adding to the number of games played, and if the number of games is added by one or more times, the transition to the special performance state is determined. The performance state control means 224 holds a lottery for the special performance state with a probability corresponding to the winning type determined by the winning type lottery. Here, the lottery for the special performance state is designed so that the game profit differs steadily and in stages according to the setting value. For example, in two arbitrarily selected setting values, the higher the setting value, the higher the probability of adding to the number of games through the special performance state lottery than the lower the setting value. Therefore, for example, the number of games added will be 30 games for setting 1 and 60 games for setting 6, and a gameplay structure can be created in which it is relatively easier to obtain game profits with a higher setting value. The performance state control means 224, upon winning the special performance state lottery, sets the cumulative number of added games (number of continuous games) as the termination condition for the special performance state and transitions the performance state to the special performance state (10). If the special performance state lottery is not won, the performance state control means 224 directly transitions the performance state to a non-advantageous performance state (11). Here, an example has been given in which the number of continuous games is increased by the special performance state lottery in the special performance state, but it is not limited to this case; a predetermined number of continuous games may be added, or the number of continuous games may be increased by a lottery when a so-called rare role such as "strong cherry," "watermelon," "chance eye A," or "chance eye B" is won. Also, here, an example has been given in which the number of continuous games is increased in the special performance state, but it is not limited to this case; the number of acquired coins (number of payouts) or the difference between the number of electronic medals inserted (number of bets) and the number of payouts may be added.
[0132] (Special performance state) The special performance state belongs to the advantageous section, and auxiliary performances are executed until predetermined termination conditions are met. Such termination conditions are, for example, the number of games played while in the special performance state reaches the number of continuous games, and the awarding of game benefits determined before the start of the special performance state is completed while in the special performance state. For example, at the end of the special premonition performance state (at the start of the special performance state), the number of continuous games is determined by a special performance state lottery in the special premonition performance state. Then, in the special performance state, when the number of games played while in the special performance state reaches the number of continuous games, the termination condition is met, and the special performance state ends. Here, the termination condition is not changed in the special performance state, and no additional lottery is executed. Then, when the predetermined termination conditions are met, the performance state control means 224 transitions the performance state to a non-advantageous performance state (12).
[0133] If a player wins an AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), they will always transition to a non-advantageous performance state via a special pre-announcement performance state (11), (12), and as a result, they can transition to the normal AT performance state.
[0134] Furthermore, in the normal performance state accessed via the special performance state, non-advantageous performance state, or distribution performance state, the probability of winning the AT lottery is higher than in the normal performance state accessed directly from the normal AT performance state. Therefore, to allow players to understand this, the LCD display unit 132 displays a predetermined message indicating that there is a high probability of transitioning to the normal AT performance state.
[0135] However, in the case of winning the AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), and in the case of winning the AT lottery before the predetermined number of games, although the advantageous period is reset, the game profit is not much different in terms of being able to execute the normal AT performance state once. Furthermore, in the latter case, the normal AT performance state starts after the pre-announcement performance state ends, i.e., within 32 games, whereas in the former case, the normal AT performance state may start after waiting for an additional block period to elapse. In that case, it can be said that the game profit is smaller in the former case because electronic tokens are consumed in the normal performance state until the transition to the normal AT performance state is made possible. Therefore, if the number of games played in the normal performance state exceeds a predetermined number of games, the game transitions to a special pre-announcement performance state, and a special performance state lottery is executed, and if successful, additional game profits are given by the special performance state. Thus, if the AT lottery is won after the number of games played in the normal presentation state exceeds a predetermined number, the game's profit is greater than if the AT lottery is won before the predetermined number of games has been played, and the player will feel satisfied. Therefore, players can expect that the game's profit will increase as the number of games played in the normal presentation state increases, and will continue to play. In this way, the utilization rate of slot machine 100 can be improved.
[0136] In the special performance state executed here, as mentioned above, a higher setting value makes it easier to obtain stable game profits. Also, only the game profits determined before the special performance state begins are awarded in the special performance state, and no additional (bonus) game profits are added during the special performance state. Therefore, in the special performance state, the range of fluctuation in the expected number of coins obtained can be suppressed according to the setting value. This makes it possible to increase the design value of the expected number of coins obtained in the normal AT performance state.
[0137] Furthermore, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number, the number of times it occurs is less likely to fluctuate compared to the normal AT performance state, and it will be executed at a stable frequency. In that case, even if the range of fluctuation in the expected number of coins obtained in the normal AT performance state becomes large, the special performance state can absorb that fluctuation, further suppressing the range of fluctuation in the expected number of coins obtained according to the setting value, while raising the design value of the expected number of coins obtained in the normal AT performance state.
[0138] Furthermore, after the end of the normal AT performance state, the game directly transitions to the normal performance state (3). If the number of games played in the normal performance state reaches a predetermined number of games (for example, 1500 games) without transitioning to the normal AT performance state, the performance state control means 224 resets the advantageous section and transitions the performance state to the non-advantageous performance state (13). As described above, after the end of the non-advantageous performance state and the distribution performance state, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance ends, that is, after the end of the non-advantageous performance state and the distribution performance state, for example, after 32 to 128 games have passed, the game can transition to the normal AT performance state. Therefore, if the game continues to be played in the normal performance state without transitioning to the normal AT performance state, the game will transition to the normal AT performance state within a predetermined number of games (for example, 1628 games). With this ceiling function, players can have peace of mind knowing that they can receive relief measures even if they are unlucky enough to consume a lot of electronic tokens. Furthermore, once the normal performance state has progressed to a certain extent, the expected number of coins to be won if the game continues increases, leading to continued play until the ceiling (for example, 1628 games), thus improving the utilization rate of slot machine 100.
[0139] The predetermined number of games for this ceiling function (for example, 96 to 1628 games) is determined at the following timings. For example, when transitioning directly from the normal AT performance state to the normal performance state (3), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the normal AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state (7), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the distribution performance state to the normal performance state. However, unlike when transitioning from the normal AT performance state to the normal performance state, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state, there is a high probability of winning the AT lottery, so it is common to wait for the block period to elapse and then transition to the pre-announcement performance state, and the ceiling function is rarely executed.
[0140] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 8) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 4000) when transitioning directly from a normal AT performance state to a normal performance state. However, the case is not limited to these examples. For example, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery from the start of the normal performance state may become high if certain conditions are met, such as winning a lottery.
[0141] (Reel stop control) When the player has won an AT lottery or is otherwise guaranteed a predetermined benefit, the performance control means 254 may notify the player that a predetermined benefit has been awarded when a predetermined winning type is determined by a winning type lottery. Specifically, for example, when a predetermined winning type is won, the performance control means 254 performs an auxiliary performance prompting the player to stop the predetermined symbols in the symbol display window 108 during turns 5 and 6. When the player operates the stop switch 120 during turns 5 and 6, the reel control means 216 controls the reels 110 to stop so that the predetermined symbols line up in a straight line. In this way, the player understands that a predetermined benefit has been awarded.
[0142] Figure 12 is an explanatory diagram illustrating the stopping of reel 110. Figure 12(a) is an extract of a portion of the winning type lottery table shown in Figure 9, and Figures 12(b) to 12(e) show the stopping patterns of reels 110a, 110b, and 110c. Here, the winning types "Normal Replay 1", "Normal Replay 2", and "Normal Replay 3" are assigned to winning areas 20 to 22. In the following, the winning types "Normal Replay 1", "Normal Replay 2", and "Normal Replay 3" may be abbreviated as "Normal Replay".
[0143] For example, suppose that the awarding of a predetermined benefit has been decided, and the winning type "Normal Replay 1" in the winning area 20 is selected by the winning type lottery. At this time, the performance control means 254 displays a display 402 on the liquid crystal display unit 132 as an auxiliary performance prompting the player to stop the symbol "Symbol" in the symbol display window 108 by operating according to the operation of the batting order 5 and 6. When the player performs the first stop operation of the stop switch 120c corresponding to the right reel 110c in accordance with the auxiliary performance, the reel control means 216 performs stop control so that the winning role "Replay 8" from the winning type "Normal Replay 1" is awarded. As a result, as shown in Figure 12(b), the symbols in the upper, middle, and lower rows of the right reel 110c become the symbols "Symbol", "Symbol", and "Bell A", respectively. This stopping pattern is a stopping pattern in which the symbols "Symbol" are aligned in a straight line, and it is confirmed (1 confirmation) that there are two lines in which they are aligned in a straight line. Therefore, when the player operates the stop switch 120 in accordance with the auxiliary animation, stopping the symbol in the symbol display window 108 in the order of batting 5 and 6, the winning combination "Replay 8" is awarded, and the symbol is displayed in a straight line on both invalid line B1 and invalid line C1, as shown in Figure 12(c).
[0144] Furthermore, for example, suppose that the awarding of a predetermined benefit has been decided, and the winning type "Normal Replay 2" in the winning area 21 is selected by the winning type lottery. At this time, the performance control means 254 displays a display 402 on the liquid crystal display unit 132 as an auxiliary performance prompting the player to stop the symbol "Symbol" in the symbol display window 108 by operating according to the batting order 5 and 6. When the player operates the stop switch 120 in accordance with the auxiliary performance to stop the symbol "Symbol" in the symbol display window 108 according to the batting order 5 and 6, the winning combination "Replay 9" from the winning type "Normal Replay 2" is awarded, and the symbol "Symbol" is displayed in a straight line on both the valid line A and the invalid line B1, as shown in Figure 12(d).
[0145] Furthermore, for example, suppose that the awarding of a predetermined benefit has been decided, and the winning type "Normal Replay 3" in the winning area 22 is selected by the winning type lottery. At this time, the performance control means 254 displays a display 404 on the liquid crystal display unit 132 as an auxiliary performance prompting the player to stop the "White 7" symbol in the symbol display window 108 by operating in the order of batting 5 and 6. When the player operates the stop switch 120 in the order of batting 5 and 6 according to the auxiliary performance to stop the "White 7" symbol in the symbol display window 108, the winning role "Replay 7" from the winning type "Normal Replay 3" is awarded, and the "White 7" symbol is displayed in a straight line on the active line A as shown in Figure 12(e). Hereinafter, the display of the "Symbol", "White 7", and "Red 7" symbols on the active line A or an invalid line may simply be referred to as "Symbol alignment".
[0146] Here, even if the winning type "Normal Replay" is won before the awarding of a predetermined bonus has been decided, the reel control means 216 will cause the winning combination "Replay 1" to be awarded by restricting the player's operation to batting order 1 and 2. Then, after the awarding of a predetermined bonus has been decided, if the winning type "Normal Replay" is won, the reel control means 216 will be able to perform symbol matching by prompting the player to perform batting order 5 and 6 or batting order 3 and 4. Therefore, once the performance state control means 224 decides to award a predetermined bonus, it then waits for the winning type lottery means to determine the winning type "Normal Replay," and only after the winning type "Normal Replay" is determined can it cause the performance control means 254 and the reel control means 216 to perform symbol matching.
[0147] Thus, if symbol matching is only possible when the winning type "Normal Replay" is won, it may take a large number of games to win a "Normal Replay." This is because the probability of winning a replay is limited to 1 / 7.3 or less, even when all replays are combined. For example, on average, it takes 7.3 games to win a replay with a winning probability of 1 / 7.3, and during that time, symbol matching cannot be achieved. Therefore, other winning types are used to achieve symbol matching.
[0148] Figure 13 is a diagram showing a portion of the winning type lottery table shown in Figure 9. Here, in winning areas 33 to 37, the winning types "RBB + Common 3-Coin 1", "RBB + Common 3-Coin 2", "RBB + Common 3-Coin 3", "RBB + Common 3-Coin 4", and "RBB + Common 3-Coin 5" are assigned as winning types in which the winning combination "RBB" and the winning combination "3-Coin" overlap. In this way, by providing multiple winning types that include the winning combination "RBB" overlapping, the probability of winning the winning combination "RBB" in a non-internal game state can be increased. Note that below, the winning types "RBB + Common 3-Coin 1", "RBB + Common 3-Coin 2", "RBB + Common 3-Coin 3", "RBB + Common 3-Coin 4", and "RBB + Common 3-Coin 5" may be abbreviated as the winning type "RBB + Common 3-Coin".
[0149] Here, the symbol alignment is achieved by the winning type "RBB + 3 common symbols". The combination of symbols displayed on the active line A differs depending on the operation method, but the game profit (number of payouts) obtained is the same for all winning types. This game profit should be at least a specified number (3 coins) so that the expected number of coins obtained in the AT performance state does not become a negative value, and should be 3 coins or less in relation to the game profit of the winning role "RBB". Therefore, as the winning role that realizes the symbol alignment, the winning role "3-coin role" which pays out 3 coins is adopted here. Furthermore, as the winning role "3-coin role", we have adopted winning roles such as "small role 9" to "small role 13", which allow the symbols "bell A" and "bell B", which players recognize as small roles that have a relatively low game profit but appear frequently, to be stopped within the symbol display window 108. Therefore, as a minor role that overlaps with the winning role "RBB", the winning role "Common 3-coin" is used, which allows the winning role "3-coin role" to be awarded in all turns regardless of the player's actions. However, unlike the winning role "Common 3-coin", winning roles such as "Battle Order Bell", where the game reward differs depending on the actions, cannot be managed independently of the correct actions and the actions that can achieve symbol alignment, and it is not possible to evenly allocate the correct actions that yield high game rewards, making it difficult to achieve symbol alignment.
[0150] Here, for example, suppose the winning type "RBB + Common 3 Coins 1" in winning area 33 is selected by the winning type lottery. When the awarding of a predetermined benefit has not been decided, no auxiliary effects are performed in the non-AT performance state, and in the AT performance state, one of the auxiliary effects of turn order 1 to 4 is performed. When the player operates the stop switch 120 in turn order 1 to 4, the reel control means 216 causes the winning role "Small role 13", which pays out 3 coins from the winning type "RBB + Common 3 Coins 1", to enter and display the symbol "Bell A" or "Bell B" on invalid line B2. Furthermore, when the awarding of a predetermined benefit has been decided, an auxiliary effect is performed by turning in turn order 5 or 6 to prompt the player to stop the symbol "Symbol" in the symbol display window 108. For example, when a player operates the stop switch 120 during the 5th or 6th turn of play, the reel control means 216 causes the winning combination "Small win 18," which pays out 3 coins from the winning type "RBB + common 3 coins 1," to enter the reel, and displays the symbol in a straight line on the invalid line B1.
[0151] Furthermore, the winning type "RBB + Common 3 Coins 2" in winning area 34 is selected through the winning type lottery. When the awarding of a predetermined benefit has not been decided, no auxiliary effects are performed in the non-AT performance state, and in the AT performance state, one of the auxiliary effects of batting order 1 to 4 is performed. When the player operates the stop switch 120 in batting order 1 to 4, the reel control means 216 causes one of the winning roles "Small Role 9" to "Small Role 12" with a payout of 3 coins from the winning type "RBB + Common 3 Coins 2" to be awarded, and the symbol "Bell A" or "Bell B" is displayed on the active line A. Furthermore, when the awarding of a predetermined benefit has been decided, an auxiliary effect is performed by batting order 5 or 6 to prompt the player to stop the symbol "Symbol" in the symbol display window 108. If a player operates the stop switch 120, for example, in the 5th or 6th turn of the game, the reel control means 216 will award a winning combination "Small win 20" with a payout of 3 coins from the winning type "RBB + common 3 coins 2", and display the symbol "Symbol" in a straight line on the invalid line B1.
[0152] Furthermore, the winning type "RBB + Common 3 Coins 3" in winning area 35 is selected through the winning type lottery. When the awarding of a predetermined benefit has not been decided, no auxiliary effects are performed in the non-AT performance state, and in the AT performance state, one of the auxiliary effects of batting order 1 to 4 is performed. When the player operates the stop switch 120 in batting order 1 to 4, the reel control means 216 causes the winning role "Small role 13", which has a payout of 3 coins from the winning type "RBB + Common 3 Coins 3", to enter and display the symbol "Bell A" or "Bell B" on invalid line B2. Furthermore, when the awarding of a predetermined benefit has been decided, an auxiliary effect is performed by batting order 5 or 6 to prompt the player to stop the symbol "Symbol" in the symbol display window 108. If a player operates the stop switch 120, for example, in the 5th or 6th turn of the game, the reel control means 216 will award a winning combination "small win 20" with a payout of 3 coins from the winning type "RBB + common 3 coins 3", and display the symbol "symbol" in a straight line on the invalid line B1.
[0153] Furthermore, the winning type "RBB + Common 3 Coins 4" in winning area 36 is selected through the winning type lottery. When the awarding of a predetermined benefit has not been decided, no auxiliary effects are performed in the non-AT performance state, and in the AT performance state, an auxiliary effect is performed for either turn 1 or 2. When the player operates the stop switch 120 in turn 1 or 2, the reel control means 216 causes one of the winning roles "Small Role 9" to "Small Role 12" with a payout of 3 coins from the winning type "RBB + Common 3 Coins 4" to be awarded, and displays the symbol "Bell A" or "Bell B" on the active line A. Furthermore, when the awarding of a predetermined benefit has been decided, an auxiliary effect is performed to prompt the player to stop the symbol "White 7" in the symbol display window 108 through operation in turn 3 or 4. If the player operates the stop switch 120 during the 3rd or 4th turn of play, the reel control means 216 will award the winning combination "Small Win 24," which pays out 3 coins from the winning type "RBB + Common 3 Coins 4," and display the "White 7" symbol in a straight line on the invalid line B1. Furthermore, if the awarding of a predetermined bonus has been decided, an auxiliary effect is performed to prompt the player to stop the "Symbol" symbol in the symbol display window 108 through operations during the 5th or 6th turn of play. If the player operates the stop switch 120 during the 5th or 6th turn of play, the reel control means 216 will award the winning combination "Small Win 19," which pays out 3 coins from the winning type "RBB + Common 3 Coins 4." In this case, the "Symbol" symbol is displayed in a straight line on the invalid line B1 or invalid line C1 until the second stop operation, but the "Symbol" symbol does not stop in the symbol display window 108 during the third stop operation.
[0154] Furthermore, it is assumed that the winning type "RBB + Common 3 Coins 5" in winning area 37 is selected through the winning type lottery. When the awarding of a predetermined benefit has not been decided, no auxiliary effects are performed in the non-AT performance state, and in the AT performance state, an auxiliary effect is performed for either turn 1 or 2. When the player operates the stop switch 120 in turn 1 or 2, the reel control means 216 causes the winning role "Small role 13", which pays out 3 coins from the winning type "RBB + Common 3 Coins 5", to enter and display the symbol "Bell A" or "Bell B" on invalid line B2. Furthermore, when the awarding of a predetermined benefit has been decided, an auxiliary effect is performed by turning in turn 3 or 4 to prompt the player to stop the symbol "White 7" in the symbol display window 108. If the player operates the stop switch 120 during the 3rd or 4th turn of play, the reel control means 216 will award the winning combination "Small Win 24," which pays out 3 coins from the winning type "RBB + Common 3 Coins 5," and display the "White 7" symbol in a straight line on the invalid line B1. Furthermore, if the awarding of a predetermined bonus has been decided, an auxiliary effect is performed to prompt the player to stop the "Symbol" symbol in the symbol display window 108 through operations during the 5th or 6th turn of play. If the player operates the stop switch 120 during the 5th or 6th turn of play, the reel control means 216 will award the winning combination "Small Win 19," which pays out 3 coins from the winning type "RBB + Common 3 Coins 5." In this case, the "Symbol" symbol is displayed in a straight line on the invalid line B1 or invalid line C1 until the second stop operation, but the "Symbol" symbol does not stop in the symbol display window 108 during the third stop operation.
[0155] Thus, by adopting a winning pattern called "Common 3-Coin," which allows the winning pattern "3-Coin" to be awarded in all turns regardless of the player's actions, as a minor role that overlaps with the winning pattern "RBB," it is possible to achieve a symbol match. Furthermore, as shown in Figure 12, if the goal is to achieve a symbol match using only the replay pattern, the probability of winning is low, at 1 / 7.3 or less. However, by using the winning pattern "3-Coin" for the symbol match, it is possible to raise the probability of winning to 1 / 2.8 or less. Therefore, when the awarding of a predetermined bonus has been decided, it is not necessary to spend many turns playing before achieving a symbol match.
[0156] However, simply increasing the number of "RBB + 3 Common Coins" winning combinations to increase the probability of winning the "RBB" combination and symbol matching combinations will also increase the probability of a 3-coin payout. Specifically, if the "RBB + 3 Common Coins" combination is won, even if the player operates stop switch 120 in the standard operation mode of batting order 1 or 2, PB=1 will result in the "3-coin combination" being awarded, and the player will receive a payout of 3 coins. This would increase the expected number of coins obtained during non-AT (Automatic Trigger) states. Therefore, we will attempt to maintain or increase the probability of winning the "RBB" combination and symbol matching combinations while lowering the expected number of coins obtained during non-AT states.
[0157] Figure 14 is a diagram showing a portion of the winning type lottery table shown in Figure 9. Here, in winning areas 38 to 41, the winning types "RBB + Batting Order 3-Coin 1", "RBB + Batting Order 3-Coin 2", "RBB + Batting Order 3-Coin 3", and "RBB + Batting Order 3-Coin 4" are assigned as winning types that overlap with the winning combination "RBB", the winning combination "1-Coin", and the winning combination "3-Coin". In this way, by providing multiple winning types that overlap the winning combination "RBB", the probability of winning the winning combination "RBB" can be increased. Note that below, the winning types "RBB + Batting Order 3-Coin 1", "RBB + Batting Order 3-Coin 2", "RBB + Batting Order 3-Coin 3", and "RBB + Batting Order 3-Coin 4" may be abbreviated as the winning type "RBB + Batting Order 3-Coin".
[0158] The winning type "RBB + 3 Batting Orders" is a winning type in which, like the winning type "Battling Order Bell" in winning areas 4 to 19, the combination of symbols corresponding to the correct role is awarded with PB=1 when the stop switch 120 is operated in a predetermined correct operation pattern. In addition, different correct operation patterns (batting order 3 to 6) are assigned to the winning types "RBB + 3 Batting Orders 1", "RBB + 3 Batting Orders 2", "RBB + 3 Batting Orders 3", and "RBB + 3 Batting Orders 4", and the probability of winning is the same for each. Normally, the player does not know which winning type they have won, so even if the player wins the winning type "RBB + 3 Batting Orders" and randomly operates one of the batting orders 3 to 6, the probability of winning the correct role is 1 / 4.
[0159] Furthermore, since the correct winning combination for the "RBB + 3 Batting Orders" type is the "3-coin winning combination," even if the player operates the stop switch 120 according to the correct operation method, they can only receive a maximum of 3 coins. Also, if the player wins the "RBB + 3 Batting Orders" type and operates the stop switch 120 randomly, the expected number of coins obtained is (3 (correct winning combination) + 1 + 1 × 1 / 2 (probability) × 4 (for 4 batting orders)) / 6 = 1 coin. Therefore, by introducing the "RBB + 3 Batting Orders" type, it is possible to lower the expected number of coins obtained. Note that in the AT performance state, the "3-coin winning combination" can be won through auxiliary performances, so the expected number of coins obtained will never fall below the specified number (3 coins).
[0160] Furthermore, in non-AT (Automatic Trigger) state, the player's operation is restricted to the standard operation mode (batting order 1, 2). Therefore, when the winning type "RBB + 3 batting orders" is won, randomly operating stop switch 120 in the standard operation mode results in a 1 / 2 probability of winning the "1 batting order" prize, resulting in an expected number of coins won of 0.5. Thus, by introducing the winning type "RBB + 3 batting orders," it is possible to reduce the expected number of coins won, especially in non-AT state.
[0161] Thus, even if you increase the number of matching symbols (winning type "RBB + 3 common symbols"), you can offset this by increasing the number of winning types "RBB + 3 batting order symbols", which lowers the expected number of coins won.
[0162] Using the winning combination "RBB + 3 Batting Order Coins" produces the following specific effects: (1) Even if the expected number of coins won is predetermined, the expected number of coins won can be maintained by adjusting the ratio of the winning combination "RBB + 3 Common Coins" to the winning combination "RBB + 3 Batting Order Coins," thereby increasing the probability of winning the winning combination "RBB" and, consequently, the probability of winning the winning role "RBB" and symbol combinations. (2) Even if the probability of winning a symbol combination is predetermined, that is, if the probability of winning the winning combination "RBB + 3 Common Coins" is predetermined, the expected number of coins won can be adjusted by adjusting the ratio of the winning combination "RBB + 3 Common Coins" to the winning combination "RBB + 3 Batting Order Coins." Therefore, the probability of winning the winning role "RBB" can be increased while maintaining the probability of winning a symbol combination. (3) Even if the probability of winning the winning combination "RBB" is predetermined, by adjusting the ratio of winning combinations "RBB + 3 common coins" and "RBB + 3 batting order coins", it is possible to prioritize increasing the probability of winning a symbol combination or prioritizing decreasing the expected number of coins obtained.
[0163] Thus, the slot machine 100 includes a winning type lottery means 214 that determines one of several types of winning types by a winning type lottery, a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, based on the operation of the start switch 118, and controls the stopping of the reels 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120 corresponding to the rotating reel 110, and a bonus in the non-internal game state. The game includes a game state control means 222 that transitions to one of several game states, including an internal game state to which the player transitions based on winning a role, and the winning types include a first winning type (e.g., winning type "batting order bell"), a second winning type (e.g., winning type "RBB + common 3 coins"), and a third winning type (e.g., winning type "RBB + batting order 3 coins"), and the first winning type (e.g., winning type "batting order bell") does not overlap with bonus roles in non-internal game states and is a small role with a first payout (e.g., 13 coins). (For example, the winning combination "13-coin combination"), and a second small win with a lower payout than the first payout (for example, 1 coin) (for example, the winning combination "1-coin combination"), and the second winning type (for example, the winning type "RBB + common 3 coins") overlaps with the bonus combination in the non-internal game state, and overlaps with a third small win with a higher payout than the second payout (for example, 3 coins) (for example, the winning combination "3-coin combination"), and regardless of the mode of operation the player uses to operate the stop switch, the small win with the third payout will be awarded, and in a specific mode of operation (for example, batting order 5, 6) If the stop switch is operated in the specified state, a specific third-paying small win (for example, winning combinations that can achieve a symbol match, such as "small win 18", "small win 20", and "small win 24") will be awarded, and the third winning type (for example, winning type "RBB + 3 batting order") will overlap with the bonus combination in the non-internal game state, overlap with the third-paying small win, and there are operating modes that allow the third-paying small win to be awarded and operating modes that do not, and regardless of how the stop switch is operated, a specific third-paying small win will not be awarded.
[0164] This configuration makes it possible to maintain or increase the probability of winning the "RBB" combination and symbol matching while lowering the expected number of coins won.
[0165] Here, we have explained that a symbol combination refers to the "Symbol," "White 7," or "Red 7" symbols appearing on either the active or inactive line A. However, the symbols are not limited to the "Symbol," "White 7," or "Red 7" symbols; the "BAR" symbol or any symbol that the player recognizes as special is sufficient. Furthermore, the display pattern is not limited to a straight line; it may also be a so-called "V," "small V," or "small mountain."
[0166] Furthermore, while the winning type "RBB + 3 common symbols" in winning areas 33-37 was used as an example of a winning type that achieves a symbol match, the winning combination "RBB" does not necessarily have to be duplicated. Also, while the small wins in the winning types that achieve a symbol match were described as small wins that can stop the symbols "Bell A" and "Bell B" within the symbol display window 108, the explanation is not limited to these cases. For example, other symbols such as "Watermelon" and "Cherry" can also be small wins that can stop within the symbol display window 108.
[0167] Furthermore, in this explanation, we cited the winning type "RBB + 3 coins for each batting order" in winning ranges 38-41 as a winning type that can suppress the expected number of coins obtained in relation to the winning type that achieves a symbol match, in which the payout is less than 3 coins for at least batting orders 1 and 2, and the payout is 3 coins for other correct operation patterns. However, it is not limited to this case; the system may be configured so that the payout is 4 coins or more for other correct operation patterns, as long as the payout is less than 3 coins for at least batting orders 1 and 2.
[0168] (Sound output mode) Incidentally, the performance control means 254 outputs operation sounds based on the operation of operating means such as the bet switch 116, start switch 118, and stop switch 120 through the speaker 134 in accordance with the progress of the game. Specifically, the performance control means 254 outputs a setting sound (insertion sound indicating insertion) indicating the setting of the number of bets (number of coins inserted) when an electronic medal is inserted or when the bet switch 116 is operated, a standby sound (wait sound) indicating the waiting for the reels 110 to rotate when the start switch 118 is operated, and a start sound indicating the start of the rotation of the reels 110, a stop sound indicating the stop of the rotation of the reels 110 corresponding to each stop switch 120 when each stop switch 120 is operated, and a winning sound (payout sound) indicating that a predetermined winning combination has been won when the electronic medal is paid out in accordance with the completion of operation of all stop switches 120 (by turning off all stop switches 120). Regarding the bet switch 116, start switch 118, and stop switch 120, when a switch is turned ON (operated), an ON edge (from OFF to ON) is detected, and a process corresponding to each switch (e.g., output of an operation sound) is effectively executed according to the ON edge. Furthermore, regarding the third stop operation of the stop switch 120, when the switch is turned OFF (operation released), an OFF edge (from ON to OFF) is detected, and a predetermined process (e.g., output of a winning sound) is effectively executed according to the OFF edge. The performance control means 254 outputs sounds in the following order: firstly, a setting sound; secondly, a standby sound; thirdly, a start sound; fourthly, a stop sound; and fifthly, a winning sound. These setting sounds, standby sounds, start sounds, stop sounds, and winning sounds related to the basic operation of the game are managed separately from performance sounds and BGM sounds as system sounds accompanying the progress of the game. The performance control means 254 can also output a system sound different from the winning sound when no electronic medals are dispensed, i.e., when no small wins are achieved, and depending on whether bonus roles, replay roles are achieved or not.
[0169] Here, we will describe in detail the output of sound based on the audio data. As mentioned above, when the performance control means 254 determines the audio data by lottery, the performance control means 254 transmits the determined audio data to the audio circuit 240f, causing the speaker 134 to output sound based on that audio data.
[0170] The audio circuit 240f can store multiple audio data, such as FM timbre data and ADPCM audio data, in the memory area assigned to each access code (SAC: Simple Access Code). The audio circuit 240f also receives a command indicating the access code from the sub-CPU 240a, and according to that command, assigns the audio data identified by the access code to a layer and outputs it at an appropriate volume through the speaker 134. Furthermore, if multiple such access codes are specified, the audio circuit 240f can assign the audio data corresponding to each of the multiple access codes to different layers (tracks). The audio circuit 240f starts outputting sound from the moment audio data is assigned to a layer and stops outputting sound when the predetermined output time for the audio data is reached. Also, when audio data is assigned to the same layer, the audio circuit 240f stops outputting the audio data that was being output up to that point.
[0171] Figure 15 is an explanatory diagram illustrating the layers provided in the audio circuit 240f. The audio circuit 240f reads audio data corresponding to each access code and assigns it to a layer provided in the audio circuit 240f itself. At this time, the audio circuit 240f is provided with multiple layers, and the audio data is assigned to one of these layers. The layers are divided into multiple layer types, such as system, BGM, sound effects (SE), sound effects (VO), composite, auxiliary sound effects (VO), and auxiliary sound effects (SE), and one or more layers are associated with each layer type. Here, system refers to confirmation sounds that accompany the progress of the game. BGM is background music that is maintained for a relatively long time in the background. Sound effects (SE) and sound effects (VO) are sounds that are mainly emitted in conjunction with sound effects. Auxiliary sound effects (VO) and auxiliary sound effects (SE) refer to sound effects that accompany auxiliary sound effects.
[0172] Here, as shown in Figure 15, we will explain 10 layers related to the six layer types: system, BGM, sound effects (SE), sound effects (VO), auxiliary sound effects (VO), and auxiliary sound effects (SE). For example, layers 0 and 1 are assigned to system sound, layers 2 and 3 to BGM sound, layers 5 to 7 to sound effects (SE), layer 8 to sound effects (VO), layer 14 to auxiliary sound effects (VO), and layer 15 to auxiliary sound effects (SE).
[0173] As shown in Figure 15, various audio data is assigned to each layer at each trigger based on the progress of the game. For example, when electronic tokens are inserted by the insertion means, that is, when electronic tokens are inserted from the number of game tokens held in the token holder through the operation of the bet switch 116, or when electronic tokens are automatically inserted based on the winning of a replay, the performance control means 254 assigns a setting sound to layer 0 of the audio circuit 240f. Also, when the start switch 118 is operated by the player, the performance control means 254 assigns a standby sound to layer 1 of the audio circuit 240f. Also, when the reels 110 start to rotate in response to the operation of the start switch 118, the performance control means 254 assigns a start sound to layer 1 of the audio circuit 240f. Also, when the stop switch 120 is performed as the first stop operation by the player, the performance control means 254 assigns a stop sound to layer 0 of the audio circuit 240f at the start of that stop operation. Furthermore, when the player performs the second stop operation on the stop switch 120, the performance control means 254 assigns a stop sound to layer 0 of the sound circuit 240f at the start of that stop operation. Furthermore, when the player performs the third stop operation on the stop switch 120, the performance control means 254 assigns a stop sound to layer 0 of the sound circuit 240f at the start of that stop operation. Furthermore, when the player releases the third stop operation on the stop switch 120, and the determination means 218 determines that a winning combination accompanied by the payout of electronic tokens has been achieved, the performance control means 254 assigns a winning sound to layer 1 of the sound circuit 240f at the release of that stop operation. Note that at each trigger based on the progress of the game, sound data is not necessarily assigned to layer 0 or layer 1. For example, in a non-AT (Automatic Trigger) state, when the player operates the start switch 118, the performance control means 254 assigns a standby sound to layer 1 of the sound circuit 240f, but in an AT state, it does not assign a standby sound to layer 1 of the sound circuit 240f. Alternatively, instead of not assigning a standby sound, the performance control means 254 may assign a standby sound but set its volume to 0. With this configuration, players can more easily hear sounds specific to the AT state, such as the first auxiliary voice and first auxiliary effect described later, thereby improving the performance effect.
[0174] As mentioned above, in non-AT (Automatic Trigger) states such as the normal performance state, the setting sound, standby sound, start sound, stop sound, and winning sound are output in that order according to each trigger such as switch operation or payout. The relationship between the volume of each sound is set to winning sound > start sound > stop sound > setting sound > standby sound. Here, the start sound, stop sound, and winning sound after the reel 110 starts rotating are louder than the setting sound and standby sound before the reel 110 starts rotating, and by gradually increasing the effect of the performance from the start to the end of a single game, it is possible to improve the player's motivation to play. In addition, by setting the setting sound > standby sound before the reel 110 starts rotating, it is possible to emphasize to the player that the game has started. Furthermore, by setting the sequence to winning sound > start sound > stop sound after the reel 110 begins to rotate, the system emphasizes to the player that the reel 110 has started to rotate, and then further emphasizes with a louder sound that a winning combination resulting in the payout of electronic tokens has been achieved, or that a so-called rare combination has been achieved. In this way, it is possible to enhance the player's sense of accomplishment and excite them more effectively.
[0175] In the AT performance state, in addition to layers 0 and 1 mentioned above, sound effects associated with auxiliary performances are assigned to layers 14 and 15. For example, when the player operates the start switch 118, the performance control means 254 assigns the first auxiliary voice to layer 14 of the sound circuit 240f and the first auxiliary effect to layer 15. Here, the first auxiliary voice, and the second and third auxiliary voices described later, are performance sounds that indicate the stop switch 120 to be operated, or the position where the stop switch 120 to be operated is located, for example, the sounds of "left," "center," and "right," which represent the positional relationship between stop switches 120a, 120b, and 120c. The first auxiliary effect is a performance sound that indicates that the start switch 118 has been operated, for example, a sound such as "ping." As mentioned above, in the AT performance state, even if the start switch 118 is operated, no standby sound is assigned to layer 1. When the player performs the first stop operation on the stop switch 120, the performance control means 254 assigns a second auxiliary voice to layer 14 of the sound circuit 240f and a second auxiliary effect to layer 15 at the start of the first stop operation. Here, the second auxiliary effect assigned to layer 15 is a sound effect indicating that the stop switch 120 has been operated. Here, the second and third auxiliary effects when the stop switch 120 is performed the first or second stop operation are short sounds such as "Don," and the fourth auxiliary effect when the stop switch 120 is performed the third stop operation is a long sound such as "Dooom." Furthermore, when the player performs the second stop operation on the stop switch 120, the performance control means 254 assigns a third auxiliary voice to layer 14 of the sound circuit 240f and a third auxiliary effect to layer 15 at the start of the stop operation. Furthermore, when the player performs the third stop operation on the stop switch 120, the performance control means 254 assigns the fourth auxiliary effect to layer 15 at the start of that stop operation.Furthermore, when the stop switch 120 is stopped for the third time, there are no more stop switches 120 to operate, so no auxiliary voice is assigned to indicate which stop switch 120 to operate. Also, when the player releases the third stop operation of the stop switch 120, and the determination means 218 determines that a winning combination accompanied by the payout of electronic medals has been achieved, the performance control means 254 assigns a fourth auxiliary voice to layer 14 of the sound circuit 240f at the time the third stop operation is released. Here, the fourth auxiliary voice is a sound that notifies the result of the winning combination, and is, for example, a voice such as "Well done" that notifies the player that they have operated the stop switch 120 according to the auxiliary performance and have achieved the correct combination.
[0176] Furthermore, regardless of whether the AT performance state is active or not, at each trigger based on the progress of the game, the performance control means 254 may assign background BGM to layer 2 of the sound circuit 240f, performance BGM to layer 3, performance SE to layers 5-7, and performance VO to layer 8, in addition to layers 0 and 1 of the system. For example, when a winning type in the winning area 33-37 is won, and the player operates the stop switch 120 (first stop operation, second stop operation), if the symbols "white 7" or "red 7" are displayed linearly on the invalid line B1 for the two reels 110, the performance control means 254 assigns a stop sound to layer 0 of the sound circuit 240f at the start of the second stop operation, and also assigns a different performance sound (for example, a winning sound) to layers 5 and 8 to enhance the performance effect in response to the operation of the stop switch 120.
[0177] Here, the multiple layers in the audio circuit 240f have the following characteristics. First, all audio assigned to different layers is output in parallel. Regarding sound output, as described above, audio data from multiple layers can be output simultaneously in parallel, so there is no priority between layers. Therefore, even if background music is assigned to layer 2, a stop sound is assigned to layer 0, a second auxiliary voice is assigned to layer 14, and a second auxiliary effect is assigned to layer 15, all of these audio will be output in parallel. The player can hear the sounds based on the audio data assigned to each of the multiple layers simultaneously.
[0178] On the other hand, only one audio data file can be assigned to the same layer. Therefore, for example, if background music is already assigned to layer 2, attempting to assign another background music file will overwrite the existing background music, interrupting the previous one.
[0179] Therefore, if sound effects are simply managed on a single layer, there is a risk that the output of other sounds may begin before the output of a designated sound is complete, potentially interrupting the designated sound. On the other hand, if multiple sounds are simply distributed across multiple layers, there is a risk that sounds will overlap unnecessarily, making it difficult for players to hear each sound. Therefore, the output manner of sound effects is appropriately managed to improve the players' motivation to play.
[0180] Incidentally, as the game progresses and electronic tokens are acquired, the player may count the acquired electronic tokens. The player adjusts the pressing time of the counting switch 126 to selectively perform operations such as "short press" and "long press". When the counting switch 126 is operated, the command transmission / reception means 272 of the token count control board 260 transmits information that the counting switch 126 has been operated to the main control board 200, and the command transmission / reception means 226 of the main control board 200 transmits information that the counting switch 126 has been operated to the sub-control board 240. In this way, the performance control means 254 of the sub-control board 240 displays on the liquid crystal display unit 132 that counting processing is being performed in response to the operation of the counting switch 126, and outputs a counting sound from the speaker 134 to indicate that counting processing is being performed.
[0181] These counting sounds include a counting update sound, such as a "prrr" sound, which is continuously output while the counting process is running, and a counting completion sound, such as a "good job" sound, which is output after the counting process is finished. The volume of these sounds is set so that the counting completion sound is louder than the counting update sound. By making the counting completion sound louder than the counting update sound, it is possible to emphasize to the player that the counting process has finished, and by extension, that the game has ended or that a stage of the game has come to a close.
[0182] Furthermore, the relationship between the volume of the counting completion sound and the aforementioned setting sound, standby sound, start sound, stop sound, and winning sound may be set, for example, so that counting completion sound > stop sound > setting sound > standby sound. Alternatively, it may be set so that counting completion sound > start sound > stop sound > setting sound > standby sound. Furthermore, it may be set so that counting completion sound > winning sound > start sound > stop sound > setting sound > standby sound. The setting sound, standby sound, start sound, and stop sound mentioned above are merely sound effects during a single game, and even the winning sound, which indicates that a winning combination accompanied by the payout of electronic tokens has been achieved, is merely a sound effect indicating the result of a single game. In contrast, the counting completion sound indicates a major milestone, such as the completion of the counting process and, by extension, the determination of the player's final winnings from the game. Here, for example, by using the sequence: counting completion sound > winning sound > start sound > stop sound > setting sound > standby sound, it is possible to emphasize to the player that the counting process is complete, and consequently, that the game has ended or that a stage of the game has come to a close. Generally, players do not perform the counting process when the number of tokens is small, and only perform the counting process when the number of tokens reaches a certain level. In other words, the fact that the counting process has been performed is an indicator that a certain amount of profit has been obtained from playing on the slot machine 100 in which the counting process was performed. Here, by using the sequence: counting completion sound > winning sound > start sound > stop sound > setting sound > standby sound, it is possible to emphasize to those around that the counting process has been performed on that slot machine 100, making it easy for other players to identify (and consider playing on) the slot machine 100 that may be generating a lot of profit.
[0183] As mentioned above, if the counting switch 126 is operated while the game is playable, the counting process will always be executed. Therefore, regardless of whether the game state is a non-internal game state, an internal RBB game state, or an RBB-operating game state, or regardless of whether the performance state is a normal performance state, a pre-announcement performance state, a normal AT performance state, a distribution performance state, a special pre-announcement performance state, a special performance state, or a non-advantageous performance state, the player can execute the counting process. However, even if the game state or performance state is different, the volume of the counting sound (counting update sound, counting completion sound) is set to be the same. Therefore, whether the player operates the counting switch 126 in a normal performance state or in a normal AT performance state, they will hear the counting sound at the same volume. In addition, the player can execute the counting process even when an error has occurred. However, as described above, even if an error occurs, the volume of the counting sound (counting update sound, counting completion sound) is set to be the same as when no error occurs. Therefore, even if a player operates the counting switch 126 while an error such as a door open error (error code "E8") or a stop error (error code "Ey") has occurred, the player will hear the counting sound at the same volume as when the counting switch 126 is operated under normal circumstances. In this way, by not changing the volume of the counting sound according to the state of the game (game state or performance state) or the presence or absence of an error, it is possible to prevent players and administrators from feeling uncomfortable with differences in the volume of the counting sound.
[0184] Figure 16 is a timing chart to explain the sound switching in a non-AT (Automatic Trigger) state. Here, we will explain in particular the switching of sounds in layers 0 and 1. For example, when an electronic medal is inserted using the insertion mechanism, a setting sound is assigned to layer 0. Subsequently, when the player operates the start switch 118, a standby sound is assigned to layer 1. Subsequently, when the reels 110 start to rotate in response to the operation of the start switch 118, a start sound is assigned to layer 1. Subsequently, when the stop switch 120 is stopped for the first time, a stop sound is assigned to layer 0. Subsequently, when the stop switch 120 is stopped for the second time, a stop sound is assigned to layer 0. Subsequently, when the stop switch 120 is stopped for the third time, a stop sound is assigned to layer 0. Subsequently, when a winning combination accompanied by the payout of an electronic medal is achieved and the third stop operation of the stop switch 120 is released, a winning sound is assigned to layer 1.
[0185] Here, the setting sound and each stop sound are assigned to the same layer 0. Therefore, if another stop switch 120 is operated when a stop sound is already assigned to layer 0, the stop sound based on the operation of that stop switch 120 will be overwritten, and the stop sound before the overwrite will be interrupted. In this way, the stop sounds can be output exclusively with different timings. This effectively prevents the overlapping and annoying sound that would result from stop sounds having the same nature in terms of operation of the stop switch 120. Although they are assigned to the same layer 0, there is at least a wait time between the setting sound and the stop sound, so they do not overlap. Therefore, the player can appropriately understand through hearing that the insertion of electronic tokens and the operation of the stop switch 120 have been accepted. In this way, by assigning audio data with separated timings for output triggers to the same layer, it is possible to prevent an increase in the number of layers.
[0186] Furthermore, in this system, the standby sound, the start sound, and the winning sound are all assigned to the same layer 1. Therefore, when the reels 110 start rotating while the standby sound is already assigned to layer 1, the start sound is overwritten, and the standby sound that was previously overwritten is interrupted. This allows the standby sound and the start sound to be output exclusively with different timings. This effectively prevents the standby sound and the start sound, which are similar in nature in that they both signify the start of a game, from overlapping and sounding annoying. Note that if the player is not playing at full weight, as will be described later, the reels 110 will start rotating immediately in response to the operation of the start switch 118. In that case, since the start sound starts immediately after the standby sound starts, the standby sound is only output for a short time, and the player can continue playing without being aware of the standby sound. Although they are assigned to the same layer 1, there is at least a wait time and the time the player operates the stop switch 120 between the start sound and the winning sound, so the two do not overlap. Therefore, the player can appropriately understand, through hearing, that the reels 110 have started to rotate and that the operation of the stop switch 120 has been accepted. In this way, by assigning audio data with separated output timings to the same layer, it is possible to prevent an increase in the number of layers.
[0187] In this configuration, the setting sound is assigned to layer 0, and the standby and start sounds are assigned to layer 1. Therefore, even if the standby or start sound output begins before the setting sound output is complete, the setting sound will not be overwritten by the standby or start sound, and the setting sound and standby sound can be output simultaneously, allowing the player to appropriately understand through hearing that the insertion of electronic tokens and the operation of the start switch 118 have been accepted. In this configuration, the start sound is assigned to layer 1, and the stop sound is assigned to layer 0. Therefore, for example, if a special effect is performed, such as delaying the start sound from the start of reel rotation (a so-called delay), and the stop sound output begins before the start sound output is complete, the start sound will not be overwritten by the stop sound, and the start and stop sounds can be output simultaneously, allowing the player to appropriately understand through hearing that the reels 110 have started rotating and that the operation of the stop switch 120 has been accepted. In this configuration, the stop sound is assigned to layer 0, and the winning sound is assigned to layer 1. Therefore, even if the output of the winning sound starts before the output of the stop sound is completed, the stop sound will not be overwritten by the winning sound, and the stop sound and the winning sound can be output simultaneously, allowing the player to appropriately understand through hearing that the stop switch 120 has been accepted and that electronic tokens have been dispensed.
[0188] Figures 17 to 19 are timing charts to explain the sound switching during the AT (Automatic Transmission) performance state. The sound switching for layers 0 and 1 is the same as in Figure 16, except that the standby sound is not output, so a detailed explanation of that will be omitted, and here we will explain in particular the sound switching for layers 14 and 15. For example, when the player operates the start switch 118, the first auxiliary voice is assigned to layer 14 and the first auxiliary effect is assigned to layer 15. Subsequently, when the player performs the first stop operation on the stop switch 120 according to the first auxiliary voice, the second auxiliary voice is assigned to layer 14 and the second auxiliary effect is assigned to layer 15. Subsequently, when the player performs the second stop operation on the stop switch 120 according to the second auxiliary voice, the third auxiliary voice is assigned to layer 14 and the third auxiliary effect is assigned to layer 15. Subsequently, when the player performs the third stop operation on the stop switch 120 according to the third auxiliary voice, the fourth auxiliary effect is assigned to layer 15. Next, when the player releases the third stop operation of the stop switch 120, and the determination means 218 determines that a winning combination involving the payout of electronic tokens has been achieved, the fourth auxiliary voice is assigned to layer 14.
[0189] Here, the first, second, third, and fourth auxiliary voices are all assigned to the same layer 14. Therefore, when an auxiliary voice is already assigned to layer 14, if another stop switch 120 is operated, the auxiliary voice based on the operation of that stop switch 120 will be overwritten, and the auxiliary voice before the overwrite will be interrupted. This allows the auxiliary voices to be output exclusively with different timings. Also, here, the first, second, third, and fourth auxiliary effects are all assigned to the same layer 15. Therefore, when an auxiliary effect is already assigned to layer 15, if another stop switch 120 is operated, the auxiliary effect based on the operation of that stop switch 120 will be overwritten, and the auxiliary effect before the overwrite will be interrupted. This allows the auxiliary effects to be output exclusively with different timings.
[0190] For example, as shown in Figure 18(a), if the player performs a first stop operation on the stop switch 120, assigns the second auxiliary voice to layer 14, and assigns the second auxiliary effect to layer 15, but then performs a second stop operation on the stop switch 120 before the output of the second auxiliary voice and second auxiliary effect is completed, that is, if the time between the first stop operation of the stop switch 120 and the second stop operation of the stop switch 120 is less than the predetermined time (the time until the output of either the second auxiliary voice or the second auxiliary effect is completed), then in layer 14, the second auxiliary voice will be overwritten (converted) to the third auxiliary voice, and in layer 15, the second auxiliary effect will be overwritten (converted) to the third auxiliary effect, and the second auxiliary voice and second auxiliary effect before being overwritten will be interrupted. In this way, it is possible to effectively prevent auxiliary voices and auxiliary effects that have the same properties in the sense of being the result of operating the stop switch 120 from overlapping and sounding annoying.
[0191] Furthermore, as shown in Figure 18(b), if the player performs the second stop operation on the stop switch 120, assigns the third auxiliary voice to layer 14, and assigns the third auxiliary effect to layer 15, but the player performs the third stop operation on the stop switch 120 before the output of the third auxiliary voice and third auxiliary effect is completed, that is, if the time between the second stop operation of the stop switch 120 and the third stop operation of the stop switch 120 is less than the predetermined time (the time until the output of the third auxiliary effect is completed), then in layer 15, the third auxiliary effect will be overwritten by the fourth auxiliary effect, and the third auxiliary effect before being overwritten will be interrupted. This effectively prevents auxiliary effects that are similar in nature in terms of operation of the stop switch 120 from overlapping and sounding annoying. However, when the player starts the third stop operation of the stop switch 120, no sound is overwritten in layer 14, so the third auxiliary voice continues to be output.
[0192] Furthermore, as shown in Figure 19(a), if the player performs the third stop operation on the stop switch 120, and the fourth auxiliary effect is assigned to layer 15, but the player releases the third stop operation on the stop switch 120 before the fourth auxiliary effect is completed—that is, if the time from when the stop switch 120 is performed the third stop operation until the third stop operation on the stop switch 120 is released is less than the predetermined time (the time until the output of the fourth auxiliary effect is completed)—then the fourth auxiliary voice is output in layer 14. Here, since no new sound is overwritten in layer 15, the fourth auxiliary effect continues to be output. Therefore, even if the output of the fourth auxiliary voice starts before the output of the fourth auxiliary effect is completed, the fourth auxiliary effect will not be overwritten by the fourth auxiliary voice, and the fourth auxiliary effect and the fourth auxiliary voice can be output simultaneously, allowing the player to appropriately understand through hearing that the operation of the stop switch 120 has been accepted and that electronic tokens have been dispensed.
[0193] Furthermore, as shown in Figure 19(b), if the player performs a second stop operation on the stop switch 120, assigns the third auxiliary voice to layer 14, assigns the third auxiliary effect to layer 15, and then, before the third auxiliary voice is completed, the player performs a third stop operation on the stop switch 120 and then releases it. In other words, if the time from when the stop switch 120 is performed a second stop operation until the third stop operation of the stop switch 120 is released is less than the predetermined time (the time until either the output of the third auxiliary effect or the third auxiliary voice is completed), then first, in response to the player starting the third stop operation on the stop switch 120, the fourth auxiliary effect is overwritten in layer 15, and the third auxiliary effect before it is overwritten is interrupted. Subsequently, in response to the player releasing the third stop operation on the stop switch 120, the third auxiliary voice in layer 14 is overwritten by the fourth auxiliary voice, and the third auxiliary voice before it is overwritten is interrupted. This effectively prevents auxiliary effects and auxiliary voices that are similar in nature in that they represent the result of operating the stop switch 120 from overlapping and sounding annoying. Furthermore, it allows for the appropriate notification of the fourth auxiliary voice indicating that the player has gained a profit.
[0194] However, there is at least a wait time between the first auxiliary voice and the second auxiliary voice, and between the first auxiliary effect and the second auxiliary effect, and they do not overlap. Therefore, the player can appropriately understand through hearing that the operation of the start switch 118 and the operation of the stop switch 120 have been accepted. In this way, by assigning audio data with separated output timings to the same layer, it is possible to prevent an increase in the number of layers.
[0195] Furthermore, the first, second, third, and fourth auxiliary voices each correspond to the first, second, third, and fourth auxiliary effects, respectively, and are assigned to different layers than the former and the latter. Therefore, for example, even if the second auxiliary voice and the second auxiliary effect are output simultaneously, the player can hear both sounds and appropriately understand through hearing that there has been notification of the stop switch 120 to be stopped and that the operation of the stop switch 120 has been accepted.
[0196] Here, we explained that the first auxiliary voice and the first auxiliary effect correspond to each other, and that they are assigned to different layers, allowing the player to hear both sounds. However, although both the first auxiliary voice and the first auxiliary effect are started in response to the start switch 118, strictly speaking, the start timing of the first auxiliary voice is set to be delayed by, for example, about two frames compared to the start timing of the first auxiliary effect. Therefore, the player will first hear the first auxiliary effect, for example, a "ping" sound, and then hear the first auxiliary voice, for example, "middle," which indicates the position of the stop switch 120 to be stopped. In this way, by outputting both the first auxiliary voice and the first auxiliary effect in response to the operation of the start switch 118, but with different start timings, the player can understand that the start switch 118 has been operated and clearly recognize the position of the stop switch 120 to be stopped. This type of sound output allows the first auxiliary voice to effectively fulfill its role as a sound that complements the auxiliary effects.
[0197] Furthermore, in the AT performance state, the second auxiliary effect corresponds to the stop sound corresponding to the first stop operation of the stop switch 120, and each is assigned to a different layer. Similarly, the third auxiliary effect corresponds to the stop sound corresponding to the second stop operation of the stop switch 120, and each is assigned to a different layer. The fourth auxiliary effect corresponds to the stop sound corresponding to the third stop operation of the stop switch 120, and each is assigned to a different layer. Additionally, the fourth auxiliary voice corresponds to the winning sound corresponding to the release of the third stop operation of the stop switch 120, and each is assigned to a different layer. Therefore, even if, for example, the fourth auxiliary voice and the winning sound are output simultaneously, the player can hear both sounds, and thus appropriately grasp through hearing that a predetermined winning combination has been achieved and the result of the winning combination.
[0198] Here, we explained that the fourth auxiliary voice and the winning sound correspond to each other, and that they are assigned to different layers, allowing the player to hear both sounds. However, although both the fourth auxiliary voice and the winning sound are triggered by the release of the third stop operation of the stop switch 120, strictly speaking, the start timing of the fourth auxiliary voice is set to be about two frames later than the start timing of the winning sound. Therefore, the player first hears the winning sound, for example, a sound like "da-da-da-da-da-da-da," and then hears the fourth auxiliary voice, for example, "Not bad," which notifies the player that they have won the correct combination by operating the stop switch 120 according to the auxiliary effect. In this way, by outputting both the fourth auxiliary voice and the winning sound in response to winning a predetermined combination and releasing the third stop operation of the stop switch 120, but with different start timings, the player can grasp that a predetermined combination has been won and clearly recognize that the correct combination has been won. This type of sound output allows the fourth auxiliary voice to effectively fulfill its role as a sound that complements the winning sound.
[0199] In the above explanation, the performance control means 254 assigned a start sound to layer 1 of the sound circuit 240f when the reels 110 started rotating in response to the operation of the start switch 118, regardless of whether the performance control means 254 was in an AT performance state or a non-AT performance state. Here, the volume of the start sound may be made different for the AT performance state and the non-AT performance state. For example, in the AT performance state, the volume of the background BGM and performance BGM may be louder than in the non-AT performance state in order to emphasize that the game is being played in a way that is advantageous to the player. In this case, by making the volume of the start sound assigned to layer 1 in the AT performance state louder than the volume of the start sound assigned to layer 1 in the non-AT performance state, the start sound will not be buried by the background BGM and performance BGM, and the player will be able to properly perceive the start sound. With this configuration, for example, even if a so-called delayed performance sound occurs, where the start sound is intentionally delayed from the actual start of rotation of the reels 110, the player will be able to hear the delayed performance sound more easily, thereby improving the gameplay experience.
[0200] Furthermore, it was explained that in the AT (Attack Time) performance state, the fourth auxiliary voice and the winning sound correspond to each other, and since the fourth auxiliary voice and the winning sound are assigned to different layers, the player can hear both sounds. The relationship between the loudness (volume) of the fourth auxiliary voice and the winning sound is set so that winning sound > fourth auxiliary voice. Therefore, the player will hear the winning sound, for example, a sound like "da da da da da da da," at a high volume. In this way, when a predetermined winning combination is won and the third stop operation of the stop switch 120 is released, both the fourth auxiliary voice and the winning sound are output, but their volumes are made different. This allows the player to clearly recognize that they have won the correct combination by recognizing the volume of the sound and the number of repetitions of the sound ("da"), indicating that they have won a predetermined number of electronic medals as a game prize. With this sound output method, the winning sound can appropriately perform its role in emphasizing the game prize.
[0201] Furthermore, it was explained here that in the AT performance state, the first, second, third, and fourth auxiliary effects are assigned to the same layer 15. The relationship between the volume of sound of the first auxiliary effect and the other auxiliary effects is set so that first auxiliary effect > (second auxiliary effect, third auxiliary effect, and fourth auxiliary effect). Therefore, the player will hear the first auxiliary effect, for example, a "ping" sound, at a high volume. In the slot machine 100, a lottery for the winning type is conducted based on the operation of the start switch 118. A lottery for transitioning to the AT performance state is also conducted based on the operation of the start switch 118. Furthermore, in the AT performance state, if the winning type "batting order bell" is won based on the operation of the start switch 118, it is confirmed that an auxiliary performance will be executed, and that a large game profit can be obtained by following the auxiliary performance. Thus, whether or not a game profit can be obtained in the progress of the game largely depends on the operation of the start switch 118. Therefore, players can recognize by the volume of the sound that they have operated the start switch 118, which performs various draws, at the desired timing. This type of sound output makes it possible to appropriately enhance the game from the very beginning.
[0202] In the AT (Attack Time) performance state, when the player operates the start switch 118, the first auxiliary voice and first auxiliary effect are output. Then, when the player operates the stop switch 120 according to the auxiliary performance, each auxiliary voice and each auxiliary effect are output, while the output of each stop sound is limited (muted or reduced). Specifically, let's take the example where the player wins the "Batting Order Bell A1" type in response to the player's operation of the start switch 118, and the performance control means 254 notifies the correct operation pattern "Batting Order 3" as an auxiliary performance. At this time, the first auxiliary voice and first auxiliary effect are output in response to the player's operation of the start switch 118, the second auxiliary voice and second auxiliary effect are output in response to the player's first stop operation of the stop switch 120b, the third auxiliary voice and third auxiliary effect are output in response to the player's second stop operation of the stop switch 120a, and the fourth auxiliary effect is output in response to the player's third stop operation of the stop switch 120c. Here, the stop sound is limited in order to relatively emphasize the second, third, and fourth auxiliary effects. However, if the player does not follow the auxiliary effects, the output of subsequent auxiliary voices and effects is limited, and a stop sound is output instead. For example, if the player mistakenly performs the first stop operation with stop switch 120a, the output of the second auxiliary voice and second auxiliary effect, which should be output in accordance with the first stop operation, is limited because it is considered an operation different from the correct operation. Only the stop sound corresponding to the first stop operation, which should not be output, is output. In this way, by limiting the output of the second auxiliary voice and second auxiliary effect, the player realizes that they have performed an operation different from the correct operation and may have missed out on the game benefits they should have received. Here, it is possible to create a sense of disappointment in the player from the moment they operate stop switch 120, encouraging them to perform the operation in the correct manner. Note that even in AT performance state, if the player does not win a type of prize that is the target of the auxiliary effects and the auxiliary effects are not executed, the auxiliary voices and auxiliary effects are not output, and instead, the stop sounds are output.
[0203] (Display format) In the AT performance state, the performance control means 254 performs auxiliary performances through the image circuit 240e in addition to the sound circuit 240f described above.
[0204] Figure 20 is an explanatory diagram illustrating an example of an auxiliary effect during the AT (Automatic Trigger) performance state. Here, it is assumed that in response to the player's operation of the start switch 118, the winning type "Bat Order Bell A1" in the winning area 4 is determined in the winning type lottery. The performance control means 254 notifies the player of the correct operation pattern, Bat Order 3, through an auxiliary effect, and the player can win either the correct winning role "Small Role 1", or the winning roles "Small Role 11" or "Small Role 12" by operating the stop switch 120 according to the auxiliary effect.
[0205] In the auxiliary effects, the effects control means 254 displays the first auxiliary image 410, the second auxiliary image 412, the third auxiliary image 414, and the fourth auxiliary image 416 on the liquid crystal display unit 132 via the image circuit 240e. Here, the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 indicate the order in which the stop switch 120 should be operated. Specifically, the first auxiliary image 410 indicates that the stop switch 120 should be operated as a first stop, represented by, for example, the number "1," and is positioned on the liquid crystal display unit 132 at the location corresponding to the stop switch 120 to be operated as a first stop in the correct operation mode (here, for example, stop switch 120b). The second auxiliary image 412 indicates that the stop switch 120 should be operated as a second stop, represented by, for example, the number "2," and is positioned on the liquid crystal display unit 132 at the location corresponding to the stop switch 120 to be operated as a second stop in the correct operation mode (here, for example, stop switch 120a). The third auxiliary image 414 indicates that the stop switch 120 is to be stopped for the third time, represented by, for example, the number "3," and is positioned on the liquid crystal display 132 at the location corresponding to the stop switch 120 to be stopped for the third time in the correct operation mode (here, for example, stop switch 120c). The fourth auxiliary image 416 is an image that notifies the result of the winning combination, for example, the string "GET" that notifies the player that the player has operated the stop switch 120 according to the auxiliary effect and has won the correct combination.
[0206] When the player operates the start switch 118, as shown in Figure 20(a), the performance control means 254 starts displaying the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, respectively. Then, it enlarges the first auxiliary image 410 to a predetermined first size, and enlarges the second and third auxiliary images 412 and 414 to a predetermined second size. Here, the first size is larger than the second size. Therefore, the player can see the first auxiliary image 410 at the relatively large first size and perform the first stop operation of the stop switch 120. The performance control means 254 then causes the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 to fluctuate until the stop switch 120 is operated. Here, the fluctuation is caused by periodically swinging the front of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 from side to side without changing their actual size. However, not limited to such cases, it is sufficient if the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 are recognized as not being stationary, and various types of variation can be applied, such as changing the size or shape of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, shaking them up and down, rotating them left and right or up and down, rotating or shaking them clockwise or counterclockwise around the center of the image as the central axis, or even combining these.
[0207] As shown in Figure 20(b), when the player performs the first stop operation on the stop switch 120b, the performance control means 254 stops the variation of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. By stopping the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, the player can appropriately understand that the operation of the stop switch 120 has been accepted. Then, the performance control means 254 transitions the first auxiliary image 410 from a displayed state to a hidden state (a state where it is not displayed). This process, in which the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 transition from a displayed state to a hidden state over a predetermined period of time (gradually disappearing), is sometimes called "hiding". Here, as an example of hiding, the transparency of the first auxiliary image 410 is gradually increased until it reaches 100% transparency, and the first auxiliary image 410 is erased. In parallel with hiding the first auxiliary image 410, the performance control means 254 enlarges the second auxiliary image 412 to the first size while maintaining the size of the third auxiliary image 414. Here, by hiding the first auxiliary image 410 corresponding to the operated stop switch 120b and enlarging the second auxiliary image 412 corresponding to the stop switch 120a to be operated next, the player can properly grasp which stop switch 120a to operate without repeatedly operating the stop switch 120b. Here, an example of gradually increasing the transparency of the first auxiliary image 410 has been given as a way to hide it, but it is sufficient as long as the image gradually becomes less noticeable and eventually disappears, for example, the size of the image may gradually decrease, the shape may gradually become rounder, the image may split and become smaller overall, it may switch to another image, or a combination of these may be adopted. For example, the performance control means 254 may switch the first auxiliary image 410 to another image that abstracts the concept of the slot machine 100, enlarge the other image, and then gradually increase its transparency. The performance control means 254 then changes the second auxiliary image 412 and the third auxiliary image 414 again until the stop switch 120 is operated.
[0208] As shown in Figure 20(c), when the player performs the second stop operation by pressing the stop switch 120a, the performance control means 254 stops the fluctuations of the second auxiliary image 412 and the third auxiliary image 414. The performance control means 254 then gradually increases the transparency of the second auxiliary image 412 until it disappears. In parallel with this, the performance control means 254 enlarges the third auxiliary image 414 to its first size. The performance control means 254 then causes the third auxiliary image 414 to fluctuate again until the stop switch 120 is operated next.
[0209] As shown in Figure 20(d), when the player performs the third stop operation on the stop switch 120c, the performance control means 254 stops the variation of the third auxiliary image 414, gradually increases its transparency, and finally erases it. Then, when the player releases the third stop operation on the stop switch 120, the performance control means 254 displays the fourth auxiliary image 416 on the liquid crystal display unit 132.
[0210] Figures 21 and 22 are timing charts illustrating the switching of sound and images during the AT (Attack Time) performance state. The switching of sound for layers 0, 1, 14, and 15 is the same as in Figures 17 and 18(b), so a detailed explanation is omitted. Here, we will focus on explaining the switching of the first auxiliary image 410, the second auxiliary image 412, the third auxiliary image 414, and the fourth auxiliary image 416. Here, too, we assume that in response to the player's operation of the start switch 118, the winning type lottery results in the winning type "Bat Order Bell A1" in winning area 4. The performance control means 254 notifies the correct operation mode, bat order 3, through an auxiliary performance, and the player can win either the correct winning role "Small Role 1", or the winning roles "Small Role 11" or "Small Role 12" by operating the stop switch 120 according to the auxiliary performance.
[0211] As shown in Figure 21, when the player operates the bet switch 116, the performance control means 254 outputs a setting sound from the speaker 134. Subsequently, when the player operates the start switch 118, the performance control means 254 outputs the first auxiliary voice and the first auxiliary effect from the speaker 134 and starts displaying the first auxiliary image 410 on the liquid crystal display unit 132. The performance control means 254 then enlarges the first auxiliary image 410, stops enlarging when the first auxiliary image 410 reaches the first size, and starts displaying the second auxiliary image 412 on the liquid crystal display unit 132. The performance control means 254 then enlarges the second auxiliary image 412, stops enlarging when the second auxiliary image 412 reaches the second size, and starts displaying the third auxiliary image 414 on the liquid crystal display unit 132. Then, the performance control means 254 enlarges the third auxiliary image 414 until it reaches its second size, and once the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is complete, it starts the variation of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. At this time, the timing at which the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed is set to be later than the timing at which the first auxiliary voice and the first auxiliary effect complete their output. In this case, the timing at which the enlargement of the first auxiliary image 410 is completed is earlier than the timing at which the output of the first auxiliary voice and the first auxiliary effect is completed, but the timing at which the enlargement of the first auxiliary image 410 is completed may be set to be later than the timing at which the output of the first auxiliary voice and the first auxiliary effect is completed.
[0212] By the way, a player cannot start the next game until a predetermined wait time (for example, 4.1 seconds) has elapsed since the previous game. Here, by shortening the interval between operating the bet switch 116, start switch 118, and stop switch 120, the player can play in so-called full-wait mode, so that the game time for one game does not exceed the wait time (4.1 seconds). In this way, when a player plays in full-wait mode, the reels 110 will start rotating after the enlargement of all three auxiliary images 410, 412, and 414 has been completed. When the reels 110 start rotating, the performance control means 254 outputs a start sound from the speaker 134.
[0213] In this manner, when the start switch 118 is operated at the timing of full weight, the performance control means 254 starts outputting the first auxiliary effect and the first auxiliary voice, and starts enlarging the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation. After the output of the first auxiliary effect and the first auxiliary voice is completed, the performance control means 254 completes the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118. After the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118 is completed, the performance control means 254 starts outputting the start sound. With this configuration, the player can appropriately understand, both audibly and visually, that the start switch 118 has been accepted and that the reels 110 have started to rotate in response.
[0214] Next, when the player performs the first stop operation on the stop switch 120, the performance control means 254 outputs a stop sound, a second auxiliary voice, and a second auxiliary effect from the speaker 134, stops the fluctuations of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, gradually increases the transparency of the first auxiliary image 410, and enlarges the second auxiliary image 412 to its first size. Then, the performance control means 254 makes the second auxiliary image 412 and the third auxiliary image 414 fluctuate again. When the player performs the second stop operation on the stop switch 120, the performance control means 254 outputs a stop sound, a third auxiliary voice, and a third auxiliary effect from the speaker 134, stops the fluctuations of the second auxiliary image 412 and the third auxiliary image 414, gradually increases the transparency of the second auxiliary image 412, and enlarges the third auxiliary image 414 to its first size. Then, the performance control means 254 changes the third auxiliary image 414 again. Also, when the player performs the third stop operation on the stop switch 120, the performance control means 254 outputs a stop sound and a fourth auxiliary effect from the speaker 134, stops the changing of the third auxiliary image 414, and gradually increases the transparency of the third auxiliary image 414.
[0215] Next, when the player releases the third stop operation of the stop switch 120, the performance control means 254 outputs the winning sound and the fourth auxiliary voice from the speaker 134, and displays the fourth auxiliary image 416 on the liquid crystal display unit 132.
[0216] In Figure 21, an example is shown in which the transparency of the second auxiliary image 412 is gradually increased in response to the operation of the stop switch 120, and after the second auxiliary image 412 is hidden, the transparency of the third auxiliary image 414 is gradually decreased in response to the next operation of the stop switch 120. However, if the interval between the player's operations of the stop switch 120 is short and the next stop switch 120 is operated before the second auxiliary image 412 is completely hidden, the gradual increase in the transparency of the second auxiliary image 412 may be interrupted, and it may be immediately hidden.
[0217] For example, as shown in Figure 22, if the player operates the stop switch 120 to the second stop position, and the transparency of the second auxiliary image 412 begins to gradually increase, but before the transparency of the second auxiliary image 412 reaches 100% (becomes invisible), and the player operates the stop switch 120 to the third stop position, that is, if the time from when the stop switch 120 is operated to the third stop position is less than the predetermined time (the time until the display of the second auxiliary image 412 ends), the performance control means 254 stops the variation of the third auxiliary image 414, begins to gradually increase the transparency of the third auxiliary image 414, and, as shown by the dashed circle in Figure 22, interrupts the gradual increase in the transparency of the second auxiliary image 412, immediately making the second auxiliary image 412 invisible. In this way, by immediately making the second auxiliary image 412 corresponding to the operated stop switch 120 invisible, the player can appropriately grasp which stop switch 120 was most recently operated. Furthermore, as shown in Figure 22, the stopping sound of Layer 0 and the interruption of the third auxiliary effect of Layer 15 occur at the same time as the interruption of the gradual increase in the transparency of the second auxiliary image 412, thus allowing for a balance in the expressive effects of sound and images.
[0218] However, unlike when the player performs the first or second stop operation on the stop switch 120, when the player performs the third stop operation on the stop switch 120, the player's operation for one game is complete, and the player does not need to operate any other stop switches 120. Therefore, even if the player releases the third stop operation on the stop switch 120 after the player has performed the third stop operation on the stop switch 120 and the transparency of the third auxiliary image 414 has started to gradually increase, but before the transparency of the third auxiliary image 414 reaches 100% (becomes invisible), the performance control means 254 does not interrupt the gradual increase in the transparency of the third auxiliary image 414, but continues to increase it.
[0219] In this explanation, we have described an example where the gradual increase in the transmittance of the second auxiliary image 412 is interrupted when the stop switch 120 is stopped by the player. However, the gradual increase in the transmittance of the second auxiliary image 412 may continue regardless of the player's operation of the stop switch 120 to the third position.
[0220] Thus, the slot machine 100 includes a start switch 118, a stop switch 120, sound output means (e.g., sound circuit 240f, speaker 134), display means (e.g., image circuit 240e, liquid crystal display unit 132), and performance control means 254 that control the performances performed by the sound output means and the display means. The performance control means 254 causes the sound output means and the display means to perform predetermined auxiliary performances related to the operation sequence of the stop switch 120 (e.g., performances related to the first stop operation, second stop operation, and third stop operation) and the operation results (e.g., performances related to the release of the third stop operation). In the auxiliary effects, the sound output means outputs multiple auxiliary voices (e.g., 1st auxiliary voice, 2nd auxiliary voice, 3rd auxiliary voice, 4th auxiliary voice) and multiple auxiliary effects (e.g., 1st auxiliary effect, 2nd auxiliary effect, 3rd auxiliary effect, 4th auxiliary effect), and the display means displays multiple auxiliary images (e.g., 1st auxiliary image 410, 2nd auxiliary image 412, 3rd auxiliary image 414, 4th auxiliary image 416). In the auxiliary effects, when the stop switch 120 to be operated second is turned ON, the sound output means outputs the 3rd auxiliary voice The output of the chair and the third auxiliary effect is started, and when the third stop switch 120 to be operated is turned ON, the output of the fourth auxiliary effect is started, and when the third stop switch 120 to be operated is turned OFF, the output of the fourth auxiliary voice is started, and in the auxiliary effect, when the second stop switch 120 to be operated is turned ON, the display means starts to gradually erase the displayed second auxiliary image 412, when the third stop switch 120 to be operated is turned ON, the display starts to gradually erase the displayed third auxiliary image 414, and when the third stop switch 120 to be operated is turned OFF, the display starts to show the fourth auxiliary image 416, and in the auxiliary effect, if the time from when the second stop switch 120 to be operated is turned ON until the third stop switch 120 to be operated is turned ON is less than the first predetermined time (the time until which of the third auxiliary effect and the second auxiliary image 412 finishes its notification first), the sound output means and the display means interrupt the output of the third auxiliary effect and start the output of the fourth auxiliary effect in response to the ON of the third stop switch 120 to be operated.The display of gradually erasing the second auxiliary image 412 is interrupted and erased, and the display of gradually erasing the third auxiliary image 414 is started.
[0221] Furthermore, in the slot machine 100, if the time from when the second stop switch 120 to be operated is turned ON until the third stop switch 120 to be operated is turned OFF is less than the second predetermined time (a time that is longer than the first predetermined time, when the notification of the fourth auxiliary effect has not finished, when the notification of the third auxiliary image has not finished, and until the third auxiliary voice finishes), the sound output means and display means may interrupt the output of the third auxiliary voice and start the output of the fourth auxiliary voice in response to the OFF of the third stop switch 120 to be operated, without interrupting the output of the fourth auxiliary effect, and without interrupting the display that gradually erases the third auxiliary image 414.
[0222] Furthermore, the slot machine 100 includes a start switch 118, reels 110, a stop switch 120, sound output means (e.g., sound circuit 240f, speaker 134), display means (e.g., image circuit 240e, liquid crystal display unit 132), and performance control means 254 that control the performances performed by the sound output means and the display means. The performance control means 254 causes the sound output means and the display means to perform predetermined auxiliary performances related to the operation sequence of the stop switch 120 (e.g., performances related to the first stop operation, second stop operation, third stop operation). In the auxiliary performances, the sound output means outputs a rotation start sound (e.g., start sound), a plurality of auxiliary voices (e.g., first auxiliary voice, second auxiliary voice, third auxiliary voice), and a plurality of auxiliary effects (e.g., first auxiliary effect, second auxiliary effect, third auxiliary effect, fourth auxiliary effect), and the display means displays a plurality of auxiliary images (navigation "1", "2", "3"). When the start switch 118 is turned ON, the first auxiliary voice and first auxiliary effect are outputted, and when the reels 110 start to rotate, the rotation start sound is outputted. In the auxiliary effects, when the start switch 118 is turned ON, the display means starts to enlarge the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. In the auxiliary effects, if the time from when the start switch 118 was turned ON in the previous game until when the start switch 118 is turned ON in the current game is less than the third predetermined time (the so-called full weight wait time (4.1 seconds)), the sound output means and display means, in response to the turn on of the start switch 118, complete the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 after the output of the first auxiliary voice and first auxiliary effect is completed, and then start the rotation start sound after the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed.
[0223] Furthermore, the slot machine 100 includes a performance state control means for determining one of the performance states, which includes an AT performance state in which auxiliary performances can be performed, and a non-AT performance state in which auxiliary performances cannot be performed. The volume of the rotation start sound in the AT performance state is different from the volume of the rotation start sound in the non-AT performance state, and the volume of the rotation start sound in the AT performance state may be greater than the volume of the rotation start sound in the non-AT performance state.
[0224] Furthermore, in the slot machine 100, in the auxiliary effects, the display means may start displaying the first auxiliary image 410 periodically after the enlargement of the first auxiliary image 410 is complete, and when the stop switch 120 to be operated first is turned ON while the first auxiliary image 410 is periodically changing, the change of the first auxiliary image 410 will stop, and while the change of the first auxiliary image 410 has stopped, a display may start that gradually erases the first auxiliary image 410 that was displayed.
[0225] (Display on LCD unit 132) As described above, the performance state control means 224 may execute a so-called chance zone each time a predetermined number of games are played in the normal performance state. In this zone, a predetermined number of points is reduced each time a game is played, and when the number of points becomes 0 or less, the player is given an opportunity to transition to the chance zone.
[0226] For example, the performance state control means 224 has a point counter that counts the number of points. The initial value of the point counter is, for example, 1000 points. The performance state control means 224 determines the number of points by lottery in each game unit according to the progress of the game. The number of points may be a different value (but 1 or more) depending on the result of the winning type lottery. For example, if the winning type "Normal Replay 1" is won, a small number of points is often selected, but if the winning type "Strong Cherry", which corresponds to a so-called rare role, is won, a large number of points is often selected.
[0227] Furthermore, in this embodiment, the reel control means 216, in response to the operation of the start switch 118, extends the time from when the stop switch 120 was activated in the previous game until the player activates the stop switch 120 to display the lottery result for the winning combination (the time that is deactivated by the completion of the stop switch 120 operation in the previous game) beyond a predetermined time (wait time, for example, 4.1 seconds). During this time, the reels 110a, 110b, and 110c rotate together in reverse or forward by a predetermined angle, and this is repeated once or multiple times, performing a so-called reel lock effect. The effect state control means 224 determines the number of points based on whether or not the reel lock effect is executed, depending on the progress of the game. Therefore, for example, even if the same winning combination is won, it is more likely that a higher number of points will be selected if the reel lock effect is executed at the start of rotation of the reel 110 than if the reel lock effect is not executed.
[0228] The performance state control means 224 subtracts a determined number of points from the value held in the point counter, and when that value becomes 0 points or less, it determines by lottery whether or not to transition to the chance zone. If it is not determined to transition to the chance zone, the performance state control means 224 resets the point counter to an initial value (for example, 1000 points). If it is determined to transition to the chance zone, the performance state control means 224 transitions to the chance zone. In the chance zone, the performance state control means 224 conducts an AT lottery with a higher probability than in normal performance states other than the chance zone. If the AT lottery is not won, the performance state control means 224 resets the point counter to an initial value (for example, 1000 points) after the chance zone ends. If the AT lottery is won, the performance state control means 224 transitions the performance state to a pre-announcement performance state.
[0229] In this way, the points determined from the value of the point counter are subtracted, and when the value becomes 0 points or less, the performance state control means 224 decides whether or not to transition to the chance zone, and the performance control means 254 performs a notification performance to inform whether or not the transition to the chance zone has been decided. In such a notification performance, it may be announced not only that the transition to the chance zone has been decided, but also that the transition to the pre-announcement performance state has been decided. Note that the notification performance is not limited to announcing whether or not the transition to the chance zone or the pre-announcement performance state has been decided, but is also performed when announcing whether or not some kind of game benefit has been obtained. Furthermore, before the notification performance is started, the performance control means 254 performs a start performance to emphasize that the notification performance is about to begin. The start performance is described below as an example of a performance performed by the performance control means 254.
[0230] Figure 23 is a timing chart showing the timing of the effects controlled by the effect control means 254, and Figure 24 is an explanatory diagram showing the specific content of the effects controlled by the effect control means 254. Here, let's assume that the value of the point counter is close to 0 points, for example, 10 points.
[0231] At time point a in Figure 23, the player operates the start switch 118, and a number of points of 10 or more is determined according to the game result (depending on the type of win), and the value of the point counter is subtracted until it becomes 0 points or less. The performance state control means 224 performs a lottery to transition to the chance zone in response to the point counter value becoming 0 points or less. The performance control means 254 displays video A, which indicates that there is a high possibility that some kind of game benefit has been obtained in the game. However, at time point a, as shown in Figure 24(a), the displayed value 450 of the point counter in the lower right area of the liquid crystal display unit 132 has not yet been updated, and the point value "10", which is the result of the previous game, is displayed. Here, the displayed value 450 of the point counter is the value of the point counter displayed on the liquid crystal display unit 132, but for the sake of the performance, it is not necessarily equal to the value of the point counter.
[0232] At times b and c in Figure 23, when the player performs the first stop operation and the second stop operation of the stop switch 120, the performance control means 254 updates the performance images to video B and video C at the timings of times b and c, respectively.
[0233] At time point d in Figure 23, when the player performs the third stop operation on the stop switch 120 and then releases the third stop operation, the performance state control means 224 updates the displayed value of the point counter 450 to "0" as shown in Figure 24(b), and then the start performance is executed.
[0234] The performance control means 254, as the starting performance, first displays a starting image 452 at time e in Figure 23, as shown in Figure 24(c), filling the entire screen of the liquid crystal display unit 132 (at least the width being equal to the screen). The starting image 452 is, for example, the green string of characters "development". However, the starting image 452 is not limited to the string of characters "development"; it may be other characters, numbers, or symbols as long as it is clear that a notification performance is about to begin. By viewing the starting image 452, the player can understand that the value of the point counter has fallen to 0 points or less, and that there is a possibility of transitioning to the chance zone. Thus, here we will explain an example in which the starting image 452 is displayed and a notification performance indicating a possible transition to the chance zone is started because the value of the point counter has fallen to 0 points or less. However, the starting image 452 may be displayed on various occasions, not limited to the above, such as at the start of notification effects (genuine pre-announcement effects, false pre-announcement effects) that indicate whether or not the game will transition to the normal AT performance state, or at the start of notification effects that indicate whether or not the game will transition to a chance zone, which starts at a timing independent of the point counter, regardless of the value of the point counter.
[0235] In addition, the effect control means 254 may display the suggestion image 454 in response to the value of the point counter becoming 0 points or less. Therefore, the start image 452 and the suggestion image 454 can be displayed in parallel. At the time point f in FIG. 23, the effect control means 254 displays a small-sized suggestion image 454 in the vicinity of the display value 450 of the point counter in the lower right region of the liquid crystal display unit 132 as shown in FIG. 24(d). Then, the effect control means 254 moves the suggestion image 454 while enlarging it in the direction of the start image 452 and stops it at a position overlapping a part of the start image 452 (for example, the character "展" of the character string "development") as shown in FIG. 24(e). At this time, the suggestion image 454 is in the state where its size is maximum and is preferentially displayed in front of the start image 452. The effect control means 254 performs an effect in which the background color (effect) spreads radially from the suggestion image 454 at the timing of stopping as shown in FIG. 24(f) to emphasize that the suggestion image 454 has stopped. In addition, after stopping the suggestion image 454 for a predetermined time, at the time point g in FIG. 23, the effect control means 254 moves the suggestion image 454 while reducing it to the lower right region of the liquid crystal display unit 132 and stops the suggestion image 454 in the vicinity of the display value 450 of the point counter as shown in FIG. 24(g), and deletes the suggestion image 454 as shown in FIG. 24(h). Note that the start image 452 continues to be displayed even at the timing when the suggestion image 454 is deleted.
[0236] Here, the suggestion image 454 is, for example, an image imitating a talisman dedicated to a shrine when praying. However, the suggestion image 454 only needs to suggest some degree of expectation such as the degree of expectation of migrating to the chance zone, and the image is not limited to a talisman, and any image can be applied.
[0237] The base material (wooden board) of the bill is decorated in beige, and the character and the words of the prayer are displayed on the base material. Also, in suggestive image 454, the hue, size, character, and text of the decoration may differ. For example, in suggestive image 454, the character color, text color, and background (effect) color of the base material are represented in one of three colors: red, green, or blue. Here, the probability of transitioning to the chance zone differs depending on the hue, for example, red > green > blue in terms of probability. Also, suggestive image 454 is represented in multiple sizes. Here, the probability of transitioning to the chance zone differs depending on the size, for example, large > small in terms of probability. Also, suggestive image 454 displays one of multiple characters (character A, character B, character C). Here, the probability of transitioning to the chance zone differs depending on the character displayed, for example, character A > character B > character C in terms of probability. Also, suggestive image 454 displays one of multiple texts ("Red Prayer", "Green Prayer", "Blue Prayer"). Here, the probability of transitioning to the chance zone differs depending on the displayed string; for example, the probability increases in the order of "Red Prayer" > "Green Prayer" > "Blue Prayer". By viewing the starting image 452 in addition to the suggestive image 454, players can estimate the probability of transitioning to the chance zone.
[0238] Here, the performance control means 254 first guides the player's gaze to the LCD display unit 132 by displaying the start image 452 across the entire screen of the LCD display unit 132, and by making the player recognize the string "development", it emphasizes that the point counter value has fallen to 0 points or less and that there is a possibility of transitioning to the chance zone. Subsequently, the performance control means 254 guides the player's gaze to the suggestion image 454 by moving and enlarging the suggestion image 454 from near the displayed value 450 of the point counter, and superimposes the suggestion image 454, which is at its maximum size, onto the part of the string "development" that is part of the start image 452. The player will pay more attention to the suggestion image 454 because part of the string "development" is obscured by the suggestion image 454, and because of the difference in hue between the color of the text (green) of the suggestion image 454 and the base material color (beige) of the suggestion image 454. Furthermore, the performance control means 254 emphasizes the likelihood of transitioning to the chance zone based on the display characteristics (hue, size, characters, and text) of the suggestive image 454 when it is at its maximum size. Then, after sufficient time has elapsed for the player to fully recognize the display characteristics of the suggestive image 454, the performance control means 254 shrinks the stationary suggestive image 454, moves it near the displayed value 450 on the point counter, and deletes it. At this time, the starting image 452 continues to be displayed, so the player can clearly see the starting image 452 again without it being obstructed by the suggestive image 454.
[0239] In this way, by first guiding the player's gaze to the starting image 452 and then guiding their gaze to the suggestive image 454 at a different timing, the player can be reliably informed of the expected transition to the chance zone in the starting sequence.
[0240] Then, at time h in Figure 23, when the player operates the start switch 118 for the next game, the start animation ends, the start image 452 is deleted, and the notification animation begins. The player can determine whether or not a transition to the chance zone has been decided based on the result of the notification animation. Therefore, for example, if the color of the suggestive image 454 is red, or if the suggestive image 454 is large, the player will expect to have transitioned to the chance zone.
[0241] Thus, the slot machine 100 includes a main control means (e.g., a main CPU 200a) for controlling the progress of the game, an image-displaying performance control means 254, and a liquid crystal display unit 132. The main control means may grant predetermined benefits (e.g., transition to a chance zone) according to the progress of the game, and the performance control means is capable of displaying performance images on the liquid crystal display unit 132. The performance images include a first image (e.g., a start image 452), a second image (e.g., a suggestion image 454), and a third image (e.g., a suggestion image 454 different from the second image). The first image is larger than the second and third images, and the second image is displayed simultaneously with the third image. This does not happen, and when the second image is displayed, the expectation of receiving a benefit is higher than when the third image is displayed. The second image does not superimpose on the first image at the first point in time after the display of the first image begins (e.g., time e), it superimposes on the first image at the second point in time after the first point in time (e.g., time f), and it does not superimpose on the first image at the third point in time after the second point in time (e.g., time g). The third image does not superimpose on the first image at the fourth point in time after the display of the first image begins (e.g., time e), it superimposes on the first image at the fifth point in time after the fourth point in time (e.g., time f), and it does not superimpose on the first image at the sixth point in time after the fifth point in time (e.g., time g).
[0242] Furthermore, the second and third images overlap with a portion of the first image, and the area where the second and first images overlap is larger than the area where the third and first images overlap.
[0243] In this explanation, we have used an example where the suggestion image 454 is superimposed on the starting image 452. However, there are cases where the warning image 456, described later, is superimposed on either or both of the starting image 452 and the suggestion image 454.
[0244] As described above, if the number of game tokens exceeds a predetermined warning value, for example, 15,000, a token count warning notification will be issued prompting the player to count their tokens, and the dispensing of electronic tokens will be restricted. This token count warning notification can be cleared by performing the counting process. Furthermore, even if a token count warning notification is issued, if the player continues to play and the number of game tokens exceeds a predetermined holding limit, for example, 16,369 (token overload error), an error notification (token overload error notification) will be issued, and the progress of the game will be restricted. This token overload error can be cleared by performing the counting process.
[0245] Figure 25 is an explanatory diagram showing the specific content of the effects performed by the effects control means 254. For example, the effects control means 254 displays a warning image 456 as a warning notification of the number of tokens held or an error notification. At this time, if the start image 452 or suggestion image 454 is displayed, the start image 452, suggestion image 454, and warning image 456 will be displayed in parallel as shown in Figure 25(a). The warning image 456 consists of, for example, the text "CREDIT has exceeded 15,000 tokens. Please count them." and a design that imitates the game token count display device 128, and is displayed in a size of approximately half the width and half the height of the liquid crystal display unit 132. The relationship of the occupied area on the liquid crystal display unit 132 for the start image 452, suggestion image 454, and warning image 456 is start image 452 > warning image 456 > suggestion image 454. Furthermore, the warning image 456 is displayed and hidden asynchronously with other animation timings, for example, at a 1-second interval. However, the interval is not limited to 1 second; any time can be set. Also, it is not limited to being displayed and hidden periodically; it can be displayed at all times.
[0246] Then, at periodic display timings, as shown in Fig. 25(a), the warning image 456 overlaps a part of the start image 452 and a part of the suggestion image 454, and is preferentially displayed in front of the start image 452 and the suggestion image 454. Also, at periodic non-display timings, as shown in Fig. 25(b), the warning image 456 becomes non-displayed, so that the player can clearly visually recognize the start image 452 and the suggestion image 454. Thus, the player's line of sight can be guided to the warning image 456, and the player can be prompted to count.
[0247] Even at the timing when the warning image 456 overlaps the start image 452 and the suggestion image 454, for example, as shown in Fig. 25(a), it does not overlap a part of the characters "発" or "展" of the start image 452, or the character string "赤色祈願" etc. of the suggestion image 454. The player can visually recognize a part of the start image 452 and a part of the suggestion image 454 without being blocked by the warning image 456. By not overlapping the warning image 456 on a part of the start image 452 and a part of the suggestion image 454 like this, even when the warning image 456 is displayed, the player can be made aware that the value of the point counter has become 0 points or less, that there is a possibility of transitioning to the chance zone, and the degree of expectation of transitioning to the chance zone in the start effect can be grasped.
[0248] Therefore, at the second point in time (for example, time point f), the fourth image (for example, the warning image 456) overlaps the first image (for example, the start image 452) and the second image (for example, the suggestion image 454), but at the second point in time, the information display of the second image (for example, the character strings "赤色祈願", "緑色祈願", "青色祈願") does not overlap the fourth image. Note that the information display is not limited to character strings, and indicates things having significant information other than their form, such as numbers and symbols for example.
[0249] (Effect 1 at the time of penalty) As described above, in the non-AT (Automatic Trigger) state, the player's operation of the stop switch 120 is restricted to turn order 1 and 2 (standard operation mode). Therefore, if the player operates in turn order 3 to 6 (irregular operation mode), a penalty is imposed, resulting in a lower expected number of electronic tokens obtained compared to operating in the standard operation mode. However, the performance control means 254 must proceed with the performance appropriately and without contradiction, regardless of whether a penalty has occurred.
[0250] Figure 26 is a timing chart illustrating the processing when an irregular operation pattern is used. Here, a game in which an irregular operation pattern is used as a result of the game's progression is referred to as "the game in question," and the game following that game is referred to as "the next game."
[0251] First, when a player operates the start switch 118 at time a in Figure 26 during a non-AT (Automatic Trigger) state, the winning type lottery means 214 conducts a winning type lottery in response to the operation of the start switch 118. Furthermore, the performance state control means 224 conducts a lottery related to auxiliary performances (instruction functions), such as an AT lottery, based on the result of the winning type lottery. The results of this lottery are processed effectively (not subject to restrictions) regardless of whether or not a penalty occurs later in the game.
[0252] Next, the player operates the stop switch 120. At this time, suppose the player, either by mistake or intentionally, operates the stop switch 120b instead of the stop switch 120a that should have been operated. In this case, an irregular operation occurred at time b. However, the performance state control means 224 does not impose a penalty at time b.
[0253] Subsequently, when the player operates another stop switch 120 at time points c and d, the effect state control means 224 executes a penalty according to the irregular operation mode when releasing the third stop operation at time point d. When releasing after operating the third stop operation, as the first penalty, the effect state control means 224 does not update the count of the number of games related to the auxiliary effect.
[0254] Specifically, when the number of games until transitioning to the AT effect state is determined or the number of games until transitioning to an effect state with a high probability of transitioning to the AT effect state in the AT lottery is determined, the game is not regarded as the consumption of the number of games. For example, as described using FIG. 11, when transitioning to the AT effect state without transitioning to the normal AT effect state by reaching the predetermined number of games (for example, 1500 games) of the staying games in the normal effect state (so-called ceiling function), or when a precursor effect is executed during a predetermined number of games (for example, a predetermined number of games of 32 games or less) and then transitioning to the normal AT effect state after the result indicating that the transition to the normal AT effect state is determined is notified, the number of games related to the game is not a consumption target and the count value of the number of games is not updated. Also, for example, as described using FIG. 24, when determining whether to transition to a chance zone for performing an AT lottery with a higher probability than the normal effect state by determining the number of points by lottery in one-game units according to the progress of the game and subtracting the number of points from the value of the point counter to become 0 points or less, the number of points is not determined and the value of the point counter is not updated. Therefore, internally, the number of games and the number of points are maintained without increasing or decreasing.
[0255] Subsequently, when the player operates the start switch 118 of the next game at time point e, the winning category lottery means 214 performs a winning category lottery according to the operation of such start switch 118. The result of such winning category lottery is effectively processed regardless of the presence or absence of a penalty in the game.
[0256] In addition, the effect state control means 224 conducts a lottery related to auxiliary effects such as an AT lottery based on the result of the winning type lottery. However, when a player performs an operation in an irregular operation mode in the previous game (the current game), the effect state control means 224 suppresses the expectancy of obtaining game benefits related to auxiliary effects as a second penalty when the start switch 118 is operated.
[0257] Specifically, when the effect state control means 224 conducts an AT lottery based on the result of the winning type lottery or conducts an AT lottery based on the lottery result of whether or not to execute a reel lock effect, the probability of winning the AT lottery is suppressed as compared with the case where a regular operation mode is performed. Also, when the effect state control means 224 conducts an AT lottery during the chance zone, the probability of winning the AT lottery is suppressed as compared with the case where a regular operation mode is performed. Further, when the effect state control means 224 determines the duration when shifting from a non-AT effect state to an AT effect state by lottery, the length of the duration is made shorter as compared with the case where a regular operation mode is performed. Therefore, internally, the expectancy of the lottery related to the auxiliary effect becomes low.
[0258] FIG. 27 is a timing chart for explaining the effect mode during a penalty. In FIG. 27, among the penalties due to an irregular operation mode being performed, in particular, the first penalty for not updating the count of the number of games related to the auxiliary effect is explained, and for the second penalty, for the sake of convenience of explanation, its detailed explanation is omitted. Here, it is assumed that before the start of the game, the value of the elapsed game number counter is 50 and the value of the point counter is 10. The elapsed game number counter is a counter that counts the number of games executed in the normal effect state without shifting to the normal AT effect state. Also, in the lower left area of the liquid crystal display unit 132, a display value 458 of the elapsed game number counter indicating the value of the elapsed game number counter is shown. However, the display value 458 of the elapsed game number counter is not necessarily equal to the value of the elapsed game number counter for reasons of the effect.
[0259] As shown in Figure 27, when the player operates the start switch 118 at time a, the performance control means 254 adds 1 to the displayed value 458 of the elapsed game counter, as shown in Figure 27(a), and displays "51". However, here, a provisional addition is performed assuming that one game is played appropriately, and the actual value of the elapsed game counter remains 50. The performance control means 254 also starts a predetermined independent performance 460 according to the result of the winning type lottery corresponding to the operation of the start switch 118. Here, an independent performance 460 is a performance that is not set for the next game to be performed in conjunction with (related to) the game in question, for example, a performance that is completed in one game.
[0260] Next, if the player operates the stop switch 120 in an irregular manner and releases the third stop operation of the stop switch 120 at time b, the performance state control means 224 imposes a first penalty. For example, the performance state control means 224 does not update the value of the elapsed game counter and the value of the point counter. That is, the value of the elapsed game counter is 50 and the value of the point counter is 10. Therefore, as shown in Figure 27(b), the performance control means 254 does not update the displayed value 450 of the point counter and maintains it at "10". However, the displayed value 458 of the elapsed game counter has already been updated to "51" at time a, and reducing that number would make the player suspicious, so the performance control means 254 maintains it at "51" as the displayed value 458 of the elapsed game counter. In addition, the performance control means 254 proceeds with the independent performance 460 in response to the operation of the stop switch 120.
[0261] Next, when the player operates the start switch 118 at time c of the next game, the performance control means 254 attempts to increment the displayed value 458 of the elapsed game counter by 1. However, since the value of the elapsed game counter remains "50" and has not been updated, the performance control means 254 displays "51" as the displayed value 458 of the elapsed game counter, which is 50 plus 1. In other words, the performance control means 254 maintains "51" as the displayed value 458 of the elapsed game counter. Furthermore, the performance control means 254 terminates the independent performance 460 according to the result of the winning type lottery corresponding to the operation of the start switch 118, and starts a new performance (for example, the default performance).
[0262] Next, when the player operates the stop switch 120 in the regular operation mode and releases the third stop operation of the stop switch 120 at time d, the performance state control means 224 appropriately updates the value of the elapsed game counter and the value of the point counter. Thus, the value of the elapsed game counter is increased by 1 to 51, and the value of the point counter is, for example, decreased by 1 to 9. Therefore, the performance control means 254 updates the displayed value of the point counter 450 to "9", as shown in Figure 27(d). Note that the displayed value of the elapsed game counter 458 has already been updated to "51" at time a, so it is not updated again at time d.
[0263] Figure 27 illustrates an example in which a first penalty is applied due to an irregular operation, and the values of the elapsed games counter and the point counter are not updated. Therefore, the displayed value of the elapsed games counter 458 and the displayed value of the point counter 450 are maintained across the game and the next game. Furthermore, even if an irregular operation is performed in the game, the independent performance 460 does not have an performance set to be performed consecutively (related to) the game in the next game, so as shown in Figure 27(c), the performance control means 254 can terminate the independent performance 460 in the game.
[0264] However, if an effect that is performed consecutively with the game in question is set for the next game, and the effect ends in the game due to an irregular operation, the intended continuity of the effects will be interrupted, causing discomfort to the player. Therefore, the effect control means 254 may, depending on the effect of the game in which the irregular operation was performed, not end the effect and continue it until the next game.
[0265] Figure 28 is a timing chart to explain the presentation patterns during penalties. In Figure 28, we will explain the first penalty, which does not update the count of games played for the auxiliary presentation, and for the sake of simplicity, we will omit a detailed explanation of the second penalty. Here, we assume that before the start of the game in question, the value of the elapsed games counter was 31 and the value of the points counter was 10. Also, here we assume that after the end of the normal AT presentation, the game transitions to the pre-announcement presentation state from game 0, and after playing 32 games, the normal AT presentation state starts from the 33rd game.
[0266] As shown in Figure 28, when the player operates the start switch 118 at time a, which is the 32nd game and the final game in the pre-announcement sequence, the performance control means 254 adds 1 to the displayed value 458 of the elapsed game counter, as shown in Figure 28(a), and displays "32". However, here, a provisional addition is performed assuming that one game is appropriately played, and the actual value of the elapsed game counter is still 31 games. Therefore, the pre-announcement sequence, which has lasted for 32 games, has not yet met the termination conditions. The performance control means 254 also starts a predetermined staged sequence 462 according to the result of the winning type lottery corresponding to the operation of the start switch 118. Here, a staged sequence 462 is a sequence that is set for the next game and is performed in conjunction with the current game. It refers to some sequences in a continuous sequence with a storyline, or sequences used to suggest or inform about sequences that will start from the next game. For example, the staged presentation 462 may include a part of a sequentially changing continuous presentation, the string "Confirmed" which indicates that it is confirmed that the game will transition to the AT presentation state from the next game, the string "Continue" which indicates that the current presentation state, such as the AT presentation state, will continue in the next game, and the string "Develop" which suggests that the aforementioned notification presentation will begin. Note that the staged presentation 462 is not limited to text, but may also include numbers or symbols, and may not be limited to still images, but may be part or all of it be video.
[0267] Here, the performance control means 254, similar to the displayed value 458 of the elapsed game counter, performs the staged performance 462 from time a, assuming that the number of games played is appropriately equal to one game, and that the performance associated with the staged performance 462 will be performed in the next game, immediately following the current game.
[0268] Next, if the player operates the stop switch 120 in an irregular manner and releases the third stop operation of the stop switch 120 at time b, the performance state control means 224 imposes a first penalty. For example, the performance state control means 224 does not update the value of the elapsed game counter and the value of the point counter. That is, the value of the elapsed game counter is 31 and the value of the point counter is 10. Therefore, as shown in Figure 28(b), the performance control means 254 does not update the displayed value 450 of the point counter and maintains "10". However, the displayed value 458 of the elapsed game counter has already been updated to "32" at time a, and reducing that number would make the player suspicious, so the performance control means 254 maintains "32" as the displayed value 458 of the elapsed game counter. In addition, the performance control means 254 proceeds with the staged performance 462 in accordance with the operation of the stop switch 120.
[0269] Furthermore, the performance state control means 224 may display the text "Press from the left" on the liquid crystal display unit 132 as a recommended image to encourage operation in the normal manner when the stop switch 120 is operated in an irregular manner.
[0270] Next, when the player operates the start switch 118 at time c of the next game, the performance control means 254 attempts to add 1 to the displayed value 458 of the elapsed game counter. However, since the value of the elapsed game counter remains "31" and has not been updated, the performance control means 254 displays "32" as the displayed value 458 of the elapsed game counter, which is 31 plus 1. In other words, the performance control means 254 maintains "32" as the displayed value 458 of the elapsed game counter.
[0271] At time c, the next game has started, so the performance control means 254 can execute a new performance (for example, a default performance) according to the result of the winning type lottery corresponding to the operation of the start switch 118. However, if a new performance is executed at this point, an unrelated performance will interrupt the stage performance 462 and the performance indicating that the game has transitioned to the AT performance state. In this way, the intended continuity of the performances is interrupted and another performance is inserted in between, which not only gives the player a sense of unease but may also diminish the joy of transitioning to the AT performance state. Therefore, if the stage performance 462 is being executed in the game, the performance control means 254 will continue the stage performance 462 until the next game, as shown in Figure 28(c), without executing a new performance (for example, a default performance).
[0272] Here, the performance control means 254 may continue to display the staged performance 462, which has been completed in the game, as a still image, or it may start the staged performance 462 again, or it may continue the periodic operation of the staged performance 462 continuously, in order to continue the staged performance 462 until the next game.
[0273] Next, when the player operates the stop switch 120 in the regular operation mode and releases the third stop operation of the stop switch 120 at time d, the performance state control means 224 appropriately updates the value of the elapsed game counter and the value of the point counter. Thus, the value of the elapsed game counter is increased by 1 to 32, and the value of the point counter is, for example, decreased by 1 to 9. Therefore, the performance control means 254 updates the displayed value 450 of the point counter to "9", as shown in Figure 28(d). Note that the displayed value 458 of the elapsed game counter has already been updated to "32" at time a, so no further update is performed at time d.
[0274] Subsequently, when the player operates the start switch 118 at the time e of successive games, the effect control means 254 adds 1 to the display value 458 of the elapsed game count counter and displays "33". Further, the effect control means 254 ends the stage effect 462 in response to the operation of the start switch 118, and newly starts an effect 464 associated with the stage effect 462.
[0275] In the example of FIG. 28, a first penalty is given by an operation in an irregular operation mode, and the value of the elapsed game count counter and the value of the point counter are not updated. Therefore, the value of the display value 458 of the elapsed game count counter and the display value 450 of the point counter are maintained over the game and the next game.
[0276] Also, when an operation in an irregular operation mode is performed in the game, if the effect being executed is the stage effect 462, the effect control means 254 continues the stage effect 462 until the next game. With such a configuration, the stage effect 462 and the effect 464 can be continuously executed without interruption, so that it is possible to prevent giving the player a sense of discomfort.
[0277] In the example of FIG. 28, when the foreshadowing effect state is completed in 32 games and the normal AT effect state is shifted to the 33rd game, by performing an operation in an irregular operation mode, actually, the foreshadowing effect state is completed in 33 games and the normal AT effect state is shifted to the 34th game. However, unlike the foreshadowing effect state, for example, in the chance zone of the normal effect state, due to the specifications in the progress of the game, the number of games is fixed at a predetermined number of games (for example, 20 games), and the number of games cannot be extended. For example, when winning the AT lottery in the chance zone, the effect control means 254 forcibly ends the chance zone in 20 games and starts an effect corresponding to the game result in the 21st game.
[0278] If the player wins the AT lottery in the chance zone, the performance control means 254 will, for example, display the string "Confirmed," which is the stage performance 462, on the LCD display unit 132 during the 20th game, which is the final game in the chance zone. If, during the 20th game, the player operates the stop switch 120 in an irregular manner, the performance control means 254, when performing the performance according to the specifications described in Figure 28, would normally continue the stage performance 462 until the next game. However, based on the fact that the AT performance state starts in the 21st game, the performance control means 254 will forcibly terminate the stage performance 462 without continuing it. Then, the performance control means 254 will perform a performance indicating that the game has transitioned to the AT performance in the 21st game after the end of the chance zone.
[0279] With this configuration, even in performance states where the number of games played is fixed and cannot be extended, such as in a chance zone, the continuity of the performance can be maintained, and a performance indicating a transition to the AT performance can be executed in the next game after stage performance 462. In such a performance state, the values of the elapsed games counter and the point counter must be updated, so the first penalty cannot be given, but the second penalty, which reduces the expected value of obtaining game benefits related to the auxiliary performance, can be given.
[0280] Thus, the slot machine 100 includes a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, based on the operation of a start switch 118, and controls the stopping of the reels 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120 corresponding to the rotating reels 110, and an effect control means 254 that controls the effects, and the operation modes of the stop switch 120 include a first operation mode (e.g., regular operation mode) that stops a specific reel (e.g., reel 110a) among the multiple reels 110 first, and a second operation mode (e.g., There are two types of operation modes: an irregular operation mode and a second operation mode. When the stop switch 120 is operated in the second operation mode, the expected value of game acquisition (e.g., expected number of coins acquired) becomes smaller than when the stop switch 120 is operated in the first operation mode. The performance control means 254 can execute a first performance (e.g., an independent performance 460) and a second performance different from the first performance (e.g., a staged performance 462). When the first performance is being executed and the stop switch is operated in the second operation mode, the first process (e.g., ending the performance in the game) is executed. When the second performance is being executed and the stop switch is operated in the second operation mode, the second process (e.g., continuing the performance in the game until the next game) is executed.
[0281] (Penalty animation 2) As explained using Figure 5, the winning type lottery means 214 determines the lottery result by the winning type lottery in response to the operation of the start switch 118, and then generates a winning type command that includes information about the lottery result (winning type or not winning) and the game state. The command transmission and reception means 226 then transmits the generated winning type command to the sub-control board 240.
[0282] However, in this embodiment, if the player operates the stop switch 120 in an irregular manner, the command transmission / reception means 226 does not transmit the result of the winning type lottery corresponding to the operation of the start switch 118 in the next game to the sub-control board 240 (third penalty). Specifically, the command transmission / reception means 226 does not include the result of the winning type lottery in the winning type command, or does not transmit the winning type command itself to the sub-control board 240. This is to prevent the player from mistakenly believing that they have obtained a large winning benefit by grasping the lottery result through the effects, even though the expected value of obtaining a game benefit related to the auxiliary effects is suppressed for the result of the winning type lottery in the next game. In addition, as a penalty for operation in an irregular manner, the sub-control board 240 does not generate any game benefit for the result of the winning type lottery in the next game.
[0283] As described above, if a player operates the stop switch 120 in an irregular manner, the result of the winning type lottery will not be transmitted to the sub-control board 240 in the next game. Therefore, even if a so-called rare role such as "strong cherry," "watermelon," "chance eye A," or "chance eye B" is won in the next game, the sub-control board 240 will not be able to recognize the winning role, and the performance control means 254 will not be able to execute a performance that suggests that a rare role has been won. As a result, the player may not be able to recognize that there is a high possibility of winning a rare role in the next game, and may randomly operate the stop switch 120, potentially missing out on the rare role.
[0284] By the way, in slot machine 100, the setting value is set using a setting key and a setting change switch. The setting value indicates the degree of advantage for the player in stages, and generally, the higher the setting value, the greater the overall advantage (higher expected number of coins won) in the game. Therefore, players want the setting value of the slot machine 100 they are playing to be high. However, although players can sometimes estimate the setting value through long-term play, it is not possible to determine this by appearance immediately after the hall opens. Therefore, players may try to estimate the setting value immediately after the hall opens by looking at the estimation result of the setting value from the previous day's play and whether or not that setting value was carried over to the next day. For example, if a player estimates that the setting value of slot machine 100 was high based on the previous day's play, and estimates that the setting value was carried over to the next day, they will play on the same slot machine 100 immediately after the hall opens. If they estimate that there is a high possibility that the setting has been changed to a lower value than the previous day, they will play on a different slot machine 100. Furthermore, for example, if a player estimates that the setting value of slot machine 100 was low during play the previous day, and estimates that the setting value will be carried over to the next day, they will play on a different slot machine 100. If they estimate that there is a high probability that the setting value has been changed to a higher value than the previous day, they will play on the same slot machine 100.
[0285] Here, as described above, if the results of the winning type lottery are not transmitted to the sub-control board 240, there is a risk that the settings may be assumed to have been carried over to the next day. If this happens, the slot machine 100 may become exploitable. As described above, if a player operates the stop switch 120 in an irregular manner, even if they win a predetermined winning combination in the winning type lottery of the next game, the performance control means 254 cannot perform an effect that suggests they have won a predetermined winning combination. In that case, for example, if a rare combination is won in the first game of the day (next game) after the date has changed, even though no effect suggesting a winning combination has occurred, it can be assumed that the player operated the machine in an irregular manner in the last game of the previous day (the game in question), and that no setting change has been made between games.
[0286] Figures 29 and 30 are explanatory diagrams illustrating the presentation patterns during penalties. By utilizing the specification that, when the stop switch 120 is operated in an irregular manner, the result of the winning type lottery is not transmitted to the sub-control board 240 in the next game, the player can estimate whether or not the settings have been changed based on the relationship between the presentation and the winning combination.
[0287] For example, suppose a player intentionally performed the first stop operation on the stop switch 120b in a non-AT (Automatic Trigger) state before the hall closed the previous day, as shown in Figure 29(a), thereby incurring a penalty. Then, when the hall opened on the current day, the player started playing on the same slot machine 100 and operated the start switch 118. For example, as shown in Figure 29(b), the performance control means 254 cannot execute any special effects on the LCD display unit 132. Now, suppose the player performs an operation that does not miss any rare roles in the first game, and wins the winning role "Replay 5," which is included in the winning role "Strong Cherry." Normally, when a "Strong Cherry" is won, the LCD display unit 132 should execute an effect that suggests that a "Strong Cherry" has been won, but in this case, no effect is executed. In this case, it can be inferred that the player performed an irregular operation in the previous game, i.e., the last game of the previous day, and that no settings were changed.
[0288] On the other hand, for example, as shown in Figure 29(c), suppose the performance control means 254, in response to the operation of the start switch 118 during the first game played on the day, executes a performance 470 on the liquid crystal display 132 that suggests the player has won a "strong cherry" prize. The player operated in an irregular manner during the last game of the previous day, but since the result of the prize type lottery was transmitted to the sub-control board 240 during the first game played on the day, it can be inferred that the information about the irregular operation manner of the previous day has been initialized by a setting change. In this way, the player can infer whether or not a setting change has been made based on the relationship between the performance and the winning prize.
[0289] Therefore, in this embodiment, the effects at the start of the hall are standardized so as not to allow the user to guess whether or not the settings have been changed. Specifically, the effects control means 254 does not use the results of the winning type lottery in the effects for the first game played after the hall opens, that is, the first game played after the power is turned on, regardless of whether or not it has received the results of the winning type lottery. For example, the effects control means 254 does not perform effects using hues that allow the user to identify the winning type, nor does it perform effects that notify the user that they have won a predetermined winning type and that a chance has arrived.
[0290] Suppose that a player intentionally performed the first stop operation of the stop switch 120b in a non-AT (Automatic Trigger) state before the hall closed the previous day, as shown in Figure 30(a), thereby incurring a penalty. Then, when the hall opened on the current day, the player started playing on the same slot machine 100 and operated the start switch 118. Here, the performance control means 254 does not perform any performances that utilize the lottery result, regardless of the lottery result of the winning type lottery, during the first game after the power is turned on. In this case, even if the lottery result of the winning type lottery itself was not transmitted to the sub-control board 240 because the stop switch 120 was operated in an irregular manner during the previous game (the previous day), or even if the stop switch 120 was operated in a normal manner during the previous game and the lottery result of the winning type lottery was properly transmitted to the sub-control board 240, it becomes impossible to visually determine the winning type from the performances.
[0291] For example, as shown in Figure 30(b), the LCD display 132 does not execute any special effects, but suppose the player performs the operation in a manner that does not miss rare roles, and the winning role "Replay 5," which is included in the winning type "Strong Cherry," is awarded. Normally, when the winning type "Strong Cherry" is won, the LCD display 132 should execute an effect that indicates that the winning type "Strong Cherry" has been won, but in this case, no effect is executed. This raises the possibility that the settings have not been changed since the previous game, that is, the last game of the previous day, when the machine was operated in an irregular manner.
[0292] However, as shown in Figure 30(c), even if the settings are changed, the performance control means 254 will not perform any performances that utilize the lottery results, regardless of the lottery results for the winning type, during the first game after the power is turned on. In this case, no special performance is performed on the LCD display 132, but if the player performs an operation that does not miss a rare role, the winning role "Replay 5" which is included in the winning type "Strong Cherry" may be awarded. Therefore, the player can usually understand that no performance is performed even though they have won the winning type "Strong Cherry," but they cannot determine whether or not this is due to the results of the previous game (the previous day).
[0293] Thus, the performance control means 254 is configured to perform a performance during the first game played after the hall opens, that is, the first game played after the power is turned on, without using the results of the winning type lottery. As a result, the player will not be able to estimate whether or not a setting change has been made since the last game played the previous day with an irregular operation pattern.
[0294] In this explanation, the performance control means 254 did not execute a performance that utilizes the results of the winning type lottery during the first game after the power is turned on. However, any performance that does not utilize the results of the winning type lottery may be executed. For example, the performance control means 254 can execute a performance that can notify the player even if they have not won a predetermined winning type during the first game after the power is turned on, as long as it does not perform a performance using a hue that allows the player to identify the winning type, or a performance that notifies the player that they have won a predetermined winning type and that a chance has arrived. This performance does not suggest a specific winning type, and for example, it can execute a performance using white, a performance that is likely to be a loss, or a performance that simply indicates the current game state or performance state.
[0295] Furthermore, although this explanation describes an example where the performance control means 254 does not execute any performances that utilize the results of the winning type lottery during the first game after power-on, it is not limited to this case. In some cases, performances that utilize the results of the winning type lottery may be executed. For example, the performance control means 254 does not execute any performances that utilize the results of the winning type lottery during the first game after power-on, but if the result of the winning type lottery is a specific winning type, such as a so-called rare role or a guaranteed role that guarantees a predetermined game profit, such as winning types "Strong Cherry," "Watermelon," "Chance Eye A," or "Chance Eye B," performances that utilize the results of the winning type lottery may be executed. With this configuration, if a rare role is won, the player can know in advance that they have won a winning type that is likely to yield a game profit, thus maintaining a sense of anticipation for a long period of time.
[0296] Furthermore, if the performance control means 254, in the first game after power-on, is selected to win a specific type of prize, it may execute a performance that utilizes the result of the prize draw. Alternatively, the command transmission / reception means 226 may transmit the result of the prize draw to the sub-control board 240 if, when the player operates the stop switch 120 in an irregular manner, the result of the prize draw is selected to win a specific type of prize when the player operates the start switch 118 for the next game. With this configuration, even if the stop switch 120 is operated in an irregular manner, if a specific type of prize is selected in the next game, the player can know in advance that they have selected a type of prize that is likely to yield a game profit, thus maintaining a sense of anticipation for a long period of time.
[0297] Thus, the slot machine 100 includes a main control means (e.g., a main CPU 200a) that controls the progress of the game, a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, based on the operation of a start switch 118, and controls the stopping of the reels 110 corresponding to the operated stop switch 120 in response to the operation of a stop switch 120 corresponding to a rotating reel 110, and an effect control means 254 that controls the effects. The operation modes of the stop switch 120 include a first operation mode (e.g., a regular operation mode) that stops a specific reel (e.g., reel 110a) among the multiple reels 110 first, and a second operation mode (e.g., an irregular operation mode) that stops a reel other than the specific reel (e.g., reels 110b, 110c) first. When the stop switch 120 is operated in the second operation mode, the stop switch 120 is The expected value of gameplay is smaller than when operated in one operation mode. The main control means executes a predetermined restriction process (for example, not transmitting the lottery result of the winning type lottery to the sub-control board 240 in the next game) when the stop switch 120 is operated in the second operation mode. The performance control means 254 executes a first performance process (for example, a performance that does not use the lottery result of the winning type lottery) when the power is cut off and initialized (for example, setting change, operation of the initialization button, RAM clear) after the end of a game in which the stop switch 120 was operated in the second operation mode, and then restores power. The second performance process (for example, a performance that does not use the lottery result of the winning type lottery) is executed when the power is cut off and restored without initialization after the end of a game in which the stop switch was operated in the second operation mode. The first performance process and the second performance process provide the same information to the player (for example, neither provides the lottery result of the winning type lottery).
[0298] Here, we have explained that when the stop switch 120 is operated in an irregular manner, the main CPU 200a will perform a predetermined restriction process by not transmitting the result of the winning type lottery in the next game to the sub-control board 240 (third penalty). However, this is not limited to such cases. For example, when the third stop operation of the game is released, the game count related to the auxiliary performance will not be updated (first penalty). In this case, for example, the performance control means 254 will display a predetermined value (e.g., "0") as the display value 450 of the point counter and the display value 458 of the elapsed game count counter in both the first and second performance processes, so that the player does not know the value of the point counter or the elapsed game count counter at that time. In this way, the information that the player can obtain from the first and second performance processes is the same in that the player cannot obtain information on the game count related to the auxiliary performance.
[0299] Furthermore, one of the predetermined limiting processes executed by the main CPU 200a is to suppress the expected value of obtaining game benefits related to auxiliary effects when the start switch 118 for the next game is operated (second penalty). In this case, the effect control means 254 executes an effect that does not utilize the result of the winning type lottery, similar to the case where the result of the winning type lottery is not transmitted to the sub-control board 240 in the next game, in both the first and second effect processes. Thus, the information obtained by the player is the same in the first and second effect processes in that the result of the winning type lottery is not obtained.
[0300] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0301] Furthermore, although the above-described embodiment uses an example where there are three stop switches 120 and three reels 110 (left reel 110a, middle reel 110b, right reel 110c), the invention is not limited to this case and can also be applied to cases where there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the last stop operation becomes the fourth stop operation, and the processes corresponding to the start and release of the third stop operation in the above-described embodiment are performed in accordance with the start and release of the fourth stop operation.
[0302] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be distributed to the sub-control board 240 or the medal count control board 260, the functions of the sub-control board 240 may be distributed to the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be distributed to the main control board 200 or the sub-control board 240. In addition, all functions can be combined and distributed on a single control board.
[0303] Furthermore, although the above-described embodiment was explained using an example of application to a slot machine 100, it can also be applied to a game machine, a so-called pachinko machine, which comprises a game board formed in a game area through which game balls flow, a large prize opening provided in the game area into which game balls can enter, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means that, when predetermined conditions are met, controls the opening / closing member to open and close and executes a large prize game consisting of multiple rounds in which the large prize opening is opened.
[0304] Furthermore, the processes performed by the main control board 200, sub-control board 240, and medal count control board 260 described above do not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of Symbols]
[0305] 100 slot machines (gaming machines) 110 Reels 116 Bed Switch 118 Start switch 120 Stop switch 200 Main control board 200a Main CPU 214. Method of drawing winners by type 216 Reel control means 222 Game state control means 224 Performance state control means 240 Sub-control board 240a Sub-CPU 224 Performance state control means 254 Performance control means 260 Medal Count Control Board 260a Medal CPU 274. Methods for updating medal count 300 Dedicated Unit
Claims
[Claim 1] A main control means for controlling the progress of the game, A reel control means that controls the rotation of multiple reels, each having multiple types of patterns arranged on them, based on the operation of a start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a stop switch corresponding to one of the rotating reels, Sound output means, Display means and The sound output means and the performance control means capable of controlling the performances performed by the display means, Equipped with, The operation modes of the stop switch include a first operation mode in which a specific reel among the plurality of reels is stopped first, and a second operation mode in which a reel other than the specific reel is stopped first. When the stop switch is operated in the second operating mode, the expected value of game value obtained becomes smaller than when the stop switch is operated in the first operating mode. When the stop switch is operated in the second operation mode, the main control means executes a predetermined restriction process. The aforementioned performance control means is After the game in which the stop switch was operated in the second operating mode has ended, the power is cut off, initialized, and when the power is restored, the first performance process is executed. When the power is cut off after the end of a game in which the stop switch was operated in the second operating mode, and the power is restored without initialization, the second performance process is executed. The first and second performance processes provide the same amount of information to the player. The aforementioned performance control means causes the sound output means and the display means to perform predetermined auxiliary performances related to the operation sequence and operation results of the stop switch. In the aforementioned supplementary effects, The sound output means outputs multiple auxiliary voices and multiple auxiliary effects, The display means displays multiple auxiliary images, In the aforementioned auxiliary effects, the sound output means is When the first stop switch is turned ON, the output of the first auxiliary voice and the first auxiliary effect begins. When the second stop switch is turned ON, the output of the second auxiliary effect starts. When the second stop switch is turned OFF, the output of the second auxiliary voice begins. In the aforementioned auxiliary effects, the display means is When the first stop switch is turned ON, the display starts to gradually erase the first auxiliary image that was being shown. When the second stop switch is turned ON, the display starts to gradually erase the second auxiliary image that was being shown. When the second stop switch is turned OFF, the display of the third auxiliary image begins. In the aforementioned auxiliary effects, the sound output means is A gaming machine that, if the time between the first stop switch being turned ON and the second stop switch being turned ON is less than a first predetermined time, interrupts the output of the first auxiliary effect and starts the output of the second auxiliary effect in response to the second stop switch being turned ON.