Gaming machine

The gaming machine enhances player engagement by providing multiple special game states through a main and sub-control unit, allowing for varied gaming experiences without complex processing.

JP7883155B2Active Publication Date: 2026-07-01ENTERRISE CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
ENTERRISE CO LTD
Filing Date
2024-08-28
Publication Date
2026-07-01

AI Technical Summary

Technical Problem

Conventional gaming machines only provide a push-order navigator for winning a predetermined combination, lacking variety in gaming states without complex processing.

Method used

A gaming machine with a main control unit and sub-control unit that allows for multiple types of special game states, determining the operation mode of stop switches to align specific symbols, initiating a determined type of special game state, and providing various special gaming states without complex processing.

Benefits of technology

The gaming machine offers a variety of special game states, enhancing player engagement through diverse gaming experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007883155000003
Patent Text Reader

Abstract

To provide a game machine capable of providing various special game states without executing complicated processing. [Solution] The gaming machine is equipped with a main control unit, a sub-control unit, multiple rotating reels, and multiple stop switches, and multiple types of special gaming states are prepared for the special gaming state. The main control unit is capable of determining in which of the multiple types of special gaming states the game will proceed, and the determined type of special gaming state can be started when a specific pattern out of multiple patterns is lined up as a stopped pattern on the multiple rotating reels, and the sub-control unit is capable of determining the operation mode of the stop switch to line up the specific pattern corresponding to the determined type of special gaming state.
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Description

Technical Field

[0001] The present disclosure relates to a gaming machine.

Background Art

[0002] Conventionally, there is known a gaming machine in which, during AT preparation started after hitting an AT lottery, an AT is started when a predetermined combination (for example, a combination corresponding to a seven identical red symbols) wins (see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional gaming machines, when a predetermined combination hits, only a push-order navigator for winning that combination is notified.

[0005] An object of the present disclosure is to provide a gaming machine that can provide various special gaming states without performing complex processing.

Means for Solving the Problems

[0006] The present disclosure includes a main control unit capable of controlling a gaming state including a general gaming state and a special gaming state more advantageous than the general gaming state, a sub-control unit capable of controlling game effects, a plurality of rotating reels on which a plurality of symbols are respectively arranged, a plurality of stop switches corresponding to each of the plurality of rotating reels and capable of receiving an operation for stopping the rotation of the corresponding rotating reel, and is provided with Multiple types of special game states are available for the aforementioned special game state. The main control unit, It is possible to decide which of several types of special game states the game will proceed under. In the multiple reels, when a specific symbol among the multiple symbols aligns as a stopping symbol, it is possible to initiate a determined type of special game state. The sub-control unit is capable of determining the operation mode of the stop switch for aligning the specific symbols corresponding to the determined type of special game state. It is a gaming machine. [Effects of the Invention]

[0007] According to this disclosure, it is possible to provide a gaming machine that can offer a variety of special game states without performing complex processing. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of a slot machine and card unit. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions within the gameplay period. [Figure 5] This diagram illustrates the state transitions in the first game state. [Figure 6] This diagram illustrates the state transitions in the second game state. [Figure 7] This diagram explains the number of monsters assigned to each category. [Figure 8] This diagram explains the number of monsters assigned to each instruction number. [Figure 9] This diagram explains the relationship between instruction numbers, monsters, and button press order. [Figure 10]A diagram for explaining the range (MY) and the difference number of the advantageous section. [Figure 11] A diagram for explaining the connection / communication relationship among the main control board, the game value control board, and the sub-control board. [Figure 12] A flowchart showing the flow of the operation process of the slot machine. [Figure 13] A flowchart showing the flow of the AT start process.

Embodiments for Carrying Out the Invention

[0009] [First Embodiment] The slot machine 1 according to the embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 13. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. In the following description, "connection" includes both a case where the connection targets are directly connected and a case where the connection targets are indirectly connected via another board or device.

[0010] As shown in FIG. 1, the slot machine 1 of the present embodiment is a rotary drum type gaming machine in which the quantity of game values is managed by electronic data (hereinafter referred to as "game value data") without using physically existing medals. FIG. 1 shows a front view of the slot machine 1. Hereinafter, the upper, lower, left, and right of the paper surface of FIG. 1 are referred to as the upper, lower, left, and right of the slot machine 1.

[0011] In this slot machine 1, different from the conventional slot machine, it is not necessary to insert physically existing medals, and physically existing medals are not paid out either. In the slot machine 1, a pseudo game medium converted into electronic data is used as game value data, and the game progresses. Such a slot machine 1 is called a medal-less machine, a smart slot (registered trademark), an enclosed rotary gaming machine, etc.

[0012] First, the card unit 7 connected to this slot machine 1 will be described below.

[0013] <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.

[0014] Also, the card unit 7 can store a card 70 that stores game value data as electronic data instead of real medals inside it.

[0015] Since the details of the card unit 7 are the same as those of the card unit connected to a conventional medal-less machine, detailed description thereof is omitted.

[0016] <Configuration of Slot Machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress a game without using real medals. In the slot machine 1 of the present embodiment, a game is played using game value data as electronic data instead of real medals. Hereinafter, in addition to "game value data", in some cases, "game value" is used as an expression corresponding to the conventional "medal".

[0017] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.

[0018] A transparent reel window 200 is provided at the central portion of the front door 100. An operator can visually recognize a plurality of symbols displayed on the surfaces of a plurality of rotating reels 20, which will be described later, through this reel window 200.

[0019] In the front door 100, a keyhole (not shown) is provided near the right end of the front door 100 in the front view of the slot machine 1 (in the direction of the back side of the paper in FIG. 1). A key for locking or unlocking the front door 100 and the housing 10 is inserted into the keyhole.

[0020] Furthermore, since slot machine 1 is a coinless machine, there is no selector or hopper device inside the cabinet 10, and store staff do not need to replenish actual tokens during gameplay.

[0021] When store staff perform tasks such as changing settings, checking settings, or maintenance, the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10.

[0022] Above the reel window 200, there is an LCD screen 3 for displaying various effects during gameplay, a speaker 101 (an example of an effect device), and an illuminated section 102.

[0023] LCD screen 3 displays various animation videos (animation screens) while the player is playing.

[0024] Speaker 101 outputs predetermined background music (BGM), sound effects (SE), operation sounds, and character voices. In this embodiment, the operator can adjust (set) the volume of BGM, SE, etc. from speaker 101 using a volume adjustment function that can be set, for example, on a menu screen.

[0025] The lighting unit 102 is made up of LEDs and the like, and lights up or turns off in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0026] Below the reel window 200 are the control panel 4, the lower panel 103, and the front bottom 104. The lower panel 103 displays the title of the slot machine 1. The front bottom 104 is designed to allow the operator to place their personal belongings.

[0027] The control unit 4 includes multiple stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a counting button 44, a cancel button 45, and a performance button 46.

[0028] Sensors are provided near each switch on the control unit 4 to detect the player's actions and output an operation signal to the control unit 6.

[0029] Each stop switch 40 (40a, 40b, 40c) is provided in correspondence with each rotating reel 20 (20a, 20b, 20c). Stop switches 40a, 40b, and 40c accept operation to stop the rotation of the corresponding rotating reel 20a, 20b, and 20c while the reels are rotating. That is, when stop switch 40a is operated, the rotation of reel 20a stops; when stop switch 40b is operated, the rotation of reel 20b stops; and when stop switch 40c is operated, the rotation of reel 40c stops.

[0030] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate, for example, that the stop switches 40a, 40b, and 40c are inoperable from the time the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a constant speed rotation state, using a different color of light (e.g., red).

[0031] Information regarding the pressing of stop switches 40a, 40b, and 40c (information about which stop switch 40 was pressed, in what order they were pressed, and at what timing they were pressed) is used in the rotating reel control unit 611, game result determination unit 612, game state control unit 615, media management unit 620, etc., as described later.

[0032] The bet switch 41 is used when the operator places a bet on game value. The amount of credited game value and the amount of bet game value are managed by the slot machine 1 (media management unit 620). In the following, "credited game value" refers to the game value (game value data) managed by the media management unit 620.

[0033] Lever 42 functions as a start switch that accepts input to rotate the reels 20a, 20b, and 20c.

[0034] The digital counter 43 digitally displays the number of credits in game value, the number of payouts (acquired) of game value, and other information. By checking the digital counter 43, the operator can also check the amount of game value they possess while playing.

[0035] In this embodiment, "the number of game value payouts" does not refer to the actual action of dispensing tokens to the outside of the slot machine 1, but rather to "an increase in game value based on the winning combination determined by the internal lottery, corresponding to that combination." In other words, "the number of game value payouts" means "an increase in the numerical value of the digitized pseudo-game medium." Furthermore, for example, "a predetermined number of game value" is a concept equivalent to the conventional "predetermined number of tokens."

[0036] The counting button 44 can receive input from the operator to transfer game value data from the media management unit 620 to the card unit 7. When the counting button 44 receives input from the operator, a transfer signal is generated by the counting button 44.

[0037] In this embodiment, the counting button 44 is positioned in a location visible to the operator of the slot machine 1.

[0038] More specifically, as shown in Figures 1 and 2, the counting button 44 is located on the side of the operating unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1.

[0039] Furthermore, the counting button 44 may be equipped with a lamp inside or around it that changes its illuminated color before and after it is operated.

[0040] The cancel button 45 can accept an operation from the operator to change the game value from a bet state (bet state) to an unbet state (non-bet state). When the cancel button 45 accepts an operation from the operator, the cancel button 45 generates a cancel signal. Subsequently, the media management unit 620, upon receiving the cancel signal, manages the game value data from the bet state as an unbet state.

[0041] For example, if the cancel button 45 is pressed while the game value during a bet is 1 or greater, the media management unit 620 updates the game value during the bet to "0" and adds the game value data that had been bet up to "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the game value data that had been bet. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process, which resets the game value during a bet back to the number of credits by transitioning from a bet state to a non-bet state.

[0042] The bet cancellation process based on pressing the cancel button 45 is effective when the player is in a bet state but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from the time the lever 42 is operated until the game based on the operation of the lever 42 is completed.

[0043] The performance button 46 is used by players to adjust volume settings, check game data, and configure various other game-related menus while playing. The performance button 46 may also be operated by the player during gameplay in response to the game's effects. If the performance button 46 is operated during gameplay, the game's effects will change.

[0044] Furthermore, the performance button 46 is equipped with a lamp that can emit light in various colors and patterns. The lamp lights up when the performance button 46 is operational and turns off when it is inoperable. In addition, when the performance button 46 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can also flash rapidly in a different color than when it is normally lit, such as red or rainbow.

[0045] Furthermore, as shown in Figure 2, a reset button 51 and a setting change button 52 are provided inside the casing 10.

[0046] The reset button 51 is operated to clear various errors and to initialize the RAM that constitutes the control unit 6. For example, if the power to the slot machine 1 is switched from off to on while the reset button 51 is being operated, the amount of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to "general game state", and the game section is set to "normal section".

[0047] The setting change button 52 is a button operated by store staff when setting one of several setting values ​​for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 52 becomes operational, and when the setting change button 52 is operated in this state, it becomes possible to set a setting value.

[0048] While gameplay is in progress or while waiting for gameplay to begin, the cabinet 10 and the front door 100 are locked, so only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 51 and the setting change button 52.

[0049] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. Depending on the setting value, the probability of winning at least some of the potential winning combinations will differ. The setting value is set by the store staff before the store opens.

[0050] Furthermore, as shown in Figure 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are located inside the housing 10, along with a power supply (not shown) that turns the main power of the slot machine 1 on and off.

[0051] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200.

[0052] The surfaces of the rotating reels 20a, 20b, and 20c are arranged with symbols, for example, as shown in Figure 3. When the rotation of the rotating reels 20a, 20b, and 20c stops, the game proceeds when the game result determination unit 612 (described later) determines whether the combination of symbols displayed on the active line L (described later) is a predetermined combination of symbols.

[0053] The stepping motors 21a, 21b, and 21c are provided in accordance with the rotary reels 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.

[0054] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated while the rotating reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127 steps.

[0055] These rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotating reel control unit 611, which will be described later, to control their rotation and stopping.

[0056] <Gameplay flow by the operator> The operator bets the credited game value on slot machine 1 by operating the bet switch 41. Once a predetermined number (for example, 3) of game value has been bet on slot machine 1, the active line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.

[0057] This embodiment describes an example in which a predetermined number (for example, 3) of game values, which allows for one game to be played, are automatically bet by pressing the bet switch 41 once.

[0058] Figure 1 shows an example where the active line L consists of the lower row of the left spinning reel 20a, the middle row of the center spinning reel 20b, and the lower row of the right spinning reel 20c. The active line L is a virtual line used to determine the winning combination. In this embodiment, when a MAX BET of 3 (3 bets) is made, one line L is activated. In the slot machine 1 of this embodiment, one game can be played by betting 3 game values ​​and operating the lever 42.

[0059] In the following, "winning" refers not only to the alignment of symbols that produce payouts such as bells and watermelons on the active payline L, but also to the alignment of symbols corresponding to specific roles that do not produce payouts, such as replays, chance symbols, and special roles (bonuses), on the active payline L.

[0060] In this embodiment, one game (one play) refers to a series of actions taken by a player to obtain a predetermined game result, including internal lottery, prize determination processing, and processing to increase or decrease game value data, by operating the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc.

[0061] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the reels 20a, 20b, and 20c begin to rotate. In this state, if any of the stop switches 40a, 40b, or 40c are operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.

[0062] All spinning reels 20a, 20b, and 20c stop, and a predetermined number of game values ​​are paid out according to the combination of symbols (winning combinations) that lined up (won) on the active line L. This completes one game.

[0063] Furthermore, at least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 was operated, that the lever 42 was operated, that the stop switch 40 was operated, that an internal lottery was performed, that a predetermined combination was won, that the spinning reels rotated, etc.) is managed by the main control unit 61.

[0064] <Regarding the game status> During gameplay, the type of game section is set as shown in Figure 4, and one game state is set from among multiple game states as shown in Figures 5 and 6. Based on the set game section and game state, an internal lottery and a predetermined lottery are performed.

[0065] The gaming states include a first gaming state (see FIG. 5) and a second gaming state (see FIG. 6). Note that the first gaming state and the second gaming state are not gaming states that exclusively hold, but are merely states classified for convenience of explanation.

[0066] As shown in FIG. 5, the first gaming state includes a state where no special combination is carried over, a bonus internal state (a state where a special combination is carried over), and a state where a special combination is executed. The state where no special combination is carried over, the bonus internal state, and the state where a special combination is executed are in a mutually exclusive relationship.

[0067] The state where no special combination is carried over means a state where no special combination (for example, a type 1 BB which is a device for continuous operation of symbols related to a first type of special combination item) is selected by internal lottery and no winning of the special combination is carried over. The state where no special combination is carried over is set, for example, when the set value described later is changed, when the RAM is initialized (an example of a specific condition), when the game value is paid out exceeding a predetermined number in the state where a special combination is executed, etc.

[0068] The bonus internal state means a state where a special combination is selected by internal lottery but the winning of the special combination is carried over. That is, the bonus internal state means a state where the flag of the special combination is selected by internal lottery, but the symbols indicating the special combination are not aligned on the effective line L and the special combination has not yet won. Note that when the winning of a type 1 BB is carried over, no further lottery for a type 1 BB is performed. [[ID=…]] [[ID=…]]

[0069] [[ID=…]] The state where a special combination is executed means a state where the special combination selected by internal lottery has won and no payout of a game value exceeding a predetermined number has been made.

[0070] During the game of the slot machine 1, the operator continues the game with the first gaming state remaining in the state where a special combination is carried over without winning the carried-over special combination.

[0071] As shown in FIG. 6, the second game state takes one of the general game state, AT (an example of a special game state), and CZ (Chance Zone, an example of a special game state). In the second game state, the general game state, AT, and CZ are in an exclusive relationship.

[0072] The general game state is a state that is neither AT nor CZ, that is, a state in which an assist function (for example, an operation sequence navigator) does not occur (or occurs less frequently). For example, after RAM clear or after the end of AT (or CZ), until the AT lottery (or CZ lottery) is conducted, the second game state is set to the general game state.

[0073] <Explanation of AT> AT is a state in which an assist function that notifies the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c of the winning combinations other than the special winning combination determined by internal lottery via the liquid crystal screen 3, the speaker 101, the electric decoration unit 102, etc. is operating.

[0074] The AT lottery is conducted according to the winning combination (winning of a rare combination, number of wins of a predetermined combination, etc.) determined by internal lottery when the second game state is the general game state or CZ and the game section is an advantageous section. When AT is won in the AT lottery (an AT transition signal is generated), the second game state transitions from the general game state or CZ to AT.

[0075] In this embodiment, AT is not a so-called pseudo game but a process executed in this game. The AT in this embodiment has a game property in which when a friendly character attacks a monster during the execution of AT based on the winning of a predetermined combination and can defeat the monster within a predetermined number of games, the continuation of AT is guaranteed.

[0076] In this embodiment, as shown in Figure 6, three types of ATs are available: for example, a "BAR symbol monster AT" that lasts for 25 games, a "red 7 symbol monster AT" that lasts for 40 or 50 games, and a "purple 7 symbol monster AT" that lasts for 60 games.

[0077] Here, since each AT has a net increase in game value per game of approximately 3, the expected number of game values ​​gained is in the following order: Purple 7 monster AT > Red 7 monster AT > BAR monster AT.

[0078] When the AT of this embodiment is executed, the following first to fourth processes are performed. The first to third processes are performed by the main control unit 61, and the fourth process is performed by the sub-control unit 63. Furthermore, when a signal indicating that the third process (or the second and third processes) has been performed is transmitted from the main control unit 61 to the sub-control unit 63, the fourth process is performed by the sub-control unit 63. In this way, by having the fourth process performed by the sub-control unit 63 instead of the main control unit 61, it is possible to achieve a variety of effects and gameplay while reducing the amount of data required.

[0079] (First process) After the game transitions from the normal section to the advantageous section (for example, in the game in which the transition to the advantageous section occurs, or in the game following the game in which the transition to the advantageous section occurs), the first process is executed, and it is determined which of the three sections (1-3) the first AT will be. When determining which of the three sections it will be, it is determined by a lottery based on a table corresponding to the internal stay mode or setting value.

[0080] Specifically, as shown in Figure 7, Category 1 is a category in which all of the following can be selected: the AT of the BAR symbol monster (corresponding to Monsters A-D), the AT of the red 7 symbol monster (corresponding to Monsters E-L), and the AT of the purple 7 symbol monster (corresponding to Monsters M and N); Category 2 is a category in which the AT of the red 7 symbol monster and the AT of the purple 7 symbol monster can be selected; and Category 3 is a category in which only the AT of the purple 7 symbol monster can be selected.

[0081] In other words, Category 1 means that the next AT to start may be one of the following types of AT: BAR symbol monster, red 7 symbol monster, or purple 7 symbol monster, resulting in a greater variety of ATs compared to Categories 2 and 3. On the other hand, Category 2 means that the next AT to start may be one of the following types of AT: red 7 symbol monster or purple 7 symbol monster, resulting in a smaller variety of ATs compared to Category 1. Furthermore, Category 3 means that the next AT to start may be a purple 7 symbol monster AT, resulting in the fewest variety of ATs compared to Categories 1 and 2.

[0082] Furthermore, the AT category may be changed after it has been selected if a predetermined rare role is won, if a predetermined role is won multiple times in a row, if a predetermined number of points reaches a predetermined value, or if a predetermined role is won under specific game progression conditions.

[0083] (Second process) Furthermore, after it is confirmed that the game will transition to AT (including when the AT lottery is won, when it is confirmed that the AT will continue, and when the number of games since the end of the previous AT reaches the so-called ceiling game count and the transition to AT is confirmed; the same applies hereinafter), the second process is executed, and a lottery is held to determine which monster from the categories selected in the first process will be used to execute the AT. In other words, the table in Figure 7 is not used in the first process, but the lottery is performed in the second process based on the table in Figure 7. Thus, in the first process only the category of AT is determined, and in the second process the AT that will actually be executed is determined.

[0084] If the monster for the first Attack Time (AT) is defeated and a monster for the second or subsequent AT is selected, a different type of monster from the previous one within the same category will be selected. In this case, if the same type of monster as the previous one is selected, the monster listed directly below that monster in the list in Figure 7 will be selected. For example, if monster C is selected consecutively, monster D, which is directly below it in the list, will be selected.

[0085] (Third process) Next, the third process is executed. In the third process, based on the selected monster, an instruction number is determined that represents the group of corresponding symbols to be matched (specifically, the BAR symbol and the 7 symbol). If the third process is executed, either the first instruction number (BAR symbol) or the second instruction number (7 symbol) is selected as the instruction number.

[0086] For example, as shown in Figure 8, if the selected monster is one of monsters A through D, these monsters correspond to the BAR symbol monsters, and therefore only the first instruction number is assigned a placement number.

[0087] Furthermore, if the selected monster is one of monsters E through L, these monsters correspond to the red 7 symbol monsters, and therefore a placement number is assigned to the first and second instruction numbers.

[0088] Furthermore, if the selected monster is either Monster M or N, these monsters correspond to the Purple 7 symbol monsters, and therefore a placement number is assigned to the 1st and 2nd instruction numbers.

[0089] Thus, the third process determines which symbols the player must match. Specifically, if the selected monster is Monster H and the first instruction number is selected, the player must first match the BAR symbols, and if the second instruction number is selected, the player must match the 7 symbols (i.e., the red 7 symbols).

[0090] (Fourth process) Next, the fourth process is executed, and based on the type of monster selected, the selected instruction number, and the winning combination in the game of matching specific symbols such as the BAR symbol, the operation method for matching the symbols based on the instruction number is determined on the LCD screen 3.

[0091] Figure 9(a) illustrates the visual effects when a first combination (for example, 3-of-a-kind A or Replay A; the same applies hereinafter) is achieved in a game where specific symbols are matched, and Figure 9(b) illustrates the visual effects when a second combination (for example, 3-of-a-kind B or Replay B; the same applies hereinafter) is achieved.

[0092] Specifically, if the category selected in the first process is category 1, the monster selected in the second process is one of monsters A to D, and the first instruction number is selected in the third process, and the first role is won, then as shown in Figure 9(a), the LCD screen 3 will display "Aim for the BAR!" along with a reverse push navigation (a navigation indicating that the stop switches 40 should be pressed in the order of right stop switch 40c, middle stop switch 40b, and left stop switch 40a; the same applies hereafter).

[0093] Furthermore, if the category selected in the first process is category 1, and the monster selected in the second process is one of monsters A through D, these monsters are BAR symbol monsters, and therefore, as shown in Figures 8 and 9(a), the second instruction number will not be selected in the third process. Consequently, only "Aim for BAR!" will be displayed on the LCD screen 3, and "Aim for 7!" will not be displayed.

[0094] Furthermore, if the category selected in the first process is either category 1 or category 2, the monster selected in the second process is one of monsters E to L, and the first instruction number is selected in the third process, and the first role is won, then as shown in Figure 9(a), "Aim for the BAR!" will be displayed on the LCD screen 3, along with a reverse push navigation.

[0095] In this case, after the BAR symbols are aligned, a change animation process is executed to indicate that the symbols that should have been aligned were different. Specifically, since monsters E to L correspond to the red 7 symbols, after the BAR symbols are aligned, a change animation process is executed on the LCD screen 3, which shows that the image suggesting the stopping symbols has been upgraded from the BAR symbol to the red 7 symbol. In other words, it shows that the AT that is started has been upgraded one level from the AT of the BAR symbol monster to the AT of the red 7 symbol monster. Note that since the change animation process in this embodiment is performed as part of the game, the stopping symbols of the rotating reels 20a, 20b, and 20c are not changed, and the process is performed as an animation on the LCD screen 3.

[0096] In this embodiment, for example, when the red 7 symbol monster is selected, "Aim for the BAR!" is displayed, and when predetermined conditions are met, such as when the BAR symbols align, the change animation process is always performed. However, this disclosure is not limited to this. That is, whether or not the change animation process is performed when the predetermined conditions are met may be determined by lottery. In this case, even though the BAR symbols align, the AT of the red 7 symbol monster begins, which can surprise the player.

[0097] Next, if the category selected in the first process is either category 1 or category 2, the monster selected in the second process is one of monsters E to L, and the second instruction number is selected in the third process, and the first role is won, then as shown in Figure 9(a), "Aim for 7!" will be displayed on the LCD screen 3, along with a reverse push navigation.

[0098] Furthermore, if the category selected in the first process is one of categories 1 to 3, the monster selected in the second process is either monster M or N, and the first instruction number is selected in the third process, and the first role is won, then as shown in Figure 9(a), "Aim for the BAR!" will be displayed on the LCD screen 3, along with a reverse push navigation. In this case, as described above, a change effect process will be executed, which is an effect that shows that the image suggesting the stopping symbol after the BAR symbols are aligned has been upgraded from the BAR symbol monster's AT to the purple 7 symbol, meaning that the AT that is started has been upgraded two steps, from the AT of the BAR symbol monster to the AT of the purple 7 symbol monster.

[0099] Furthermore, if the category selected in the first process is one of categories 1 to 3, the monster selected in the second process is either monster M or N, and the second instruction number is selected in the third process, and the first role is won, then as shown in Figure 9(a), the LCD screen 3 will display "Aim for 7!", along with a reverse-sandwich navigation (a navigation instructing the player to press the stop switches 40 in the order of right stop switch 40c, left stop switch 40a, and middle stop switch 40b; the same applies hereafter) or a reverse-press navigation. The performance control unit 630, described later, determines which navigation is displayed.

[0100] In this case, if the reverse push navigation is displayed and the red 7 symbols line up, a change animation process is executed on the LCD screen 3, which upgrades the image suggesting the stopping symbols from the red 7 symbols to the purple 7 symbols. This indicates that the AT that is about to start has been upgraded one level from the AT of the red 7 symbol monster to the AT of the purple 7 symbol monster.

[0101] As mentioned above, if the selected monster is, for example, one of monsters E through L, and the first role is won, the reverse push navigation will be displayed whether it is "Aim for the BAR!" or "Aim for the 7!".

[0102] Therefore, if the selected monster is one of monsters E to L, and the first role is won, when "Aim for the BAR!" is displayed and the player aims for the red 7 symbol, the red 7 symbols will line up but the AT will not start. Similarly, when "Aim for the 7!" is displayed and the player aims for the BAR symbol, the BAR symbols will line up but the AT will not start.

[0103] Thus, in this embodiment, the AT (Automatic Transmission) is controlled to start when the symbols corresponding to the instruction number selected in the third process are aligned. In other words, the instruction number can be said to be a condition that indicates which symbols must be aligned in order to start the AT.

[0104] On the other hand, even if the red 7 symbols line up when the purple 7 symbols should be lined up, the AT (Attack Time) will still start. This is because the red 7 symbols and the purple 7 symbols have the same instruction number (second instruction number).

[0105] Furthermore, if the category selected in the first process is Category 1, the monster selected in the second process is one of Monsters A to D, and the second role is won while the first instruction number is selected in the third process, then, as shown in Figure 9(b), "Aim for the BAR!" will be displayed on the LCD screen 3, along with a reverse-press navigation prompt.

[0106] If the category selected in the first process is category 1, and the monster selected in the second process is one of monsters A to D, then these monsters are BAR symbol monsters, and therefore, as shown in Figures 8 and 9(b), the second instruction number will not be selected. Consequently, only "Aim for BAR!" will be displayed on the LCD screen 3, and "Aim for 7!" will not be displayed.

[0107] Furthermore, if the category selected in the first process is either category 1 or category 2, the monster selected in the second process is one of monsters E to L, and the second role is won while the first instruction number is selected in the third process, then, as shown in Figure 9(b), "Aim for the BAR!" will be displayed on the LCD screen 3, along with a reverse push navigation. In this case, after the BAR symbols are aligned, a change animation process will be executed on the LCD screen 3, which will upgrade the image suggesting the stopping symbols from the BAR symbol to the red 7 symbol.

[0108] Furthermore, if the category selected in the first process is either Category 1 or Category 2, the monster selected in the second process is one of Monsters E to L, and the second instruction number is selected in the third process, and the second role is won, then "Aim for 7!" will be displayed as shown in Figure 9(b), and the reverse sandwich navigation will be displayed.

[0109] Furthermore, if the category selected in the first process is one of categories 1 to 3, the monster selected in the second process is either monster M or N, and the second role is won while the first instruction number is selected in the third process, then, as shown in Figure 9(b), "Aim for the BAR!" will be displayed on the LCD screen 3, along with a reverse push navigation. In this case, after the BAR symbols are aligned, a change animation process will be executed on the LCD screen 3, which upgrades the image suggesting the stopping symbols from the BAR symbol to the purple 7 symbol.

[0110] Furthermore, if the category selected in the first process is one of categories 1 to 3, the monster selected in the second process is either monster M or N, and the second instruction number is selected in the third process, and the second role is won, then as shown in Figure 9(b), "Aim for 7!" will be displayed on the LCD screen 3, along with a reverse push navigation or reverse sandwich navigation. In this case, if the red 7 symbols are aligned, a change animation process will be executed on the LCD screen 3, upgrading the image suggesting the stopping symbols from the red 7 symbols to the purple 7 symbols. On the other hand, if the purple 7 symbols are aligned, the change animation process will not be executed because the starting AT and the symbols to be aligned correspond.

[0111] Furthermore, if the first process selects Monster M or N, which corresponds to the purple 7 symbol, and the second instruction number is selected in the second process, and the message "Aim for 7!" is announced, the change animation process will not be executed if the BAR symbols line up. This is because the BAR symbol is not the corresponding symbol for the second instruction number.

[0112] As described above, in this embodiment, two types of instruction numbers (groups of patterns) are provided, but there are three possible combinations of patterns to be matched, meaning there are more possible combinations of patterns to be matched than there are instruction numbers.

[0113] In other words, since the first instruction number includes only the BAR symbol, there is a one-to-one correspondence between the first instruction signal and the BAR symbol. However, since the second instruction signal includes both the red 7 symbol and the purple 7 symbol, there is no one-to-one correspondence between the symbol that matches the second instruction number.

[0114] In this embodiment, although the specific symbols (symbol combinations) align on an invalid line rather than an active line, the specific symbols may also align on an active line. Furthermore, even if the specific symbols do not align on a line, they may stop on the upper, middle, or lower position of the three rotating reels 20a, 20b, and 20c of the reel window 20.

[0115] Furthermore, in the case of the first instruction number, regardless of the type of AT (monster) that starts, and regardless of whether the first or second role is achieved, the button press order is always the same with the reverse press navigation. This is because there is only one type of symbol combination that can line up on the invalid line: "BAR-BAR-BAR".

[0116] On the other hand, in the case of the second instruction number, the first stop is the same (right stop switch 40c) depending on whether the first or second role is achieved, but the order of the second stop (middle stop switch 40b or left stop switch 40a) and the third stop (left stop switch 40a or middle stop switch 40b) differs.

[0117] That is, in the case of the second instruction number, since there are two types of symbol combinations to be aligned (red 7 symbols, purple 7 symbols), there are also two types of pressing sequences. For example, when the first winning combination is formed, a reverse pressing navigation for aligning the red 7 symbols and a reverse sandwiching navigation for aligning the purple 7 symbols are prepared. On the other hand, when the second winning combination is formed, different from when the first winning combination is formed, a reverse sandwiching navigation for aligning the red 7 symbols and a reverse pressing navigation for aligning the purple 7 symbols are prepared.

[0118] <Explanation of CZ> CZ is, unlike the modes described later, an example of a special game state, a zone where it can temporarily stay when it is neither in the general game state nor in AT, and it is a period during which the AT lottery is executed.

[0119] Also, CZ enters when certain conditions are met, such as when winning in the CZ lottery conducted based on the winning combination determined by the internal lottery, when the number of cleared games in the advantageous section reaches the predetermined number of games, or when the accumulated points reach the predetermined value according to the progress of the game. In this case of CZ, the AT winning probability becomes higher compared to the general game state, and the second game state is likely to transition to AT.

[0120] <Regarding the game section> The above-mentioned game section is a state (section) for determining whether the processing related to the instruction function is performed or not. As shown in FIG. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section are in an exclusive relationship, and the game section can take either the normal section or the advantageous section.

[0121] The processing related to the instruction function is, for example, processing for exerting the instruction function (providing assistance), lottery for modes (a mode in which the AT winning probability is determined, or a mode in which the AT bonus winning probability is determined), mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, and the like.

[0122] A "mode" refers to a zone in which a player can be in any of the following states: general gameplay, CZ (Chance Zone), or AT (Attack Time). For example, in Figure 6, modes (e.g., low probability mode, high probability mode, heaven mode) may be available in each of the general gameplay state, CZ, and AT states. Furthermore, it is not limited to general gameplay state, CZ, and AT; a player can remain in the same mode during the advantageous period.

[0123] The normal section is a section in which processing related to the instruction function cannot be executed, but when the conditions for transitioning to the advantageous section are met, the process for transitioning to the advantageous section is executed. Note that while the game section is in the normal section, the second game state is the general game state.

[0124] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period in which the second game state is in the general game state (including high probability mode and heaven mode), and the advantageous period in which the game is played in a CZ or AT. The state in which the game period is an advantageous period is maintained from the time the game period transitions to an advantageous period until the predetermined termination conditions are met.

[0125] The possible combinations of game time zones and second game state for slot machine 1 are summarized as follows: • A pattern where the game section is the normal section and the second game state is the general game state. • A pattern where the game section is a favorable section, and the second game state is a normal game state (including high probability mode and heaven mode). • A pattern where the game section is the advantageous section and the second game state is the CZ (Chance Zone). • A pattern where the game section is a favorable section and the second game state is AT (Automatic Trigger).

[0126] <Configuration of Control Unit 6> The control unit 6 consists of a main control unit 61 mounted on the main control board P1, a game value control unit 62 mounted on the game value control board P2, and a sub-control unit 63 mounted on the sub-control board P3.

[0127] The main control unit 61, the game value control unit 62, and the sub-control unit 63 each consist of a microcontroller and a memory unit (ROM, RAM, RWM).

[0128] The connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained below with reference to Figure 11. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are each mounted on different circuit boards.

[0129] The main control board P1 on which the main control unit 61 is mounted, and the game value control board P2 on which the game value control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication.

[0130] The information and commands transmitted from the main control board P1 to the game value control board P2 include external information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet button 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, and a transfer request for game value when the counting button 44 is operated.

[0131] The information and commands transmitted from the game value control board P2 to the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the number of credits has reached the upper limit (a value used to prompt the operator to transfer credits when the number of credits is too high), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, and various responses to requests from the main control unit 61.

[0132] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication takes place from the main control board P1 to the sub-control board P3. The information and commands transmitted from the main control board P1 to the sub-control board P3 include game value data (e.g., bet / payout information for game value, total number of game values ​​acquired during AT), information indicating the start / end of the game, information indicating the start / end of the mechanism operation, information regarding various errors, winning combinations, selected instruction numbers, and the AT of the selected monster.

[0133] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication takes place from the game value control board P2 to the sub-control board P3.

[0134] The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described later, information indicating the operation of the complete function, commands related to prior notification before the operation of the complete function, information related to the transfer of game value (e.g., that the transfer has started, that the transfer is in progress, that the transfer is complete, etc.), information indicating the number of credits or acquired credits, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0135] As the game progresses, the functions of the control unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, and one-way serial communication is performed from the main control board P1 to the control unit 4 and other components.

[0136] <Description of Main Control Unit 61> The ROM of the main control unit 61, which is mounted on the main control board P1, stores programs and various data that are directly related to the progress of the game (for example, control of the rotating reels 20, payout control, and transfer requests).

[0137] The RAM and RWM of the main control unit 61 store game data (information related to the progress of the game) necessary for the game to proceed.

[0138] The main control unit 61 consists of a microcontroller mounted on the main control board P1 and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617.

[0139] In other words, in this embodiment, the main control unit 61 performs control that is directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game sections, various error monitoring such as monitoring of communication connection between the slot machine 1 and the card unit 7, and error processing.

[0140] Game data includes the current number of games played, as well as data indicating the game status (what state or section each game is in). In this embodiment, game data includes, for example, data indicating that the first game state is a state where no special role is carried over, or an internal bonus state.

[0141] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and selects one of the flags for multiple winning combinations as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery based on the first game state and RT state, etc., when the lever 42 is operated, according to the internal lottery table (not shown) and the random number obtained when the lever 42 is operated.

[0142] The internal lottery unit 610 then generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information related to the progress of the game) can be used by the reel rotation control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.

[0143] The internal lottery table shows information about the possible winning combinations through internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table, according to the combination of RT state and bonus type when the lever 42 is operated.

[0144] Furthermore, the information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols and the corresponding winning combinations. These winning combinations include not only losing combinations that do not pay out any game value, but also combinations that pay out game value if the stop switches 40a, 40b, and 40c are operated correctly (for example, cherries, watermelons, and push-order bells).

[0145] If a winning combination of operation patterns is selected and the stop switches 40a, 40b, and 40c are operated according to the correct operation pattern, the winning combination of operation patterns is awarded, and the player can win multiple game values ​​(for example, 10) corresponding to that combination. If a winning combination of operation patterns is selected but the stop switches 40 are not operated according to the correct operation pattern, the winning combination of operation patterns is not awarded, or another combination (such as a single-coin combination) is awarded.

[0146] It should be noted that the "operation type" role can also be won and established during normal gameplay (for example, outside of AT, CZ, and special role implementation states). However, if the operation type role is won during normal gameplay, the correct operation type is generally not announced, so the operation type role may be missed or the number of game value payouts may be 1. On the other hand, during AT, the correct operation type is announced, so there is a higher possibility of paying out multiple (for example, 10) game values.

[0147] <Rotating reel control unit 611> The rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0148] Specifically, if the lever 42 is operated while all the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 will start the rotation of all the rotating reels 20a, 20b, and 20c.

[0149] Furthermore, in the case of operator-controlled stopping of rotation during gameplay, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination drawn by the internal lottery and the position of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is a control that stops the rotation of the reels 20 by pulling the symbols corresponding to the winning combination onto the active line L. Kick-out control is a control that stops the rotation of the reels 20 so that the symbols corresponding to the non-winning combination do not line up on the active line L.

[0150] Furthermore, if a special prize is won, the reel control unit 611 may, based on the operation of the lever 42 immediately before the special prize is won and the operation of the stop switch 40 immediately afterward, rotate and stop the reels 20, but prevent the special prize from being awarded.

[0151] <Explanation of the game result determination unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops. The game result is determined based on whether or not a winning combination has been achieved, based on the symbols that lined up on the active line L.

[0152] Specifically, a winning combination is determined when the combination of symbols that stops on the active line L matches a predetermined combination of symbols. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62 and the sub-control unit 63, etc.

[0153] <Explanation of the setting value control unit 613> The setting value control unit 613 sets one of several setting values ​​(for example, 1 to 6) that have different advantages in controlling the progress of the game, based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. The setting value information (setting value signal) set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0154] Depending on which setting value is used, at least one of the following will differ: the degree of advantage in gameplay, such as the payout rate, the probability of winning certain small wins (including the unassigned bell, also called the common bell), the probability of winning a chance zone (CZ), and the probability of winning an AT (Attack Time). For example, the higher the setting value (for example, the closer it is to 6), the greater the advantage in gameplay (for example, the higher the payout rate).

[0155] The slot machine 1 may also be equipped with a setting key. The setting key is a key for switching to the setting change mode and is located inside the casing 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0156] <Section Control Unit 614> As shown in Figure 4, the section control unit 614 sets one of several game sections (normal section and advantageous section) during gameplay.

[0157] The section control unit 614 sets (transitions) the game section to the advantageous section when the conditions for transitioning to the advantageous section are met, while the game section is in the normal section.

[0158] Furthermore, the section control unit 614 determines whether to maintain the advantageous section state or transition to a normal section (whether to end the advantageous section) if the game section is an advantageous section.

[0159] Specifically, the section control unit 614 forcibly transitions the game section from the advantageous section to the normal section when certain conditions for forced termination are met, including when the difference in game value during the advantageous section (the advantageous section difference, described later), based on the amount of game value at the time of transitioning to the advantageous section, reaches +2400 (it is not limited to +2400; for example, it may be +1000, +2000, etc.). The conditions for forced termination may also include, for example, when the game section is in the advantageous section, the second game state transitions from AT to the general game state, or when, after the end of AT, the player enters a CZ (Chance Zone) which is a pull-back zone, but fails to pull back AT in the CZ and transitions to the general game state.

[0160] For example, if the difference in the advantageous period becomes -1000 after entering the advantageous period, the operator (especially the player) can acquire a maximum of 1000 + 2400 = 3400 in game value.

[0161] Furthermore, the section control unit 614 sets the game section to a normal section regardless of the previous game section when the slot machine 1 is powered on, when a setting value is changed, or when the RAM is cleared.

[0162] Furthermore, the section control unit 614 can transmit information regarding the game section (whether it is a normal section or an advantageous section) to the performance control unit 630 and other units as information regarding the progress of the game.

[0163] <Game state control unit 615> The game state control unit 615, which is implemented in the main control unit 61, sets the first game state and the second game state, respectively.

[0164] Specifically, the game state control unit 615 sets the first game state to one of the following: no special role carried over, bonus internal state, or special role implemented state, and sets the second game state to one of the following: general game state, AT, or CZ.

[0165] The game state control unit 615 sets the first game state to a state where no special roles are carried over, for example, immediately after the RAM of the main control unit 61 is cleared.

[0166] Then, if a special role is drawn through internal lottery but the special role is not awarded, the game state control unit 615 sets the first game state to the bonus internal state.

[0167] In the bonus internal state, if certain conditions are met (for example, if the RAM is cleared or if a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to the state where no special role is carried over.

[0168] In the state where no special role is carried over, if a special role is won (from this point until the special role is awarded, the game is in the bonus internal state), and a special role is awarded, the game state control unit 615 transitions the first game state from the state where no special role is carried over to the state where a special role is awarded, via the bonus internal state.

[0169] Furthermore, when a special role is achieved during the bonus internal state, the game state control unit 615 transitions the first game state from the bonus internal state to the special role execution state.

[0170] Furthermore, in the special prize implementation state, if specific conditions are met or if the game value exceeds a predetermined number, the game state control unit 615 transitions the first game state from the special prize implementation state to the special prize non-carryover state.

[0171] Returning to Figure 6, if the AT lottery is not won in the general game state or CZ, the game state control unit 615 sets the second game state to the general game state.

[0172] Furthermore, when the AT ends, the game state control unit 615 transitions the second game state from AT to the general game state.

[0173] In this way, the game state control unit 615 can transition between the general game state and the CZ, between the CZ and the AT, and between the AT and the general game state to the second game state.

[0174] Furthermore, when the game state control unit 615 transitions the second game state to AT, it first starts the AT preparation phase.

[0175] Furthermore, the game state control unit 615 executes the first process, the second process, and the third process.

[0176] In other words, the game state control unit 615 executes the first process after the game section transitions from the normal section to the advantageous section (for example, in the game in which the transition to the advantageous section occurs, or in the game following the game in which the transition to the advantageous section occurs) to determine the category of AT to be executed for the first time (category 1 to category 3).

[0177] Furthermore, the game state control unit 615 executes a second process after the transition to AT is confirmed (for example, during AT preparation) to determine which monster's AT will be executed. After executing the second process, the game state control unit 615 transmits the AT of the monster selected in the second process to the performance control unit 630.

[0178] Furthermore, after the second process is executed, the game state control unit 615 executes a third process to select either the first instruction number or the second instruction number. After executing the third process, the game state control unit 615 transmits the instruction number selected in the third process to the performance control unit 630.

[0179] Furthermore, if an AT start combination (in this embodiment, one of 3-coin combination A, replay A, 3-coin combination B, or replay B) is won during AT preparation, and the player operates the stop switches 40a, 40b, and 40c in the manner notified by the performance control unit 630 (described later), and the symbols corresponding to the instruction numbers stop, the game state control unit 615 starts the AT.

[0180] In other words, the game state control unit 615 starts the AT when the corresponding symbol that corresponds to the instruction number stops, and does not start the AT when the corresponding symbol that does not correspond to the instruction number stops.

[0181] Specifically, if a monster with a BAR symbol is selected, only the first instruction number is selected. Therefore, the game state control unit 615 starts the AT if the BAR symbols corresponding to the first instruction number line up, but does not start the AT if the red 7 symbols, which do not correspond to the first instruction number, line up.

[0182] If the monster with the red 7 symbol is selected, then the first and second instruction numbers may be selected. In this case, if the first instruction number is selected and the BAR symbols line up, the game state control unit 615 will start the AT after the change animation process is executed, and if the second instruction number is selected and the red 7 symbols line up, it will start the AT immediately.

[0183] Additionally, if the purple 7 monster is selected, the first and second instruction numbers may be selected. In this case, the game state control unit 615 will start the AT after the change animation process is executed if the BAR symbol or the red 7 symbol stops, and will start the AT immediately without executing the change animation process if the purple 7 symbol stops.

[0184] Furthermore, when in the advantageous period, the game state control unit 615 selects one of several modes related to the progress of the game for the second game state (for example, a normal mode where it is difficult to win the AT lottery, a high probability mode where it is easy to win the AT lottery). The game state control unit 615 then executes the AT lottery (or AT bonus lottery) with the AT winning probability (or bonus probability) associated with the selected mode.

[0185] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state to the performance control unit 630 and other units as information regarding the progress of the game.

[0186] <RT state control unit 616> The RT state control unit 616 can carry out the game progress using one RT state out of a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) that the flag of replay is established as a hit flag is defined in advance, and the RT state control unit 616 can transition the RT state when a predetermined winning combination (for example, a special winning combination) is hit.

[0187] In this embodiment, in each RT state, the specifications of the internal lottery process (for example, an internal lottery table that defines which winning combination flags are established / are likely to be established) executed according to the game start operation (operation on the lever 42) may be different. Therefore, by the RT state control unit 616 controlling the RT state, the internal lottery tables used for the internal lottery are variously changed, and as a result, the diversity of the game is realized.

[0188] Note that information regarding the RT state (which RT state among RT0, RT1, etc.) can be used by the game state control unit 615, the effect control unit 630, etc. as information regarding the game progress.

[0189] <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of the various errors include backup abnormality, communication abnormality between the main control board P1 and the game value control board P2, connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like.

[0190] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted from the main control unit 61 to each of the game value control unit 62 and the sub control unit 63 as information regarding the error.

[0191] As a result, the game value control unit 62 can perform processing according to the nature of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the nature of the error that occurred.

[0192] <Explanation of the game value control unit 62> The ROM of the game value control unit 62, which is implemented on the game value control board P2, stores programs and various data that are directly involved in the management of game value.

[0193] The RAM and RWM of the game value control unit 62 store game data (information related to the progress of the game) necessary for managing the game value.

[0194] The game value control unit 62 consists of a microcontroller mounted on the game value control board P2 and functions as a media management unit 620 and a function operation unit 621.

[0195] <Explanation from Media Management Department 620> The media management unit 620 manages the number of credits and bets for game value.

[0196] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.

[0197] Specifically, the media management unit 620 decreases the number of credits (an example of information related to the progress of the game) according to the number of game values ​​bet when game values ​​are bet based on the player's actions (when a betting request is made), and increases the number of credits when game values ​​are credited based on the player's actions.

[0198] Furthermore, the media management unit 620 increases the number of credits according to the amount of game value paid out based on the type of winning combination, when a winning flag is established by an internal draw and a combination corresponding to the winning flag is awarded based on the player's actions (when a payout request is made).

[0199] Furthermore, as shown in Figure 10, the media management unit 620 calculates the difference in game value (an example of information related to the progress of the game), which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value. This difference in game value is used later to calculate the difference in the advantageous section and to determine whether the complete function is activated.

[0200] Furthermore, the media management unit 620 calculates the advantageous section difference, which is the difference in game value during the advantageous section (from the time the game section transitions from the normal section to the advantageous section until it transitions back to the normal section), as shown in Figure 10.

[0201] In this embodiment, when the difference in the advantageous section becomes +2400 (hereinafter referred to as +2400, but it is not limited to this and may be +1000, +2000, etc.), the media management unit 620 initializes the difference in the advantageous section to 0 (zero). For example, if the game transitions to AT when the difference becomes -300 after the start of gameplay in the advantageous section, the media management unit 620 initializes the difference in the advantageous section when 2700 is paid out thereafter (in this case, the difference in the advantageous section becomes +2400). The media management unit 620 also sends a signal to the section control unit 614 to that effect when the difference in the advantageous section becomes +2400. As a result, the section control unit 614 transitions the game section to the normal section.

[0202] Furthermore, the media management unit 620 can initialize the advantageous interval difference to 0 (zero) when the advantageous interval ends due to a predetermined termination condition being met, other than when the advantageous interval difference becomes +2400.

[0203] The media management unit 620 starts calculating the difference in the advantageous period when the game period transitions back to the advantageous period.

[0204] Furthermore, as shown in Figure 10, the media management unit 620 uses the difference in game value, which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value since the last time the slot machine 1 was powered on, to calculate the range (MY), which is the difference between the maximum and minimum values ​​of the difference in game value. Unlike the aforementioned difference in the advantageous section and the difference in game value, this range (MY) is calculated for all game sections (advantageous section and normal section), that is, it is calculated continuously as long as the power to the slot machine 1 remains on.

[0205] Information regarding this range (MY) is used in the function operation unit 621 for the complete function, which will be described later.

[0206] The media management unit 620 resets the range (MY) when the power to slot machine 1 is turned off by store staff.

[0207] Furthermore, the number of bets, credits, and difference in game value calculated by the media management unit 620 are transmitted to the game state control unit 615, the performance control unit 630, and other units as information related to the progress of the game.

[0208] <Functional operating part 621> The functional operation unit 621 uses the range (MY) information generated by the media management unit 620 to perform processes related to prior notification.

[0209] The function activation unit 621 generates information regarding a pre-notification indicating that the complete function is about to be activated when the range (MY) becomes, for example, 18500 or higher.

[0210] This complete function is a so-called stop function. When the complete function is activated, slot machine 1 will no longer accept any input related to gameplay, and the operator will not be able to continue playing unless the power is turned off and on by a store staff member (the game will be unplayable).

[0211] The operations related to gameplay referred to here mean the operations required to complete one game, and specifically include the operation of the bet switch 41 to bet game value as an operation to start the spinning reels 20. When the complete function is activated, such gameplay operations will not be accepted, so even if the bet switch 41 is operated while the complete function is activated, the bet processing for game value will not be performed.

[0212] Furthermore, information regarding the advance notification is transmitted to the performance control unit 630 for each game, for example, while this information is being generated in the function operation unit 621. As a result, the performance control unit 630 issues the advance notification.

[0213] Furthermore, when the range (MY) falls below the first range of 18500, the function operation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer issued by the performance control unit 630.

[0214] Furthermore, the information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, the information that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, the information that the flag is "off" is transmitted to the performance control unit 630. By using a flag format for the information regarding the advance notification in this way, it is possible to suppress an excessive amount of signals transmitted from the main control unit 610 to the sub-control unit 630.

[0215] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes 19000 or higher, which is the second range.

[0216] The function activation unit 621 deactivates the complete function when the store staff turns off the power to slot machine 1. When the power to slot machine 1 is turned on again, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no prior notification is given, and the conditions for the complete function to activate again are not met, making it possible to play slot machine 1.

[0217] <Explanation of Sub-control Unit 63> The ROM of the sub-control unit 63 stores programs and various data that are indirectly involved in the progress of the game (for example, controlling the effects on the LCD screen 3, controlling the LED illumination of the lighting unit 102, and controlling the sound output of the speaker 101).

[0218] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0219] The sub-control unit 63 consists of a microcontroller mounted on the sub-control board P3 and functions as the performance control unit 630.

[0220] <Performance Control Unit 630> The performance control unit 630, which is mounted on the sub-control board 63, performs a performance lottery and determines at least one of the following as a performance pattern: a video / still image output on the LCD screen 3, a sound pattern output from the speaker 101, a light emission pattern of the LED or other lighting unit 102, or a light emission pattern of the performance button 46.

[0221] Specifically, the performance control unit 630 selects a performance lottery table based on game progress information (e.g., game state, stay mode) transmitted from the main control unit 61, and performs a performance lottery using the selected performance lottery table.

[0222] Furthermore, the performance control unit 630 executes a fourth process based on the monster selected in the second process by the main control unit 61, the instruction number selected in the third process, and the winning AT start role to determine the operation mode of the stop switches 40a, 40b, and 40c. For example, if a purple 7 monster and the second instruction number are selected, the performance control unit 630 decides whether to have the player line up purple 7s or red 7s. That is, the performance control unit 630 refers to the AT and instruction number of the monster scheduled to start, as determined by the main control unit 61, and uses the type of winning role that becomes the AT start role when the AT is being prepared to start, to decide what kind of push-order navigation (reverse sandwich navigation or reverse push navigation) to display, and decides whether to have the player line up purple 7s or red 7s.

[0223] Furthermore, the performance control unit 630 notifies the determined operation mode through the LCD screen 3 and speaker 101. Specifically, as shown in Figure 9, the performance control unit 630 outputs one of the following to the LCD screen 3 and speaker 101: "Aim for the BAR!" and reverse press navigation, "Aim for the 7!" and reverse press navigation, or "Aim for the 7!" and reverse pinch navigation.

[0224] Furthermore, the performance control unit 630 executes a change performance process when predetermined conditions are met. The change performance process is, for example, when the red 7 monster is selected, the first instruction number is selected, and "Aim for the BAR!" is announced, and after the player aligns the BAR symbols, the image on the LCD screen 3 that suggests the stopping symbols is upgraded from the BAR symbol to the red 7 symbol.

[0225] Unlike this embodiment, the performance control unit 630 does not necessarily execute the change performance process when predetermined conditions are met; instead, it may decide whether or not to execute the change performance process by lottery.

[0226] <Basic operation flow of slot machine 1> Figure 12 will be used to explain the basic operation flow of slot machine 1.

[0227] With the power to slot machine 1 turned on and the setting value changed, the function operation unit 621 determines whether or not slot machine 1 is playable (whether or not the complete function is active) (step S101).

[0228] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0229] On the other hand, if slot machine 1 is in a playable state (S101: YES), provided that game value data has been transmitted from card unit 7, the main control unit 61 and game value control unit 62 of slot machine 1 display the amount of credited game value on the digital counter 43 and accept operations from the operator such as bet switch 41 and lever 42. As a result, slot machine 1 enters a play start state (step S102).

[0230] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game, regardless of whether it is a normal section or a favorable section.

[0231] Next, the section control unit 614 proceeds with the game in the normal section (step S104).

[0232] The game state control unit 615 proceeds with the game in the general game state (step S105).

[0233] Next, the section control unit 614 determines whether the game section has become an advantageous section because the conditions for transitioning to an advantageous section have been met, or whether the game section is an advantageous section because the state of the advantageous section is maintained (step S106).

[0234] If the game period is not a favorable period (S106: NO), the process returns to step S104.

[0235] On the other hand, if the game section is an advantageous section (S106:YES), the media management unit 620 counts the advantageous section difference (in games that have transitioned to an advantageous section, it starts counting the advantageous section difference) (step S107). From this point onward, the section control unit 614 continues counting the advantageous section difference as long as the game section is an advantageous section (whether in general game state, CZ, or AT).

[0236] Next, the game state control unit 615 determines whether or not to transition the second game state to AT (step S108).

[0237] If the second game state does not transition to AT (S108: NO), the process returns to step S105.

[0238] On the other hand, if the second game state transitions to AT (S108: YES), the game state control unit 615 proceeds with the game in AT mode (step S109).

[0239] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) has become 19000 or greater.

[0240] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0241] On the other hand, if the complete function does not operate (S110: NO), the interval control unit 614 determines whether the difference in the advantageous interval is +2400 or more (step S111).

[0242] If the difference in the advantageous section becomes +2400 or more (S111: YES), the section control unit 614 transitions the game section to the normal section, the game state control unit 615 terminates the AT, and the media management unit 620 initializes the difference in the advantageous section to zero (0), after which the process returns to step S104.

[0243] On the other hand, when the advantageous interval difference is not +2400 or more (S111: NO), the game state control unit 615 determines whether to end the AT (step S112).

[0244] When the AT ends (S112: YES), the process returns to step S105.

[0245] On the other hand, when the AT does not end (S112: NO), the process returns to step S109.

[0246] When returning to step S110 and the complete function is activated (S110: YES), the function activation unit 621 controls so that the operator cannot proceed with the game on the slot machine 1 (step S113).

[0247] Next, in response to the operation of the count button 44, the medium management unit 620 and the card unit 7 transmit and receive necessary information to execute a transfer process (step S114).

[0248] Next, in response to the power-off operation by the store staff, when the power of the slot machine 1 is turned off (step S115), the medium management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 releases the complete function (step S116). Note that when the slot machine 1 is only restored from power-off, the range (MY) is initialized and the complete function is released, but the advantageous interval and the advantageous interval difference are carried over.

[0249] Next, in response to the power-on restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). Thereafter, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.

[0250] <Flow of AT start process> Next, the AT start process of the present embodiment will be described using FIG. 13.

[0251] First, the flow branches based on whether or not the conditions for transitioning to the advantageous period have been met (step S201).

[0252] If the conditions for transitioning to the advantageous period are not met (S201: NO), the process repeats step S201.

[0253] On the other hand, if the conditions for transitioning to the advantageous section are met (S201: YES), the section control unit 614 transitions the game section from the normal section to the advantageous section (step S202).

[0254] Next, the game state control unit 615 executes the first process after the game section has transitioned to the advantageous section (for example, in the game in which it transitioned to the advantageous section) and determines the type of AT to be executed thereafter (step S203).

[0255] Next, the flow branches based on whether or not the transition to AT has been confirmed (step S204).

[0256] If the transition to AT is not confirmed (S204:NO), the process repeats step S204.

[0257] On the other hand, if the transition to AT is confirmed (S204: YES), the game state control unit 615 starts preparing for AT from that game onward (step S205).

[0258] Next, the game state control unit 615 executes a second process to determine the monster's AT (Step S206). The information on the monster's AT selected in the second process is transmitted from the game state control unit 615 to the performance control unit 630.

[0259] Next, the game state control unit 615 executes a third process to determine the instruction number (step S207). The instruction number selected in the third process is transmitted from the game state control unit 615 to the performance control unit 630. However, the third process may be performed after step S209, described later, and immediately before step S210, although this disclosure is not limited to this invention.

[0260] Next, the internal lottery unit 610 performs an internal lottery to determine the winning combination (step S208).

[0261] Next, the flow branches based on whether or not the AT start role was won as a result of the internal lottery (step S209). The result of the winning role is transmitted from the main control unit 61 to the sub-control unit 63, and the determination of whether or not the AT start role was won may be performed by the main control unit 61 and the sub-control unit 63 respectively, or the result of the determination of whether or not the AT start role was won may be transmitted from the main control unit 61 to the sub-control unit 63.

[0262] If the AT starting role is not won (S209:NO), the process proceeds to step S208.

[0263] On the other hand, if the AT starting role (first role or second role) is won (S209: YES), the performance control unit 630 executes the fourth process based on the selected monster, the selected instruction number, and the winning role, and determines and notifies the operation method for stopping the corresponding symbols (step S210).

[0264] Next, the flow branches based on whether or not the corresponding symbol corresponding to the instruction number has stopped (step S211).

[0265] If the corresponding symbol is not stopped (S211:NO), the process proceeds to step S208.

[0266] On the other hand, if the corresponding symbols stop (S211: YES), the flow branches based on whether or not the change animation process should occur (step S212). For example, if the AT being executed is the AT of the red 7 symbol monster, and the instruction number is the first instruction number, then if the player aligns the BAR symbols, the change animation process should occur.

[0267] If it is not the state in which the change effect process should occur (S212: NO), the process proceeds to step S214 described later.

[0268] On the other hand, if it is the state in which the change effect process should occur (S212: YES), the effect control unit 630 executes a change effect process of elevating an image suggesting a stop symbol to a different image (step S213).

[0269] Next, the game state control unit 615 starts the selected AT (step S214). Thereafter, the AT start process of the present disclosure ends. The AT start process is executed according to the above procedure.

[0270] To summarize the above, the slot machine 1 of the present disclosure includes a game state control unit 615 (an example of a main control unit) that can control a game state including a general game state and an AT (an example of a special game state) more advantageous than the general game state, an effect control unit 630 (an example of a sub control unit) that can control game effects, a plurality of rotating reels 20a, 20b, 20c on which a plurality of symbols are arranged respectively, a plurality of stop switches 40a, 40b, 40c corresponding to each of the plurality of rotating reels 20a, 20b, 20c and capable of receiving an operation for stopping the rotation of the corresponding rotating reels 20a, 20b, 20c, and is provided with In the AT, a plurality of types of ATs (for example, an AT of a monster with a BAR symbol, an AT of a monster with a red 7 symbol, an AT of a monster with a purple 7 symbol) are prepared, The game state control unit 615 can determine which type of AT among the plurality of types of ATs to proceed with the game, and in the plurality of rotating reels 20a, 20b, 20c, when a specific symbol (for example, a red 7 symbol) among the plurality of symbols aligns as a stop symbol, it is possible to start the determined type of AT. The performance control unit 630 can determine the operation modes of the stop switches 40a, 40b, and 40c for aligning the red 7 symbols corresponding to the determined type of AT.

[0271] <Effects of the invention> It has been known for some time that during the AT preparation phase, which begins after winning the AT lottery, the AT starts when a predetermined combination (for example, a combination corresponding to matching red 7 symbols) is achieved.

[0272] However, in conventional gaming machines, when a specific combination was won, the machine would only provide instructions on the correct button sequence to achieve that combination.

[0273] In contrast, the slot machine 1 of this disclosure has multiple types of ATs available, and the performance control unit 630 can determine the operation mode of the stop switches 40a, 40b, and 40c for aligning specific symbols corresponding to the type of AT determined by the game state control unit 615.

[0274] Furthermore, the game state control unit 615 can initiate the selected type of AT when a specific symbol among multiple symbols aligns as a stopping symbol on one of the multiple rotating reels 20a, 20b, and 20c. That is, for example, even if the AT of the red 7 monster is selected, if the first instruction number is selected, the game state control unit 615 can initiate the AT when the BAR symbols align.

[0275] Thus, according to the slot machine 1 of this disclosure, various patterns of operation for the stop switches 40a, 40b, and 40c to start the selected AT are presented, and the AT starts when the operation performed by the player matches the selected operation. Therefore, the player can experience a game with an element of surprise.

[0276] Thus, according to this disclosure, it is possible to provide a gaming machine that can offer a variety of special game states without performing complex processing.

[0277] In this disclosure, the main control unit 61 only determines the conditions (instruction number) that trigger the start of the AT (Automatic Trigger) regarding information about the operation method for aligning the symbols. The operation method for aligning the symbols is determined not by the main control unit 61, but by the sub-control unit 63. Because the main control unit 61 does not determine the operation method in this way, the capacity of the main control unit 61 can be reduced, and the gameplay and presentation can be made more varied.

[0278] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0279] Furthermore, unless otherwise specified for each example, the various definitions used herein are used in common throughout the specification.

[0280] Unlike the above embodiment, when the performance control unit executes the change performance processing, the rotating reel control unit may perform reel control to change the stopped symbols on the rotating reels to different symbols.

[0281] The operation mode notified by the performance control unit may be the operation timing (i.e., the timing of pressing the buttons), or the operation timing and the order of pressing the buttons, rather than the order of pressing the buttons.

[0282] Furthermore, while the first instruction number included an example where there was only one corresponding BAR symbol combination, there may be multiple corresponding symbol combinations.

[0283] Furthermore, in the above embodiment, an example was described in which the corresponding 7 symbol combinations for the second instruction number were two types: the red 7 symbol and the purple 7 symbol. However, in addition to these, there may be three or more symbol combinations, such as the white 7 symbol.

[0284] Furthermore, in the second instruction number, if the button press sequence is partially common between Figure 9(a) and Figure 9(b) (the first stop switch to be pressed is the same) but partially different (the second and third stop switches to be pressed are different), the middle stop switch may be pressed first, or the left stop switch may be pressed first. Also, there may be no partially common button press sequence, and all button press sequences may be different.

[0285] In the above embodiment, a change animation process is described in which an image suggesting a stop symbol is upgraded from a first symbol (e.g., a red 7 symbol) to a second symbol (e.g., a purple 7 symbol). However, the present disclosure is not limited to this. For example, a change animation process may be performed to change to a different symbol of the same rank instead of upgrading, or a change animation process may be performed to downgrade the symbol.

[0286] Furthermore, although the above embodiment describes an example in which the bonus is a continuous activation device for a Type 1 special feature, the present invention is not limited thereto. The bonus may be at least one of a Type 1 special feature, a continuous activation device for a Type 1 special feature, a Type 2 special feature, and a continuous activation device for a Type 2 special feature.

[0287] Furthermore, a signal indicating the type of game section may be transmitted from the section control unit to the digital counter, so that the digital counter can indicate whether or not the game section is a favorable section, for example, by whether or not a dot is displayed.

[0288] Further, not limited to the above embodiment, for example, when the AT ends, or when the number of consecutive games in the advantageous section reaches 3000 games, etc., the section control unit may forcibly shift the game section from the advantageous section to the normal section.

[0289] Also, in the above embodiment, a range (MY) was used when operating the complete function, but it is not limited to this, and the difference in game value may be used to determine whether to operate the complete function.

[0290] Also, in the above embodiment, an example where the slot machine is an AT machine is described, but the slot machine may be an ART (assist replay time) machine, or a slot machine with only bonuses that do not execute AT, ART, etc., or a slot machine that can execute both bonuses and AT (or ART).

[0291] Also, the slot machine in the above embodiment was a medal-less machine, but the slot machine to which the present invention is applied may not be a medal-less machine. When the slot machine is not a medal-less machine, the slot machine includes components such as a medal insertion slot, a medal payout slot, and a hopper.

[0292] Also, the above embodiment describes an example of so-called smart slots, but the present invention is not limited to this. In the slot machine in this case, an upper limit (for example, 4000 games) may be provided for the number of games in which the advantageous section can be executed.

[0293] Also, in the above embodiment, in FIG. 11, an example where the main control unit and the game value control unit are mounted on separate control boards is shown, but the main control unit and the game value control unit may be mounted on the same control board. Also, the main control unit and the game value control unit may be composed of separate microcontrollers, or may be composed of the same microcontroller.

Explanation of Signs

[0294] 1. Slot machine (amusement machine) 61 Main Control Unit 610 Internal drawing section 611 Rotating Reel Control Unit 612 Game result determination unit 613 Setting value control unit 614 Section Control Unit 615 Game State Control Unit (Main Control Unit) 616 RT State Control Unit 617 Error detection unit 62 Game Value Control Unit 620 Media Management Department 621 Functional operating part 63 Sub-control Unit 630 Performance Control Unit (Sub-control Unit)

Claims

1. A main control unit capable of controlling game states, including a general game state and a special game state that is more advantageous than the general game state, A sub-control unit capable of controlling game effects, Multiple spinning reels, each with multiple symbols arranged on it, Multiple stop switches, each corresponding to one of the multiple rotating reels and capable of receiving an operation to stop the rotation of the corresponding rotating reel, Equipped with, Multiple types of special game states are available for the aforementioned special game state. The main control unit, It is possible to decide which of several types of special game states the game will proceed under. In the multiple reels, when a specific symbol among the multiple symbols aligns as a stopping symbol, it is possible to initiate a determined type of special game state. The sub-control unit is capable of determining the operation mode of the stop switch for aligning the specific symbols corresponding to the determined type of special game state. The main control unit is capable of determining the instruction symbol. The instruction symbol is a group of specific symbols corresponding to the determined type of special game state. The sub-control unit can determine the operation mode corresponding to the specific symbols to be matched by referring to the type of special game state and the instruction symbol determined by the main control unit. Gaming machine.

2. A main control unit capable of controlling game states, including a general game state and a special game state that is more advantageous than the general game state, A sub-control unit capable of controlling game effects, Multiple spinning reels, each with multiple symbols arranged on it, Multiple stop switches, each corresponding to one of the multiple rotating reels and capable of receiving an operation to stop the rotation of the corresponding rotating reel, Equipped with, Multiple types of special game states are available for the aforementioned special game state. The main control unit, It is possible to decide which of several types of special game states the game will proceed under. In the multiple reels, when a specific symbol among the multiple symbols aligns as a stopping symbol, it is possible to initiate a determined type of special game state. The sub-control unit is capable of determining the operation mode of the stop switch for aligning the specific symbols corresponding to the determined type of special game state. The main control unit is capable of determining the instruction symbol. The instruction symbol is a group of specific symbols corresponding to the determined type of special game state. Even if the instruction symbols are the same, the specific patterns that are aligned may differ depending on the operation method. Gaming machine.