Gaming machine
The gaming machine employs a one-chip microcomputer with ROM, RAM, and CPU to manage errors and gameplay states, reducing control burdens and enriching gameplay experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2023-11-07
- Publication Date
- 2026-07-09
AI Technical Summary
Existing gaming machines face increased control burdens when attempting to enrich gameplay through additional winning combinations or game states, making it difficult to manage effectively.
A gaming machine equipped with a one-chip microcomputer containing a ROM for control programs, RAM for work data, and a CPU, along with performance control means, error determination, and game-disabled state control, which includes initialization processes for error handling and notifications of unplayable states.
The solution reduces control burdens by implementing efficient error management and gameplay control, enhancing gameplay enrichment without overwhelming operational complexity.
Smart Images

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Abstract
Description
[Technical Field]
[0001] This invention relates to a game operation control process for a gaming machine. [Background technology]
[0002] In a gaming machine, such as a reel-type gaming machine, under predetermined game start conditions, an internal lottery is performed in response to the player's start operation, and multiple reels are rotated. Upon the player's stop operation, the rotating reels are stopped, and the game result is displayed. The player is then granted game value such as game media or the right to transition to a different game state, depending on the game result. Such reel-type gaming machines are configured to offer a variety of roles and allow transitions to various game states (so-called RT (Replay Time), AT (Assist Time), ART (Assist Replay Time), bonus games, advantageous and unadvantageous sections, etc.), enriching the game content and stimulating the player's interest in gaming (for example, Patent Document 1 below). [Prior art documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2015-141 [Overview of the Initiative] [Problems that the invention aims to solve]
[0004] While it is desirable to enrich the gameplay of the above-mentioned gaming machines, simply increasing the number of winning combinations or game states would increase the control burden, making it difficult to easily meet this requirement.
[0005] Therefore, in view of the above problems, the present invention aims to provide a gaming machine that can reduce the control burden. [Means for solving the problem]
[0006] The above object of the present invention is achieved by the following means. The elements in parentheses indicate the corresponding elements in the embodiments, but the present invention is not limited thereto.
[0007] The above object of the present invention is achieved by the following means. (1) It is configured to have a one-chip microcomputer incorporating a ROM that non-volatilely stores a control program for realizing a game operation, a RAM that volatilely stores work data, and a CPU that operates based on the control program of the ROM, and main control means for comprehensively controlling the game operation. A gaming machine comprising a performance control means for executing and controlling performances using multiple performance means, The main control means is A determination means capable of determining multiple types of errors, A first counting means capable of recognizing the first difference between the game value used in the game and the game value that was assigned, The system includes a game-disabled state control means that controls the game machine to a game-disabled state when the first difference reaches a first threshold, The conditions for releasing the game-inoperable state include the initialization process of the RAM. The aforementioned multiple types of errors include at least a first error that requires the initialization process of the RAM as a condition for clearing the error, and a second error that does not require the initialization process of the RAM as a condition for clearing the error. The aforementioned performance control means is In at least one of the aforementioned multiple performance means, it is possible to perform a notification of the inability to play when the game becomes unplayable, and if the first error is detected while the game is unplayable, it is possible to perform a notification of the first error without performing the notification of the inability to play. A gaming machine characterized by the above.
Effects of the Invention
[0008] According to the present invention, the control burden can be reduced.
Brief Description of the Drawings
[0009] [Figure 1] It is a front-side perspective view showing the appearance of a rotary gaming machine according to an embodiment of the present invention. [Figure 2] It is a diagram for explaining a display provided in a rotary gaming machine according to an embodiment of the present invention. [Figure 3] It is a diagram showing a symbol arrangement band of a rotary gaming machine according to an embodiment of the present invention. [Figure 4] It is a control block diagram showing an outline of a control device of a rotary gaming machine according to an embodiment of the present invention. [Figure 5A]This figure shows a prize draw table for a reel-type gaming machine according to one embodiment of the present invention. [Figure 5B] This figure shows a prize draw table for a reel-type gaming machine according to one embodiment of the present invention. [Figure 6A] This figure shows the configuration of roles (roles to be drawn, winning roles, payouts, etc.) in a revolving-type gaming machine according to one embodiment of the present invention. [Figure 6B] This figure shows the configuration of roles (roles to be drawn, winning roles, payouts, etc.) in a revolving-type gaming machine according to one embodiment of the present invention. [Figure 6C] This figure shows the configuration of roles (roles to be drawn, winning roles, payouts, etc.) in a revolving-type gaming machine according to one embodiment of the present invention. [Figure 6D] This figure shows the configuration of roles (roles to be drawn, winning roles, payouts, etc.) in a revolving-type gaming machine according to one embodiment of the present invention. [Figure 7] This diagram illustrates the effective winning lines and pseudo-winning lines of a slot machine according to one embodiment of the present invention. [Figure 8] This is a state transition diagram showing an overview of the transition states between game states (main control side game states) of a revolving-type gaming machine according to one embodiment of the present invention. [Figure 9] This flowchart shows the main control side processing performed by the main control unit according to the game operation control program. [Figure 10A] This is a flowchart showing the first half of the game processing in Figure 9. [Figure 10B] This is a flowchart showing the second half of the first game processing in Figure 9. [Figure 10C] This is a flowchart showing the second half of the game processing in Figure 9. [Figure 11] This is a flowchart showing the internal lottery process in Figure 10B. [Figure 12] Figure 11 is a flowchart showing the signal output processing of the conditional device. [Figure 13] This is a flowchart showing the ART-related branching process in Figure 10B. [Figure 14A] Figure 13 is a flowchart showing the general processing that is called. [Figure 14B] This is a flowchart showing the lottery process in Figure 14A. [Figure 14C] Figure 13 is a flowchart showing the pre-announcement processing that is called. [Figure 14D] Figure 13 is a flowchart showing the ART (Artistic Reel Time) processing that is called. [Figure 15] Figure 10B is a flowchart showing the ART-related command setting process. [Figure 16] These are flowcharts showing modified examples of branching processes in Figures 10B and 10C, and ART-related branching processes in Figure 14D. [Figure 17A] This is a flowchart showing the reel stopping process in Figure 10C. [Figure 17B] Figure 10C is a flowchart showing the performance information and net payout management process. [Figure 17C] Figure 17B is a flowchart showing the process for managing the difference in the number of coins in the advantageous period. [Figure 17D] Figure 17B is a flowchart showing the safety device difference count management process. [Figure 17E] This is a flowchart showing the error management process in Figure 10A. [Figure 18] This flowchart shows the main control timer interrupt processing performed by the main control unit according to the game operation control program. [Figure 19] This flowchart shows the main processing on the performance control side, which is performed by the performance control unit according to the game operation control program. [Figure 20] This flowchart shows the timer interrupt processing on the performance control side, which is performed by the performance control unit side according to the game operation control program. [Figure 21] Figure 19 shows a flowchart of the received command analysis process when an ART-related command is received. [Figure 22] This figure illustrates an assist notification mechanism according to one embodiment of the present invention. [Figure 23A] This figure shows a table for setting winner information related to one embodiment of the present invention. [Figure 23B] This figure shows a table for setting winner information related to one embodiment of the present invention. [Figure 24] This is a diagram illustrating a work area related to one embodiment of the present invention. [Figure 25] This figure shows the address map of the program area according to one embodiment of the present invention. [Figure 26] This figure shows a table of phase difference addresses related to one embodiment of the present invention. [Figure 27] This figure shows the phase address tables for each embodiment of the present invention. [Figure 28A] This figure shows a lottery table for transitioning to an AT lottery state for promotion to hell mode according to one embodiment of the present invention. [Figure 28B] This figure shows a normal AT lottery state transition lottery table for promotion according to one embodiment of the present invention. [Figure 28C] This figure shows a lottery table for transitioning to an AT lottery state for normal mid-game failures, according to one embodiment of the present invention. [Figure 28D] This figure shows a lottery table for transitioning to an AT lottery state for falling from heaven mode, according to one embodiment of the present invention. [Figure 29A] This figure shows the AT lottery table (hell) related to one embodiment of the present invention. [Figure 29B] This figure shows the AT lottery table (normal) according to one embodiment of the present invention. [Figure 29C] This figure shows the AT lottery table (heaven) for one embodiment of the present invention. [Figure 30] This figure shows the freeze animation lottery table related to one embodiment of the present invention. [Figure 31A] This figure shows the bonus lottery table for this ART according to one embodiment of the present invention. [Figure 31B] This figure shows a bonus lottery table for a bonus-focused zone according to one embodiment of the present invention. [Figure 32] This diagram illustrates the contents of the table types in one embodiment of the present invention. [Figure 33]This figure illustrates the random values obtained from a counter circuit according to one embodiment of the present invention. [Figure 34] This diagram illustrates the game mode information and game state number according to one embodiment of the present invention. [Figure 35] This diagram illustrates the storage of a RAM area according to one embodiment of the present invention. [Figure 36] This flowchart shows the process for selecting the difference in the number of tokens lottery table related to the modified example. [Figure 37A] This diagram shows a modified example of a payout rate type bonus lottery table (where the payout rate is "-2000 or more"). [Figure 37B] This diagram shows a modified version of the coin difference type bonus lottery table (with a coin difference of "-1999 to 0 or more"). [Figure 37C] This diagram shows a modified version of the coin difference type bonus lottery table (with a coin difference of "0 to 2400 or more"). [Figure 38A] This is a diagram illustrating the bonus payout lottery table based on the difference in the number of tokens. [Figure 38B] This is a diagram illustrating the bonus payout lottery table based on the difference in the number of tokens. [Figure 39] This figure shows the relationship between the difference-in-coin type bonus lottery table and the occurrence rate of assist notifications (different-in-coin type assist notification occurrence pattern). [Figure 40] This diagram shows the relationship between error types and safety devices. [Figure 41A] This figure shows an example of error notification according to one embodiment of the present invention. [Figure 41B] This figure shows an example of a safety device activation notification according to one embodiment of the present invention. [Figure 42A] This diagram illustrates the conditions for ending the advantageous period in a modified case. [Figure 42B] This diagram illustrates the conditions for ending the advantageous period in a modified case. [Figure 43] This figure shows an example of an image display of acquired coin information and advantageous period difference coin information. [Figure 44] This diagram illustrates an example of how information regarding the number of acquired coins and the difference in the number of coins during the advantageous period is reported. [Figure 45] This figure shows other examples of image displays for acquired coin information and advantageous period difference coin information. [Figure 46] This diagram illustrates the relationship between the visual effects related to the activation of safety devices and the visual effects related to the end of the advantageous period. [Modes for carrying out the invention]
[0010] Hereinafter, preferred embodiments of the gaming machine according to the present invention will be described in detail with reference to the drawings.
[0011] <Mechanical configuration: Figure 1> As an example of a gaming machine according to one embodiment of the present invention, a revolving-type gaming machine will be described. Figure 1 is a perspective view showing the external appearance of the revolving-type gaming machine according to this embodiment.
[0012] The revolving-type gaming machine according to this embodiment includes, as shown in Figure 1, a gaming machine housing 1 for housing various gaming components used in the game, and a front door 2 that is attached to the front side of the gaming machine housing 1 so as to be openable and closable. The front door 2 has a first display window 3 in its approximate center and a second display window 4 above it.
[0013] The lower first display window 3 is a reel viewing section, and the three reels 5a, 5b, and 5c (hereinafter, as necessary, reel 5a will be referred to as "left reel 5a", reel 5b as "middle reel 5b", and reel 5c as "right reel 5c") arranged side by side on the reel device 210 are positioned to face this reel viewing section 3 so that they can be seen by the player. In this embodiment, approximately three symbols each (approximately nine in total) can be seen through the reel viewing section 3.
[0014] Each reel 5a, 5b, and 5c has a pattern arrangement band on its outer circumference displaying multiple types of patterns, and the combination of patterns displayed when each reel 5a, 5b, and 5c stops constitutes a reel device 210 (game result display means) that derives and displays the game result. Each reel 5a, 5b, and 5c is also formed with a pattern illumination backlight LED (backlight means) that illuminates each pattern displayed on the reel viewing section 3 from the inside of the reel.
[0015] <Pattern arrangement band 200: Figure 3> Figure 3 illustrates the symbol arrangement zones 200 that each reel 5a, 5b, and 5c possess. The "1ST" symbol arrangement zone shown corresponds to the left reel 5a, the "2ND" symbol arrangement zone to the middle reel 5b, and the "3RD" symbol arrangement zone to the right reel 5c.
[0016] The symbol arrangement zone 200 displays symbols (component symbols) that constitute combinations of symbols corresponding to winning combinations (combination symbols determined by internal lottery (combination lottery)). In this embodiment, as shown in the figure, multiple types of symbols are provided, such as upper bullet, lower bullet, red 7, BAR, replay, bell A, bell B, watermelon A, watermelon B, and cherry. These symbols are arranged in a total of 20 frames in the rotation direction of the reel, and the frame numbers 0 to 19 are assigned according to the order in which the symbols are arranged.
[0017] Each reel 5a, 5b, and 5c is rotated by reel drive motors 211a, 211b, and 211c (see Figure 4), which are pulse motors, respectively, and the variable display operation (variable display and stop display) of each symbol is realized. The reels are not limited to mechanical reels whose rotation is controlled by an electrical drive source, but may also be those that are displayed on an image display device such as a liquid crystal display device, and the variable display operation of the symbols can be performed by the image display. The number of reels can also be changed as appropriate.
[0018] The slot machine's visual confirmation section 3 has a prize line 3a that crosses it diagonally. A prize line is treated as valid when a predetermined number of bets (BETs) are set for a unit game (1 game) (in this embodiment, one line on the right-down line becomes valid). When a combination of symbols corresponding to a winning combination stops on this valid prize line (hereinafter referred to as the "valid prize line") (when a combination of symbols predetermined as necessary to acquire game value is derived and displayed as the game result), the player is awarded game value corresponding to that combination of symbols. If multiple prize lines are provided, the number of lines treated as valid can be changed according to the number of bets for a unit game (1 game). The number of prize lines 3a and their line configuration can also be changed as appropriate.
[0019] Furthermore, the second display window 4 located above the reel viewing section 3 is a liquid crystal screen viewing section, and the display screen (liquid crystal screen) 6a of the liquid crystal display device 6 (LCD unit), which is mounted on the back of the front door 2 as an image display device, is positioned to face the liquid crystal screen viewing section 4 so that it can be seen by the player. This liquid crystal display device 6 functions as an image display means that displays the effects using images.
[0020] Below the stepped portion below the turning body visual recognition unit 3, there are an effect button BT that can be operated by the player, a medal insertion slot 7 for inserting game medals, and within the range credited to the credit means (maximum number of credit medals: for example, 50), up to the upper limit value of the number of bets allowed for one game (maximum bet number: for example, 3), a MAX bet button 8 that can pseudo-insert game medals at once, a 1 bet button 9 that can additively pseudo-insert game medals up to the upper limit value of the bet number according to the number of presses, a credit settlement button 10 for performing credit settlement, etc. are provided. Also, inside the MAX bet button 8, a MAX bet LED 39 (see FIG. 4) for notifying whether the operation of the MAX bet button 8 is in an allowable state is built in. Note that the "credit means" means a functional unit (storage device) that stores game medals inserted into the gaming machine or game medals obtained by winning up to a predetermined upper limit number (maximum number of credit medals: for example, 50) and can store the stored number (number of credit medals) by an electromagnetic method.
[0021] Also, in addition to the effect button BT, a cross-shaped "direction key" (not shown) that can be input-operated in the up, down, left, and right directions is provided. The effect button BT and the direction key function as operation means that can be operated by the player. For example, during a predetermined operation valid reception period (button valid period) in a specific pre-announcement effect, the reception of operation input is enabled, and if a predetermined operation (for example, single press, long press, continuous hitting, etc.) is performed during this valid period, it is possible to bring about a change in the effect before and after the operation. Also, these operation means are used when the player makes a game setting according to their preference in a "game setting screen (menu screen)" that can be executed during a predetermined game period such as when waiting for customers. In this game setting, for example, the player can set the game environment such as adjusting the volume or light amount to their preference within a predetermined range. Note that the effect button BT has a button LED inside it, and different light emission modes of this LED make it possible to notify the operation reception valid period (lit or blinking in a predetermined color) and the operation reception invalid period (for example, during extinguishment).
[0022] Furthermore, below the aforementioned stepped portion of the reel visibility section 3, there is a horizontally elongated operation panel section 14. This operation panel section 14 is equipped with a return button 15 for returning any coins jammed in the coin slot 7, a start lever 11 for starting the rotation of the reels 5a, 5b, and 5c, and three stop buttons 12a, 12b, and 12c (left reel stop button 12a, middle reel stop button 12b, and right reel stop button 12c) for individually stopping the rotation of each reel 5a, 5b, and 5c. In this specification, unless otherwise specified, the stop buttons 12a, 12b, and 12c will be abbreviated as "stop button 12".
[0023] Furthermore, a key cylinder (not shown) for unlocking the door is provided on the right side of the control panel 14. When the front door 2 is locked to the gaming machine casing 1 (closed), inserting a key into the key cylinder and operating it in one direction will unlock the front door 2, allowing it to be opened and closed relative to the gaming machine casing 1. In addition, operating the key inserted into the key cylinder in the other direction will release the stop-play state or the game-stopped state due to a predetermined error.
[0024] On the back of the front door 2, at a position corresponding to the coin slot 7, a coin selector (not shown) is provided to determine whether the game coins inserted into the coin slot 7 are legitimate or not, and to guide legitimate game coins to the hopper unit 500 (see Figure 4) inside the game machine. The hopper unit 500 functions as a game coin dispensing device having a coin dispensing mechanism for dispensing game coins from inside the game machine.
[0025] The above medal selector includes a medal detection sensor 7a (game medal passage detection sensor) that detects inserted game medals, and a passage switching mechanism using a blocker solenoid 7c (see Figure 4) that can switch between a receiving passage that guides inserted game medals toward the hopper unit 500 and a return passage that guides them toward the medal tray 18.
[0026] Furthermore, a horizontally elongated game panel 77 is provided on the lower side of the reel viewing section 3. Inside this game panel 77, various display units are arranged to inform the player of the current game progress and game status. Figure 2 shows the various display units on the game panel 77.
[0027] Referring to Figure 2, the game panel 77 has: (a) A "coin insertion count display unit (coin insertion count display LEDs 31, 32, 33) 30" that notifies the number of game tokens inserted (current bet amount), (b) A "credit count indicator (credit count display unit) 34" that displays the number of credits, (c) A "payout count indicator (payout count display unit) 35" that can notify the number of game tokens dispensed according to the game result (winning), and can also notify the operating status of the game machine (for example, error information, operating information related to the "safety device" described later), (d) A "medal insertion indicator LED (medal insertion indicator unit) 36" that notifies whether or not the machine is in a state where it can accept game tokens, (e) A "re-play activation LED (re-play activation indicator) 37" that indicates whether or not re-play is in operation. (f) A "game start indicator LED (game start indicator unit) 38" that notifies whether or not the operation of the start lever 11 is valid (game start ready state (slot machine start ready state)), A display unit such as the above is provided.
[0028] The credit count indicator 34 and the payout count indicator 35 are configured to notify the current credit count information and the payout amount information according to the game result using 7-segment displays. In addition, the inserted coin count indicator LED 33, the coin insertion indicator LED 36, the re-play activation LED 37, and the game start indicator LED 38 are configured to notify the game status, such as the current number of coins inserted, whether game coins can be inserted, and whether re-play is activated, through the illumination pattern of their built-in LEDs (off / on (flashing), illumination color, etc.). As will be described in detail later, the payout count indicator 35 functions as the main notification means for notifying assist information.
[0029] Below the control panel section 14, there is a decorative panel section 17 decorated with colors, letters, and pictures, and below this decorative panel section 17, there is a horizontally elongated medal tray 18 that is attached integrally with the front door 2. On the gaming machine body side of the medal tray 18, there is a medal payout port 19 for discharging gaming medals dispensed from the hopper unit 500 and returned gaming medals to the medal tray 18.
[0030] Furthermore, decorative lamps 13 (light effect means) are provided on both the left and right sides of the reel visibility section 3. These decorative lamps 13 incorporate light-emitting means such as full-color LEDs and EL lamps, and their light emission patterns (light emission color and pattern) produce light effect effects related to the game. In addition, multiple speakers 16 (upper right speaker, upper left speaker, lower right speaker, lower left speaker) are provided on both the upper and lower sides of the front door 2. The speakers 16 (sound effect means (sound output means)) output music and sound effects related to the game, producing sound effect effects related to the game.
[0031] The means of performance in this invention can be any means capable of producing a performance effect by stimulating the five human senses, such as sight, hearing, and touch. Typical examples include light generating means such as decorative lamps 13, LEDs, and backlight LEDs for illuminating patterns, performance display devices, sound generating devices such as speakers 16, vibration devices that transmit vibrations to the player's body, wind pressure devices that apply wind pressure to the player's body, or movable parts. The above-mentioned performance display device, like the image display device, means a display device that appeals to the sense of sight, but it differs from the image display device in that it also includes devices that do not use images (for example, a 7-segment display device). The liquid crystal display device 6 is a typical example of an image display device, but in the case of an image display device, it refers to a type that expresses performance mainly through image display, while devices that express performance through displays other than images, such as a 7-segment display device, are included in the above-mentioned concept of a performance display device.
[0032] <Control device: Figure 4> Next, with reference to Figure 4, the control device for a slot machine according to this embodiment will be described. Figure 4 is a control block diagram showing an overview of the configuration of the control device for controlling game operation. Note that the same reference numerals are used for the same components as in Figure 1.
[0033] The control device for the slot machine according to this embodiment consists mainly of a main control board 400 (hereinafter referred to as "main control unit 400") which is in charge of overall game operation control, an effect control unit 410 which receives effect control commands from the main control unit 400 and is in charge of overall effect operation control (effect control for effect means), and a power supply board (power supply control means) (not shown) which generates and supplies the power necessary for the game machine (including backup power) from an external power supply. The effect control unit 410 is composed of an effect control board 420 and a liquid crystal control board 460, and a liquid crystal display device 6 is connected to the liquid crystal control board 460. Note that the power supply route is omitted in Figure 4.
[0034] (Main control unit 400) The main control unit 400 is equipped with a microprocessor with a built-in CPU (CPU401c), a ROM (ROM401a) for non-volatile storage of control programs and various data that realize game operations, and a RAM (RAM401b) for volatile storage of work data, and together they constitute a microcomputer (equivalent to a Z80 system).
[0035] ROM401a stores (stores) various data sets necessary for game operation control, including a control program that describes the game operation control procedure, as well as various data required for game operation control, such as a "stop table (not shown)" that defines the data required for stopping the reels, a "winning combination table (Figures 5A, 5B)" that defines the data required for internal lottery, a "winning information setting table (Figures 23A, 23B)" for setting various data related to the internal lottery results, and "AT lottery state transition lottery tables (Figures 28A-28D)", "AT lottery tables (Figures 29A-29C)", "freeze effect lottery table (Figure 30)", and "bonus lottery tables (Figures 31A, 31B)" used for various lotteries.
[0036] Furthermore, RAM401b functions as a work area and buffer memory, and as CPU401c executes the above-mentioned game operation control program, various game data generated as the game progresses are stored and used according to the processing status. RAM401b is provided with a storage area for saving this game data (see, for example, the work area in Figures 24(A) and 35).
[0037] Although not shown in the diagram, the main control unit 400 also includes I / O port circuits for controlling the input and output of various devices, a CTC (Counter Timer Circuit) that provides the Z80 system with periodic interrupts, a function to create pulses of a fixed period (bitrate generator), and a time measurement function, an interrupt controller circuit that provides interrupt enable / disable functions such as timer interrupts that provide interrupt signals to the CPU, and a counter circuit (random number generation circuit) for generating random numbers within a certain range in hardware.
[0038] In this embodiment, a timer interrupt (Figure 18) is applied to the CPU 401c at time intervals of approximately 1.5ms using a CTC. The counter circuit is composed of a random number generation circuit that generates random numbers within a certain range in hardware, and a sampling circuit that samples random values from the random number generation circuit at predetermined timings, and functions as a 16-bit counter (numerical range: 0 to 65535) as a whole (hardware random number generation means). The CPU 401c sends instructions to the sampling circuit according to the processing state to acquire the value indicated by the random number generation circuit as a random number value RND for lottery, and uses this random number value RND for a predetermined lottery (for example, an internal lottery (role lottery)). The CPU 401c also has a function unit (software random number generation means) that updates the value of a specific register to generate and acquire a software random number through software processing. The internal lottery random number is obtained by adding a software random number value, which is generated by appropriate software processing, and a hardware random number value in order to prevent cheating such as targeted betting.
[0039] As will be explained in more detail later, in various lotteries such as the AT lottery state transition lottery (Figures 28A to 28D), AT lottery (Figures 29A to 29C), freeze effect lottery (Figure 30), and bonus lottery (Figures 31A to 31B), the random number RND is generated using one byte of the 2-byte random number (either the upper or lower byte) to perform the lottery.
[0040] Furthermore, at least the main control unit (main control board) 400 and the payout control board 450 receive a voltage drop signal (power abnormality signal) from a power supply board (not shown), and in order to start backup processing prior to power cut-off, the game operation that was in place before the power cut-off can be resumed after power is restored (backup function).
[0041] The main control unit 400 is connected via the game relay board 370 to a stop switch board 360 equipped with a medal detection sensor 7a that detects game medals from the medal slot 7, a MAX bet switch 8a that detects the operation of the MAX bet button 8, a 1 bet switch 9a that detects the operation of the 1 bet button 9, a credit settlement switch 10a that detects the operation of the credit settlement button 10, a start switch 11a that detects the operation of the start lever 11, and a stop switch board 360 equipped with left reel stop switches 12a', middle reel stop switches 12b', and right reel stop switches 12c' (hereinafter these stop switches will be abbreviated as "stop switch 12a'", "stop switch 12b'", and "stop switch 12c'") that detect the operation of the stop buttons 12 corresponding to each reel, and the main control unit 400 is able to receive detection signals from these.
[0042] Furthermore, a blocker solenoid 7c is connected to the main control unit 400 via the game relay board 370, and the main control unit 400 is capable of transmitting an excitation signal for solenoid control to the blocker solenoid 7c.
[0043] Furthermore, the main control unit 400 is connected to the game display board 390 via the game relay board 370. The game display board 390 is equipped with LED displays such as the number of coins inserted LEDs 31-33, the number of coins inserted LED 36, the re-play activation LED 37, the game start indicator LED 38, and the MAX bet LED 39, as well as 7-segment displays such as the number of credits indicator 34 and the number of coins paid out indicator 35. The main control unit 400 is capable of transmitting control signals to control the illumination of these displays.
[0044] Furthermore, the main control unit 400 is connected to the reel drive motors 211a, 211b, and 211c for rotating the reels 5a, 5b, and 5c of the reel device 210 via the reel relay board 330, and the main control unit 400 is capable of transmitting control signals to drive these reel drive motors.
[0045] Furthermore, the main control unit 400 is connected to reel position detection sensors (index sensors) 212a, 212b, and 212c via the reel relay board 330 to detect the rotational position (current position from the base point) and rotational state of each reel 5a, 5b, and 5c, and the main control unit 400 is able to receive detection signals from these reel position detection sensors. Based on the detection signals from the reel position detection sensors, the main control unit 400 is able to determine the current position and rotational state of each reel.
[0046] Furthermore, the hopper unit 500 is connected to the main control unit 400 via the payout relay board 350. The hopper unit 500 functions as a game token payout device and consists of a hopper motor 510 for driving the token discharge mechanism, a payout control board 450 for controlling the operation of the hopper motor 510, a hopper tank (not shown) for storing game tokens, and a token payout sensor 520 for detecting game tokens being discharged toward the token tray 18.
[0047] When the main control unit 400 needs to dispense game tokens, it sends a "dispensing control command" to the dispensing control board 450 specifying the number of tokens to be dispensed. Upon receiving this dispensing control command, the dispensing control board 450 drives the hopper motor 510 to dispense the specified number of game tokens one by one. The dispensed game tokens are detected by the token dispensing sensor 520, and the detection signal is input to the main control unit 400. Based on the detection signal from the token dispensing sensor 520, the main control unit 400 can monitor the number of tokens dispensed and the dispensing status of the game tokens. If the main control unit 400 detects an abnormality in the dispensing status, for example, a "hopper empty error (no tokens to dispense)" when the game tokens in the game machine are empty (hopper tank empty), or a "hopper jam error (dispensing abnormality error)" when the game tokens are not dispensed properly, it executes error processing corresponding to these errors. The hopper empty error, hopper jam error, and full error (described later) can be cleared by turning on the reset switch 95 after removing the cause of the error.
[0048] Furthermore, a full-capacity detection device 600 is connected to the main control unit 400 via the payout relay board 350. This full-capacity detection device 600 detects whether or not the auxiliary tank (not shown), which stores excess game tokens overflowing from the hopper unit 500, is full (overflow abnormality (full-capacity error)). Based on the detection signal from the full-capacity detection device 600, the main control unit 400 can monitor whether or not the game tokens inside the game machine are full.
[0049] Furthermore, a door sensor 61 is connected to the main control unit 400 via the dispensing relay board 350. This door sensor 61 is a sensor provided for the key cylinder used to unlock the door as described above, and it detects the operating status of the key cylinder. Based on the detection signal from the door sensor 61, the main control unit 400 monitors the operating status of the key cylinder and can determine the front door open state and the error release state.
[0050] Furthermore, an external centralized terminal board 310 is connected to the main control unit 400. The main control unit 400 can transmit predetermined game information (external terminal signals) to external devices such as a "data counter DT" or "hall computer HC" located outside the gaming machine via this external centralized terminal board 310. Examples of predetermined game information include game start information, information on the number of game tokens inserted, information on the number of game tokens dispensed, winning information, bonus game occurrence information, bonus game end information, security information (fraud detection information, RAM clear information, front door opening information, setting change occurrence information, etc.), safety device activation information, advantageous section start information, and advantageous section end information.
[0051] The "Data Counter DT" mentioned above is a game information notification device that can notify specific information about the game machine, such as the number of jackpots, the number of times the symbol variation display game has been executed (number of symbol variations), and the number of games played between jackpots, based on the game information contained in the external signal. It is usually installed on top of the game machine. The "Hall Computer HC" mentioned above is what is commonly called a "Hall Computer," and it is a management computer specifically for pachinko halls that monitors and collects the game progress status of the game machines based on the game information contained in the external signal, and comprehensively manages the operating status of the game machines installed in the pachinko hall.
[0052] The main control unit 400 is capable of outputting a type test signal from the external centralized terminal board 310 that identifies game operation in real time, in accordance with the type test conducted by the Security Electronic Communications Technology Association (Security Electronic Communications Technology Association) (see the condition device signal output processing (step S107) in Figure 11 and Figure 12 described later). When a game machine that has passed the type test is installed in a pachinko parlor, no changes to the compliant control program are permitted. For this reason, the type test signal will be repeatedly output even after installation in the pachinko parlor.
[0053] Furthermore, the main control unit 400 is connected to a reel setting board 430 and is capable of receiving detection signals from the reel setting board 430. The reel setting board 430 is equipped with a reset switch 95 used to clear predetermined operation errors and change setting values, a setting key switch 94 for activating setting change operations, and the reel setting board 430 is capable of transmitting detection signals to the main control unit 400 when these switches are operated. In addition, although not shown in the figures, a stop switch is also installed to control the machine to a so-called "stopped state" after a bonus game has ended. As will be described in more detail later, in this embodiment, in addition to the stopped state caused by this stop switch, the machine can also be controlled to a stopped state by a safety device (complete function), and in order to distinguish between these stopped states, the former is sometimes called the "normal stopped state" and the latter the "special stopped state".
[0054] (Regarding the settings) The "setting value" mentioned above refers to a value related to the likelihood of specific events occurring, such as the profit status affecting the player. It defines the expected value (advantage) of the profits (advantage) given to the player, such as the so-called "machine payout rate" or "payout rate (payout rate)," in stages (for example, 6 stages from setting 1 to 6). This setting value is set as appropriate by the hall staff, based solely on the business strategy of the pachinko hall (amusement parlor). In this embodiment, the machine payout rate (payout rate) is set to increase in the order of setting value 1 to 6. The higher the setting value, the more favorable certain lotteries (internal lotteries (role lotteries), AT lotteries (Figures 29A to 29C), and bonus lotteries (Figures 31A to 31B)) are, resulting in a more favorable degree of profit for the player. Note that which lotteries are favored according to the setting value can be determined as appropriate according to the gameplay.
[0055] To change the above "setting value," first, with the gaming machine powered OFF, the setting key switch 94 is turned ON (setting change mode transition side), and then the gaming machine power is turned ON. The current setting value is displayed on a "setting value display" (not shown), and the system transitions to a setting change mode (setting change mode processing) in which the setting value (1 to 6 levels) can be changed. In this setting change mode, when the reset switch 95 is operated (setting switching operation), the current displayed value on the setting value display switches to cycle through the range of 1 to 6, such as "1→2→3→4→5→6→1→2→...", and when the desired setting value is reached, the reel rotation start lever 11 is turned ON, and that setting value is confirmed (setting confirmation operation). This confirmed setting value information is stored in the setting value storage area of the RAM 401b's area RAM (hereinafter sometimes simply referred to as "area RAM") and managed by the main control unit 400. Then, when the setting key switch 94 is turned OFF, the setting change mode ends (setting change operation complete), and the game transitions to a state where it can proceed. From then on, the game starts with the confirmed setting value. Note that the setting change operation also includes the operation of resetting to the same setting (for example, resetting from setting 6 to setting 6 again).
[0056] (Regarding the role ratio monitor) Furthermore, a payout ratio monitor 99 is connected to the main control unit 400, and the main control unit 400 is capable of transmitting control signals to display and control it. The payout ratio monitor 99 is also called a performance display monitor and is configured to notify specific information related to the game (hereinafter referred to as "performance information").
[0057] The ratio monitor 99 of this embodiment consists of multiple 7-segment LEDs. Specifically, four 7-segment LEDs (7-segment displays) with integrated display and circuit units are arranged horizontally and mounted on, for example, the main control board 20 to form a display capable of displaying four digits. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment digit. Of the four digits displayed by the four 7-segment LEDs, the upper two digits are called the "identification segment" and the lower two digits are called the "ratio segment".
[0058] The "performance information" mentioned above is primarily used by pachinko parlors and relevant government agencies for verification and investigation purposes. For example, it is used to investigate whether there are any abnormalities in the payout performance due to fraudulent activity, or whether the game machine's intended payout performance (designed payout performance) is being properly demonstrated. In other words, it is "information related to gameplay (gameplay performance information)." Therefore, unlike the effects related to the progress of the game (for example, pre-announcement effects such as freeze effects), the performance information itself is not directly relevant to the player's enjoyment of the game. For this reason, the payout ratio monitor 99 is not installed in a place visible to the player, but rather in an appropriate place inside the game machine, for example, on a specific control board or inside the board case protecting it, and is not visible from the outside unless the front door 2 is opened.
[0059] The performance information displayed by the payout ratio monitor 99 includes, for example, the following game information (Info 1) to (Info 6).
[0060] (Information 1) The ratio of special features in a predetermined number of games (for example, the most recent 6000 games). The "bonus payout ratio (%)" is the percentage of game tokens dispensed from a gaming machine that are dispensed as a result of a bonus payout. The bonus payout ratio is calculated as "(total number of tokens dispensed during bonus payout / total number of tokens dispensed) × 100" (rounded down to the nearest whole number). Bonus payouts include regular bonus payouts, Type 1 special bonus payouts, Type 2 special bonus payouts, continuous bonus payout devices for Type 1 special bonus payouts, and continuous bonus payout devices for Type 2 special bonus payouts. For displaying the payout ratio over the latest 6000 games, for example, the identification segment will display "7Y.", and the ratio segment will display the current payout ratio (for example, "69" if it is 69%). However, if the number of games is less than 6000, the identification segment will flash. Also, if the payout ratio is above the first predetermined value (for example, 70% or more), the ratio segment will flash. Furthermore, if the calculation result is 100%, the ratio segment will flash "99" (the same applies to (Info 2) to (Info 6) described below). The flashing period is 0.6 seconds (the same applies to (Info 2) to (Info 6) described below).
[0061] (Information 2) The ratio of consecutive winning combinations over a predetermined number of games (for example, over the most recent 6000 games). The "Continuous Bonus Activation Ratio (%)" is the percentage of game tokens dispensed from a gaming machine that were dispensed due to the operation of the continuous bonus activation device. The continuous bonus activation ratio is calculated as "(Total number of tokens dispensed while the continuous bonus activation device is operating / Total number of tokens dispensed) × 100" (rounded down to the nearest whole number). The display shows the consecutive bonus payout ratio for the most recent 6000 games. For example, the identification segment will display "6Y.", and the ratio segment will display the current consecutive bonus payout ratio (for example, "59" if it's 59%). However, if the number of games played is less than 6000, the identification segment will flash. Also, if the bonus payout ratio is above the second predetermined value (for example, 60% or more), the ratio segment will flash.
[0062] (Information 3) Ratio of special features in total games (cumulative games). The display of the payout ratio based on the total number of games (cumulative number of games) is as follows: for example, the identification segment will display "7A.", and the ratio segment will display the current payout ratio (for example, "69" if it is 69%). However, if the total number of games is less than 17,500, the identification segment will flash. Also, if the payout ratio is above the first predetermined value (for example, 70% or more), the ratio segment will flash.
[0063] (Information 4) The ratio of consecutive bonus rounds in the total number of games (cumulative number of games). The display of the consecutive bonus payout ratio based on the total number of games (cumulative number of games) is as follows: for example, the identification segment will display "6A.", and the ratio segment will display the current consecutive bonus payout ratio (for example, "59" if it is 59%). However, if the total number of games is less than 17,500, the identification segment will flash. Also, if the bonus payout ratio is above the second predetermined value (for example, 60% or more), the ratio segment will flash.
[0064] (Information 5) Proportion of accessories with instructions The "Ratio of Game Payouts Including Instructions" is the percentage of game tokens dispensed from a gaming machine that were dispensed during games in which the instruction function was activated (assist notification games) or during the operation of game payout features. The ratio of game payouts including instructions is calculated as "(Total number of tokens dispensed during instruction function operation and total number of tokens dispensed during game payout feature operation / Total number of tokens dispensed) × 100" (rounded down to the nearest whole number). However, the payout ratio including instructions includes game tokens paid out in games where the instruction function was activated while the payout mechanism was active. However, if there was a game where the instruction function was activated while the payout mechanism was active, the payout for that game will not be calculated by adding the game tokens paid out in the game where the instruction function was activated and the game tokens paid out while the payout mechanism was active. Instead, the payout for that game will be calculated as "payout for games where the instruction function was active or the payout mechanism was active." Also, if the player does not follow the assist notification and the button sequence is incorrect, the calculation will be based on the actual payout, not the payout for the correct button sequence. The display of the bonus payout ratio, for example, shows "7P." on the identification segment and the current bonus payout ratio (for example, "69" if it's 69%) on the ratio segment. However, if the total number of games is less than 175,000, the identification segment will flash. Also, if the bonus payout ratio is above the first predetermined value (for example, 70% or more), the ratio segment will flash.
[0065] (Information 6) Ratio of the status of special features, etc. The bonus feature status ratio is the percentage of the total number of games (cumulative number of games) that is calculated by adding the number of games in which a bonus feature was active and the number of games in which a bonus feature was not active while the continuous bonus feature device was active (the number of games with no wins while a bonus feature was active) (a specific number of games). The bonus feature status ratio is calculated as "(specific number of games / total number of games) × 100" (rounded down to the nearest whole number). The display of the bonus item status ratio is as follows: for example, the identification segment will display "5H.", and the ratio segment will display the current bonus item status ratio (for example, "49" if it is 49%). However, if the total number of games is less than 175,000, the identification segment will flash. Also, if the bonus item ratio is above the third predetermined value (for example, 50% or more), the ratio segment will flash.
[0066] Furthermore, the performance information from the payout ratio monitor 99 is measured in real time, and this information can be displayed continuously from the time the power is turned on until the power is turned off. In addition, the processing program and its work area related to the display control and calculation of performance information in the payout ratio monitor 99 are located in a different area (outside memory: outside RAM) from the area (in-area memory: in-area RAM) that the main control unit 400 (CPU 401c) accesses during normal gameplay. Moreover, the performance information is not limited to (Info 1) to (Info 6) above; any useful game performance information can be used as appropriate.
[0067] (Operation confirmation display for the role ratio monitor 99) Furthermore, the system may be configured to display an operation check to confirm whether the payout ratio monitor 99 is functioning correctly when the power is turned on. For example, after the power is turned on, a predetermined value (for example, 5 seconds) is set to the operation timer for executing the operation check display of the payout ratio monitor 99. Based on this operation timer value, for example, the display modes of the four 7-segment displays 99a to 99d are made to perform a "full blinking display" which periodically alternates between fully lit and fully off for a predetermined time (until the operation timer value becomes zero; in this case, 5 seconds) (operation check display processing). After the operation check display is completed, performance information is displayed to the payout ratio monitor 99. As a result, the full blinking display (operation check display) always starts from the beginning each time the power is turned on (the operation check display mode always operates the same each time the power is turned on), making it easier to check for defects such as missing segments or broken wires.
[0068] Furthermore, the main control unit 400 is connected to the performance control board 420, which constitutes the performance control unit 410 (performance control means), via the performance I / F board 340. The main role of this performance control board 420 is to control the appearance of performances for the performance means. Specifically, this includes receiving performance control commands from the main control unit 400, determining performances based on the performance control commands, transmitting liquid crystal control commands to the liquid crystal control board 460, controlling the sound of the speaker 16, controlling the illumination of decorative lamps 13 and various performance LEDs, and controlling the operation of movable parts (not shown).
[0069] Furthermore, the liquid crystal control board 460 is connected to the aforementioned performance control board 420 via the liquid crystal interface board 341. The main roles of this liquid crystal control board 460 are to receive liquid crystal control commands from the performance control board 420 and to control the image display of the liquid crystal display device 6 based on the liquid crystal control commands.
[0070] The main control unit 400 can transmit various performance control commands, including information related to the game, to the performance control unit 410 depending on the processing status. However, the main control unit 400 only transmits signals to the performance control unit 410 (performance control board 420) and is configured for one-way communication, unable to receive signals from the performance control unit 420. This is to prevent fraudulent signals from external cheating activities from being input to the main control unit 400 via the performance control unit 410.
[0071] (Performance control unit 410 (Performance control board 420, LCD control board 460)) Next, the performance control board 420, which constitutes the performance control unit 410, will be described. The performance control board 420 is mainly composed of a microcomputer equipped with a microprocessor with a built-in CPU (sub-CPU 421c), as well as ROM (sub-ROM 421a) and RAM (sub-RAM 421b).
[0072] Sub-ROM 421a functions as a storage means (performance control side storage means) for storing game data related to performance control, and stores various data necessary for performance control, as well as a performance control program that describes the performance control procedure. Sub-RAM 421b functions as a work area and buffer memory, and data necessary for displaying performances is stored and used according to the processing state.
[0073] Although not shown in the diagram, the performance control board 420 also includes I / O port circuits for controlling the input and output of various devices, an interrupt controller circuit with timer interrupt / interrupt disable functions, and counter circuits (16-bit counter, 8-bit counter) for generating random numbers within a certain range in hardware. The sub-CPU 421c acquires the value indicated by the random number generation circuit as a random value for performance lottery depending on the processing state, and uses that random value for performance lottery.
[0074] Furthermore, the performance control board 420 receives performance control commands from the main control unit 400 and, in order to produce various performances using light, sound, or movable parts, it includes a light display control unit for a light display device (light performance means) including decorative lamps 13 and various performance LEDs (for example, backlight LEDs for illuminating patterns), a sound control unit (sound source LSI) for a sound generating device (sound performance means) including a speaker 46, and a drive control unit (motor drive circuit) for a movable part motor to operate the movable parts. The performance control board 420 is capable of transmitting control signals to these control units to control each performance means.
[0075] Furthermore, the performance control board 420 is connected to a switch for performance buttons (not shown) for detecting the operation of the performance buttons, and the performance control board 420 is capable of receiving operation detection signals from the performance buttons.
[0076] The LCD control board 460 is primarily composed of a VDP (Video Display Processor) that controls all aspects of video output processing, such as image unfolding and image drawing; an image ROM (CGROM) that stores image data (effect image data) for which the VDP performs image unfolding processing; a VRAM (Video RAM) that temporarily stores the image data unfolded by the VDP; a CPU (LCD control CPU) that outputs control data necessary for the VDP to perform display control; a ROM (LCD control ROM) that stores a program describing the display control operation procedure of the LCD control CPU (for example, a program related to drawing processing procedures such as the image display order and display time for realizing animated effect displays); and RAM (LCD control RAM) that functions as a work area and buffer memory.
[0077] Regarding the control of the appearance of the effects, the effect control board 420 (sub-CPU 421c) selectively or uniquely determines the effect scenario to be displayed based on predetermined effect control commands sent from the main control unit 400. The above effect scenario is an effect in a broad sense that includes multiple types of effect patterns, and each effect pattern functions as an element (part effect) that constitutes the effect scenario.
[0078] The performance control board 420 transmits dedicated control signals (sound control signal, light control signal, drive control signal) to the sound generator, light display device, motor drive circuit, etc., at the timing when sound effects (sound playback), light effects (flashing and lighting of LEDs, lamps, etc.), and movable body effects (operation of mechanical parts) are required, according to the determined performance scenario. This enables sound effects, light effects, and movable body effects to perform performance actions in accordance with the performance scenario. The performance control board 420 also transmits an LCD control command to the LCD control board 460 at the timing when image playback to be displayed on the LCD display device 6 is required. Upon receiving this LCD control command, the LCD control board 460 generates a display drive signal accordingly and supplies the display drive signal to the LCD display device 6, enabling the execution of image display effects in accordance with the performance scenario. In this way, various performance patterns are unfolded sequentially or simultaneously by various performance means, thereby realizing performances related to gameplay during gameplay and while waiting for customers. Such effects include notification effects that announce information related to the results of the role lottery (internal lottery results) and the AT lottery results, freeze effects, status notification effects that announce the game state, assist notification effects, and continuous effects that appear over multiple games, and these are typical examples.
[0079] Furthermore, the performance control board 420 receives specific performance control commands (for example, commands including game state information) sent from the main control unit 400, grasps the current game state, and is configured to perform transition control between multiple types of performance modes. The performance control board 420 performs transition control of performance modes in a manner consistent with the game state managed by the main control unit, and displays appropriate performances related to the current game state.
[0080] Furthermore, the interrupt terminal INT (not shown) of the performance control board 420 is connected to the strobe (INT) signal line output by the main control unit 400 when it transmits a command, and the sub-CPU 421c generates an interrupt based on the input of the strobe signal and executes a control program for command reception interrupt processing, and the performance control command is acquired in this interrupt processing. In addition, unlike CPU 401c, when an interrupt occurs based on the input of the strobe signal, the sub-CPU 421c will interrupt the processing based on other interrupts (timer interrupt processing that is executed periodically) and perform command reception interrupt processing, and will prioritize command reception interrupt processing even if other interrupts occur simultaneously.
[0081] The performance control command defines its function using a two-byte configuration consisting of a one-byte mode and a one-byte event. To distinguish between MODE and EVENT, Bit 7 of MODE is set to ON and Bit 7 of EVENT is set to OFF. When this information is transmitted as valid, a strobe signal is output corresponding to each of the mode and event. Specifically, when the CPU 401c (main control CPU) has a command to transmit, it sets and outputs mode information for transmitting the command to the performance control unit 410 (performance control board 420), and transmits the first strobe signal after a predetermined time has elapsed since this setting. Furthermore, after a predetermined time has elapsed since the transmission of this strobe signal, it sets and outputs event information, and transmits the second strobe signal after a predetermined time has elapsed since this setting. The strobe signal is controlled to be active by the CPU 401c for a predetermined period to ensure that the sub-CPU 421c can reliably receive the command. Furthermore, when transmitting LCD control commands, the performance control board 420 generates an interrupt strobe signal and transmits a 2-byte LCD control command consisting of a MODE signal and an EVENT signal to the LCD control board 460, one after the other.
[0082] (Overview of gameplay) Next, an overview of the game operation will be explained. Under predetermined game start conditions, the main control unit 400 executes a prize draw (internal draw) and controls the rotation of the reels upon detecting the operation of the start lever 11. Specifically, the main control unit 400 monitors whether a predetermined number of game tokens (for example, 3 tokens) have been inserted to enable the game to start, based on the token insertion signal (detection signal from the token detection sensor 7a, MAX bet switch 8a, or 1 bet switch 9a). At this time, if a jam of game tokens inside the token selector or an abnormal insertion (such as insertion due to fraudulent activity) is detected, a selector error (token insertion error) is considered to have occurred, and predetermined error processing is executed.
[0083] Upon confirming the insertion of the specified number of tokens, the system enables the acceptance of operation signals from the start switch 11a, that is, it sets the system to a "game start ready state." In this game start ready state, if the system confirms the input of an operation signal from the start switch 11a, it performs an internal lottery based on the random values for the internal lottery and the "winning combination lottery table" shown in Figures 4A to 4B. The main control unit 400 determines, through the internal lottery process, which combination has been won or is a "miss," and stores (sets) the lottery result information in a predetermined area of RAM 401b (main control RAM) until the predetermined process is completed. This lottery result information is, in principle, cleared after each game.
[0084] (Role selection table: Figures 5A and 5B) Figures 5A and 5B illustrate the role lottery table according to this embodiment. The role lottery table includes multiple role lottery tables corresponding to various game states, such as "during RT0-RT3 gameplay," "during BB internal (during RT4 gameplay)," and "during BB (during bonus gameplay)," which will be described later.
[0085] Furthermore, the role lottery table includes role lottery tables corresponding to setting values 1 to 6. For example, for the role lottery tables corresponding to RT0 to RT3 games, the probability of drawing one or more specific target roles (e.g., BB1, BB2, common bell A, etc.) differs according to the setting value, and the probability of drawing specific target roles is set to be more advantageous to the player as the setting value increases. Note that in the diagrams, the role lottery table corresponding to a specific setting value (e.g., setting value 6) is shown as a representative example, and the role lottery tables corresponding to other setting values are omitted from the diagrams to avoid duplication (the same applies to the lottery tables shown in Figures 28A to 28D, 29A to 29C, Figure 30, etc., described later).
[0086] As shown in the figure, the "Role Draw Table" has a lottery area (the size of the lottery area is 65536) that has a winning area (determination value) corresponding to the lottery target role (the role that is the target of the lottery), and the winning probability of each role ("determination value / size of lottery area": internal winning probability) is defined therein. In this embodiment, there are 49 types of lottery target roles, including non-winning (miss) roles (details of each role will be described later), and the main control unit 400 refers to the lottery table and determines whether the player has won or lost a role based on whether the internal random draw value belongs to one of the determination values. Also, as shown in the figure, the types of lottery target roles and winning probabilities differ depending on the game state (for example, certain types of replay roles), thereby enriching the game content. The lottery table may be configured to determine which lottery table to use depending on the internal game state type or game mode type (Figure 34) described later.
[0087] After completing the internal lottery process described above, the main control unit 400 drives the reel drive motors 211a to 211c to start the rotation of each reel 5a to 5c, causing each reel to rotate at a nearly constant speed. This realizes the rotational operation of each reel. However, when executing the freeze effect (freeze when lever is operated) described later, the unit waits for a predetermined freeze time before starting the normal rotational operation.
[0088] When each reel rotates at a nearly constant speed, the main control unit 400 enables the reception of operation signals from the stop switches 12a' to 12c', that is, sets it to a "stop operation permitted state". Under this stop operation permitted state, when the input of operation signals from the stop switches 12a' to 12c' is confirmed, the symbol number located at a specific position (for example, on the lower horizontal line in Figure 7) is acquired as the "stop operation symbol number" related to the reel to be stopped. The number of frames (sliding frames) to move the reel from that stop operation symbol number is then determined from a "stop table (not shown)" which defines how many frames (sliding frames) to move the reel to stop, and the reel is stopped at the desired position.
[0089] The aforementioned "stop table" contains stop data that defines the number of sliding frames for the "stop operation symbol number" within the maximum number of retractable frames range (up to 4 frames in this embodiment), enabling so-called "retraction control" to pull a specific symbol onto the effective winning line and stop it within the maximum number of retractable frames range. This realizes stop control (retraction control) of the reel that pulls the combination of symbols corresponding to the winning role (winning role) onto the effective winning line and stops it. By utilizing the characteristics of such "retraction control," by defining the number of sliding frames and the retraction rate corresponding to the symbols in the symbol arrangement zone 200 of each reel, it is possible to make it possible to stop the constituent symbols of the winning role on the effective winning line regardless of the stop operation procedure (press order and stop operation timing) (making the retraction rate 100%), or, depending on the stop operation procedure, make it impossible to stop on the effective winning line even if the maximum number of sliding frames are pulled in, causing so-called "missed payouts."
[0090] Furthermore, if the internal lottery results in a "miss" (no win), the reel stops in a position where no combination of symbols corresponding to any winning combination will stop on the valid winning line. Therefore, in a game that results in a "miss," regardless of the reel stopping procedure, no combination of symbols corresponding to any winning combination will stop on the valid winning line, and the game result will always be a "miss."
[0091] <Regarding the role composition: Figures 6A-6D> Next, the configuration of the roles according to this embodiment will be explained with reference to Figures 6A to 6D. Figures 6A to 6D illustrate the relationship between the combination of symbols (type of winning role) corresponding to the winning role when the lottery target role shown in Figures 5A to 5B is won, the name of that role, the stopping operation procedure to make that combination of symbols a reality, and the payout (game value).
[0092] The symbols corresponding to the "Left Reel," "Middle Reel," and "Right Reel" columns in Figures 6A to 6D represent the symbols that stop on the effective winning lines for reels 5a, 5b, and 5c. Regarding the "Push Order" column in the figures, "Left" refers to the target of the stop operation being the left reel 5a, "Middle" to the middle reel 5b, and "Right" to the right reel 5c. The notations "Left-Middle-Right" and "First Stop Left" in the same column indicate the order in which the reels are stopped (push order) to achieve the combination of symbols corresponding to the "Winning Combination Type" column in the figure. For example, the "Left-Middle-Right" notation means the push order to stop the reels in this order: left reel 5a, middle reel 5b, and right reel 5c. The "First Stop Left" notation means the push order to stop the reels in this order: left reel 5a, middle reel 5b, and right reel 5c. For the sake of clarity, the following explanation will abbreviate the Xth stop operation as "Xth stop" and the Xth reel to be stopped as "Xth stop left," "Xth stop middle," "Xth stop right," etc., as needed. However, among the lottery target types shown in the diagram, if that win occurs, the condition for winning the combination of symbols corresponding to that win may require not only the order of pressing the buttons but also a predetermined timing for the stop operation.
[0093] In this embodiment, as shown in Figures 5A to 5B, multiple types of lottery targets (lottery numbers 1 to 48) are provided. These lottery targets are broadly classified into two types of roles with different performance characteristics: those belonging to "special roles" that trigger the transition to the "bonus game" described later, and those belonging to "general roles" that do not. Furthermore, "general roles" are classified into "minor roles" that involve the payout of a predetermined number of game tokens (including payout of 0 tokens) and "replay roles (replay roles)" that involve the replay.
[0094] In this embodiment, the special roles described above include "BB1, BB2" (lottery numbers 41, 42), the minor roles include "weak chance 1 to ordered bell types" (lottery numbers 20 to 40), and the replay roles include "normal replay, transition replay type, 7 replay type, BAR replay type" (lottery numbers 1 to 19), etc. (Figures 5A to 5B, 6A to 6D).
[0095] The term "re-play" above refers to a game that can be played without inserting game tokens (game media) (including using game tokens for gameplay through credit means or by operating other devices). Specifically, the same amount (same number) of game media used in the current game is virtually provided (automatically inserted) to provide the conditions for starting the next game. This re-play can be said to have game value similar to game tokens, as it allows the player to play the next game without reducing their game tokens. In addition to re-play and game tokens, the game value provided to the player also includes transitions in game states and the right to participate in game state transition lotteries (for example, the AT lottery and bonus lottery described later). Furthermore, game value is not limited to things that act to the player's advantage, but also includes things that act to the player's disadvantage (for example, transitioning to another game state that is less profitable than a favorable game state).
[0096] When any one of the above lottery target roles is determined as the winning role by internal lottery, the combination of symbols (winning combination) corresponding to the winning role is allowed to stop and be displayed on the valid winning line. Specifically, when the winning role is determined by internal lottery, one or more types of internal winning flags corresponding to the winning role are established, and the combination of symbols (winning combination) corresponding to the established internal winning flag is allowed to stop and be displayed on the valid winning line. Therefore, depending on the winning role, there may be cases where multiple types of internal winning flags are established in a single internal lottery, and there are multiple types of corresponding symbol combinations (winning combinations). For example, the RT2 transition replay (lottery numbers 1 to 7) described later allows, upon its winning, the winning of two types of winning combinations, namely the normal replay and the RT2 transition replay, as winning combinations. Such a lottery target role is synonymous with winning multiple roles simultaneously in a single internal lottery (multiple winning roles are determined in a single internal lottery), and can be treated as a "duplicate role" that allows winning multiple types of roles simultaneously (duplicate winning) in a single internal lottery. In the present embodiment, a lottery target role in which the winning role and the stop symbol pattern (winning combination) allowed by the winning role are made to correspond one-to-N, like this "duplicate role", is provided, and by providing multiple types of stop symbol patterns for actualizing this for one winning role, the richness of the game content is achieved. Those having the nature of such a duplicate role include the transition replay types (lottery numbers 1 to 15) described later, 7 replay to BAR replay fake (lottery numbers 16 to 19), chance bell (lottery number 28), draw order bell types (lottery numbers 29 to 40), and the like.
[0097] In this specification, the combination of symbols that stops on the valid winning line corresponding to a winning combination may be referred to as a "winning combination," and the act of this winning combination stopping (establishing) on the valid winning line may be referred to as "winning." In addition, a specific stopping symbol display pattern when a "missed combination" occurs (a so-called "missed combination") may also be treated as a type of winning combination. Furthermore, in this specification, the notation "Symbol 1 / Symbol 2 / ·· / Symbol N" means "Symbol 1, Symbol 2, ···, or Symbol N," and for example, the notation "Replay"-"Bell A"-"Upper Bullet / Cherry" above means the combination of symbols "Replay"-"Bell A"-"Upper Bullet," or the combination of symbols "Replay"-"Bell A"-"Cherry."
[0098] (Pseudo-winning line) To facilitate understanding of the present invention, we will first explain the relationship between the hypothetical winning line (hereinafter referred to as the "pseudo-winning line") and the valid winning line, referring to Figure 6.
[0099] The winning combinations in this embodiment include "order-independent combinations" that, if selected, allow the player to win the corresponding winning combination regardless of the order in which they press the buttons, and "order-required combinations" that allow the player to win different winning combinations depending on the order in which they press the buttons. The diverse range of combinations enhances the gameplay.
[0100] When providing a wide variety of winning combinations to broaden the range of gameplay, if a large number of winning lines are provided, as is often seen in conventional slot machines, for example, in so-called "5-line machines" that treat a total of five winning lines—the "downward right line," "downward left line," "upper horizontal line," "middle horizontal line," and "lower horizontal line" shown in Figures 7(A) and (B)—as effective winning lines, the design of the game machine becomes complicated due to the relationship between the pull-in control, the constituent symbols of the winning combinations, and the arrangement of symbols in the symbol arrangement zone 200. This necessitates limiting the types of winning combinations and hinders the freedom of gameplay.
[0101] Therefore, in this embodiment, the number of valid winning lines is reduced, for example, a "1-line machine" that treats only one line, the "downward right line" shown in Figure 7(A), as a valid winning line, and the dashed lines in Figure 7(B), namely the "downward left line," "upper horizontal line," "middle horizontal line," and "lower horizontal line," are treated as virtual winning lines (hereinafter referred to as "pseudo-winning lines"), thereby forming a winning line that mimics a typical "5-line machine." The relationship between such valid winning lines and pseudo-winning lines is as follows. For example, when "Normal Replay A" shown in Figure 6A is won, a seemingly scattered combination of "Replay" - "Bell A" - "Upper Bullet / Cherry" stops on the valid winning line, but a combination of identical symbols, "Replay" - "Replay" - "Replay" (replay symbols aligned), stops on the 'upper horizontal line' of the pseudo-winning lines (upper replay display). Thus, while scattered symbols that appear to be losing combinations may stop on the valid winning line, from the perspective of the pseudo-winning line, specific combinations of symbols that are easy for the player to recognize will stop there. Similarly for other winning combinations, there are combinations of symbols that are easy for the player to recognize, or specific symbols that may stop on the pseudo-winning line (for example, Common Bell A (lottery number 27) and Push Order Bell Type (lottery numbers 29-40), etc.). What should not be confused here is that the aforementioned "scattered symbols" are the combinations of symbols that correspond to the actual winning combinations (true winning combinations), while the combinations of symbols that stop on the pseudo-winning line are virtual winning combinations that are derived and displayed as alternative combinations of symbols to the true winning combinations that stop on the valid winning line (virtual winning combinations).
[0102] By creating pseudo-winning lines as described above, even if a combination of symbols with seemingly identical performance (virtual winning combination) stops on the pseudo-winning line, a combination of symbols with different performance (true winning combination) can be stopped on the actual valid winning line. For example, if the first combination is won, the first combination of symbols will stop on the upper horizontal line, and if the second combination is won, the same first combination of symbols will stop on the left downward line, but different combinations of symbols can be stopped on the valid winning lines. As a result, although it may appear at first glance that the same winning combination has stopped when the first and second combinations are won, different winning combinations have actually been established (won) on the valid winning lines, resulting in different payouts. By cleverly utilizing the roles of pseudo-winning lines and valid winning lines in this way, the degree of freedom in combination configurations can be increased, and the content of the game can be enriched.
[0103] Furthermore, if there is a risk that the player may mistakenly believe that a virtual winning combination that stops on a pseudo-winning line is a true winning combination, it is preferable to display a special image indicating the true winning combination in a predetermined display area of the LCD screen 6a. For example, if the "red 7 symbol combination" corresponding to the "7 replay" described later is configured to stop on a pseudo-winning line, it is preferable to display an image indicating the true winning combination in a predetermined display area of the LCD screen 6a (for example, the right corner) so that the player does not mistakenly believe that the combination of symbols that stops on the valid winning line (the true winning combination) is the "red 7 combination" that occurred on the pseudo-winning line (the same applies to other combinations).
[0104] Returning to the explanation of Figures 6A to 6D, we will now describe the role configuration according to this embodiment (the relationship between the type of role to be drawn, the combination of symbols corresponding to the winning role (type of winning role), and the payout). For the sake of explanation, in the following, the "combination of symbols" column indicates the 'true winning role' that stops on the valid winning line. Also, the entries in the winning number and winning role type columns in Figures 6A to 6D correspond to the entries in the drawing number and target role type columns of the role drawing table shown in Figures 5A to 5B.
[0105] (Replay type: Winning number (lottery number) 1-19) Referring to Figures 6A to 6B, the types of replay symbols (lottery numbers 1 to 19) will be explained first. The types of replay symbols in this embodiment include "replay symbols regardless of the order of pressing" (replay symbols that allow the winning of a specific replay symbol regardless of the order of pressing) and "replay symbols with a specified order" (replay symbols that allow the winning of different combinations of symbols (winning symbols) depending on the order of pressing).
[0106] (Normal replay: Lottery number 1) First, let's explain the regular replay A for lottery number 1.
[0107] As shown in Figure 6A, the symbol combination that is allowed to be awarded upon winning a normal replay A is the combination of "Replay" - "Bell A" - "Upper Bullet / Cherry" (normal replay). This normal replay A belongs to the "No-Order-Required Replay (No-Order-Required Replay)" category, and does not require any stopping timing to award the corresponding symbol combination (normal replay). When a normal replay stops on an effective winning line, a replay symbol alignment is displayed on the upper horizontal line of the pseudo-winning line (upper replay display). The same applies to the RT2 transition replay type and RT1 fall replay type, which will be described later and allow normal replays to be awarded upon winning (see Figures 6A and 7).
[0108] (Transition replay type: Lottery number 2-15) Next, we will explain the "transition replay types" for lottery numbers 2 to 15. These transition replay types belong to the "order-based replay roles" mentioned above, and are classified into "RT2 transition replay types (lottery numbers 2 to 7)", "RT1 fall-out replay types (lottery numbers 8 to 10)", and "RT3 upgrade replay types (lottery numbers 11 to 15)" based on differences in performance.
[0109] (RT2 transition reply type: lottery numbers 2-7) First, let's explain the "RT2 Transition Reply" types for lottery numbers 2 to 7. As shown in Figure 5A, there are a total of six types of RT2 transition replies, from RT2 transition reply 123 to RT2 transition reply 321.
[0110] The above RT2 transition replays 123 to 321 belong to the "order-based winning combinations (order-based replay winning combinations)," and are designed so that, depending on the order in which the buttons are pressed, a winning combination that may act advantageously for the player (advantageous winning combination) or a winning combination that may act disadvantageously (disadvantageous winning combination) may stop (win) on the valid winning line. These RT2 transition replays 123 to 321 are essentially the same in other respects, except that the order in which the buttons are pressed differs regarding the winning of advantageous or disadvantageous winning combinations (see the "Order of Button Presses" column in Figure 6A). Therefore, to avoid duplication, we will explain "RT2 transition replay 123" for lottery number 1 as a representative example.
[0111] (Regarding RT2 transition replies 123) The combinations of symbols that are allowed to be awarded when "RT2 Transition Replay 123" is won are (1) the combination of symbols "Replay" - "Replay" - "Replay" (RT2 Transition Replay: Right diagonal replay display) and (2) the combination of symbols "Replay" - "Bell A" - "Upper Bullet / Cherry" which is the same as Normal Replay A (Normal Replay: Upper replay display). In other words, when RT2 Transition Replay 123 is determined to be the winning combination, both RT2 Transition Replay and Normal Replay will be allowed to be awarded. To put it another way, RT2 Transition Replay 123 has the property of being a "duplicate combination" that allows for simultaneous winning of both the combination that allows for winning of RT2 Transition Replay and the combination that allows for winning of Normal Replay (Normal Replay A).
[0112] Next, regarding the combinations of symbols that are allowed to be awarded upon winning the RT2 transition replay 123, a specific explanation from the perspective of stop control is as follows:
[0113] (If the button sequence is "left, middle, right") As shown in Figure 5A, if the RT2 transition replay 123 is won, and the button press order is "left, middle, right", the reel's stopping control (pull-in control) is performed so that the RT2 transition replay stops (wins) on the valid winning line.
[0114] (If the button press order is anything other than "left, middle, right") In contrast, if the button press order is anything other than "left, middle, right," the reel's stopping control is performed so that a normal replay, rather than an RT2 transition replay, stops on the valid winning line.
[0115] Regarding the RT2 transition replay types, as can be seen in the "Push Order" column of Figure 6A, if the predetermined push order assigned to each type is used, the "RT2 transition replay" will stop on the valid winning line. If the push order is different from the predetermined push order assigned to each type, the "normal replay" will stop on the valid winning line. In this embodiment, only the push order matters for winning the prize related to the RT2 transition replay type, and no stopping operation timing is required (the same applies to the RT1 fall replay type and RT3 promotion replay type described later in this embodiment). Furthermore, different push orders are assigned to each RT2 transition replay to win the RT2 transition replay (see the "Push Order" column of Figure 6A).
[0116] (Regarding the dividends for RT2 transition replies 123) When the above-mentioned "Normal Replay" or "RT2 Transition Replay" wins a prize, "Replay Game" is awarded as a dividend. However, when the RT2 Transition Replay wins a prize, in addition to the Replay Game, another game value such as "upgrading to an RT2 game in a higher profit state than the RT1 game (the replay probability relationship is 'RT1 game < RT2 game': refer to FIG. 8 described later)" is additionally awarded as a "transition of the game state". On the other hand, even if the "Normal Replay" wins a prize, there is no transition of the game state, and the current RT game is maintained. In this regard, the RT2 Transition Replay related to the RT2 transition replay type is a winning combination on the advantageous winning combination side (a winning combination with a higher game value than the Normal Replay), and the Normal Replay is a winning combination on the disadvantageous winning combination side (a winning combination with a lower game value than the RT2 Transition Replay). Thus, the RT2 Transition Replay 123 serves as a "state transition trigger role" that triggers the transition from one game state to another due to its winning (here, due to winning a prize) (the same applies to other RT2 Transition Replay types). Similar to the RT2 Transition Replay type, the roles that serve as state trigger roles include the RT1 Drop Replay type (lottery numbers 8 to 10), the RT3 Upgrade Replay type (lottery numbers 11 to 15), the button order bell type (lottery numbers 29 to 40), etc., which will be described later. The details of the content of each RT game and the transition control between each RT game will be described in detail in FIG. 8.
[0117] Here, the Arabic numerals attached to the role names in the "winning combination type" column of FIGS. 6A to 6D and FIGS. 5A to 5B are a simplified notation of the button presses in which a specific winning combination can win a prize, and basically indicate the button presses on the advantageous winning combination side. For example, in the case of "RT2 Transition Replay 123", regarding the Arabic numeral notation part of "123", the notation "1" corresponds to the left reel 5a, "2" corresponds to the middle reel 5b, "3" corresponds to the right reel 5c, and the notation "123" means the button press order of 'left, middle, right'. Similarly, for other notations, "132" means 'left, middle, right', "213" means'middle, left, right', "231" means'middle, right, left', "312" means 'right, left, middle', and "321" means 'right, middle, left'. Also, the notation "1XX" means 'the first stop is on the left reel, and the button press order of the remaining reels is not relevant', "2XX" means 'the first stop is in the middle and the button press order of the remaining reels is not relevant', and "3XX" means 'the first stop is on the right reel, and the button press order of the remaining reels is not relevant'.
[0118] (RT1 Dropped Reply Type: Lottery Number 8-10) Next, we will explain the "RT1 Drop Reply" types for lottery numbers 8-10.
[0119] As shown in Figure 5A, there are a total of three types of RT1 fall-out replays: RT1 fall-out replay 1XX to RT transition replay 3XX. The RT1 fall-out replay types belong to the "order-based replay role (order-based replay role)" category, similar to the RT2 transition replay types mentioned above.
[0120] The above RT1 fall replays 1XX to RT transition replays 3XX are essentially the same except for the difference in the order of pressing buttons regarding advantageous or disadvantageous winning combinations. Therefore, to avoid duplication, we will explain "RT1 fall replay 1XX" with lottery number 9 as a representative example. Furthermore, explanations for content that is essentially the same as the above "RT2 transition replay types (RT2 transition replay 123)" will be omitted as appropriate to avoid duplication.
[0121] (Regarding RT1 drop reply 1XX) The combinations of symbols that are allowed to be awarded when "RT1 Fall Replay 1XX" is won are (1) the combination of symbols "Replay" - "Bell A" - "Upper Bullet / Cherry" (normal replay) and (2) the combination of symbols "Replay" - "Replay" - "Bell A / Bell B" (fall replay). In other words, when RT1 Fall Replay 1XX is determined to be the winning combination, both the fall replay and the normal replay will be placed in a state where they are allowed to be awarded.
[0122] When RT1 Fall Reel 1XX is selected, as shown in the figure, whether any symbol combination stops on the valid winning line is determined in the order of pressing, similar to the same event as the above-mentioned "RT2 Transition Reel 123". Specifically, when the pressing order is "First Stop Left", "Normal Replay" stops (wins) on the valid winning line, and in the case of other pressing orders, "Fall Replay" stops (wins) on the valid winning line. Similarly, for other RT1 Fall Reels (Fall Reel 2XX to RT1 Fall Reel 3XX), whether any symbol combination stops on the valid winning line is determined according to the pressing order. Also, for the pressing order that wins "Normal Replay" or "Fall Replay", different pressing orders are assigned to each RT1 Fall Reel (refer to the column of "Pressing Order" in Figure 6A).
[0123] (Regarding the payout of RT1 Fall Reel 1XX) When the above-mentioned "Normal Replay" or "Fall Replay" wins, "Re-game" is given as a payout. However, when the Fall Replay wins, in addition to the re-game as a payout, another game value of "transition of the game state" such as "fall transition from RT2 game or RT3 game to RT1 game with a relatively low profit state (replay probability relationship: RT1 game < RT2 game, RT3 game; refer to Figure 8 described later)" is additionally given. On the other hand, even if the Normal Replay wins, there is no transition of the game state, and the current RT game is maintained (no RT game transition). In this regard, the Normal Replay related to the RT1 Fall Reel type is positioned as a winning combination on the advantageous winning side (a winning combination with a higher game value than the Fall Replay), and the Fall Replay is positioned as a winning combination on the disadvantageous winning side (a winning combination with a relatively lower game value than the Normal Replay).
[0124] (RT3 Upgrade Reel type: Lottery numbers 11 - 15) Next, the "RT3 Upgrade Reel" type with lottery numbers 11 - 15 will be explained.
[0125] As shown in Figure 5A, there are a total of five types of RT3 upgrade replays, from RT3 upgrade replay 1XX to RT transition replay 321. The RT upgrade replay types belong to the "order-based replay role (order-based replay role)" category, just like the RT2 transition replay types mentioned above.
[0126] Furthermore, the above RT3 promotion replays 1XX to RT transition replays 321 are essentially the same except for the difference in the order of pressing buttons regarding advantageous or disadvantageous winning combinations. Therefore, to avoid duplication, we will explain "RT3 promotion replay 1XX" with lottery number 11 as a representative example. Note that explanations for content that is essentially the same as the above "RT2 transition replay types (RT2 transition replay 123)" will be omitted as appropriate to avoid duplication.
[0127] (Regarding RT3 promotion reply 1XX) The combinations of symbols that are allowed to be awarded when "RT3 Promotion Replay 1XX" is won are (1) the combination of symbols "Watermelon A / Watermelon B / Red 7" - "Replay" - "Watermelon A / Watermelon B / Red 7" (RT3 Promotion Replay (Middle Replay Display)) and (2) the combination of symbols "Replay" - "Replay" - "Bell A / Bell B" (Declining Replay). In other words, when RT3 Promotion Replay 1XX is determined to be the winning combination, both RT3 Promotion Replay and Declining Replay will be placed in a state where they are allowed to be awarded.
[0128] Even when an RT3 upgrade replay 1XX is won, whether or not any combination of symbols stops on the valid winning line is determined by the button press order, just like with the "RT2 transition replay 123" mentioned above. Specifically, if the button press order is "first stop left (first stop is left reel 5a)", the "RT3 upgrade replay" will stop on the valid winning line, and if the button press order is any other, the "downgrade replay" will stop. Similarly, for other RT upgrade replays, whether or not any combination of symbols stops on the valid winning line is determined by the button press order. In addition, different button press orders are assigned to each RT3 upgrade replay to win (see Figure 6A, "Button Press Order" column).
[0129] (Regarding the payout for RT3 promotion replay 1XX) When either the "RT3 Upgrade Replay" or the "Demotion Replay" is awarded, the payout is "Replay". However, if the RT3 Upgrade Replay is awarded, in addition to Replay, another game value is added as a payout: "Transition of game state" which means "Transition from RT2 game to RT3 game, which has a relatively higher profit state (the probability of Demotion Replay is "RT2 game > RT3 game": see Figure 5A)". On the other hand, if the Demotion Replay is awarded, as mentioned above, the game value is "Transition from RT2 game or RT3 game to RT1 game". In this respect, the RT3 Upgrade Replay is a winning role on the advantageous side, and the Demotion Replay is a winning role on the disadvantageous side.
[0130] (7 Replays: Lottery Number 16) Next, I will explain "7 Replay" for lottery number 16.
[0131] As shown in Figure 6B, the combinations of symbols that are allowed to be awarded when a 7-Replay is won are (1) the combination of "Red 7 / Replay" - "Red 7 / Bell A" - "Red 7 / Upper Bullet / Cherry" (7-Replay (Red 7s aligned) or Normal Replay (Upper Replay display)), and (2) the combination of "Replay" - "Bell A" - "Upper Bullet / Cherry" (Normal Replay (Upper Replay display)). In other words, when a 7-Replay is determined to be the winning combination, both the 7-Replay and the Normal Replay will be placed in a state where they are allowed to be awarded.
[0132] "7 Replay" belongs to the "Press Order Specific Winning Combination (Press Order Specific Replay Winning Combination)" category, and whether or not any combination of symbols stops on the valid winning line is determined by the press order. Specifically, as shown in Figure 6B, if the "first stop is to the right," "7 Replay (Red 7 symbols aligned)" can stop on the valid winning line, while for any other press order, "Normal Replay" stops on the valid winning line. However, "7 Replay (Red 7 symbols aligned)" will stop (win) on the valid winning line if the press order matches and the stop operation is performed at a specific timing (a stop operation timing that allows the Red 7 symbols to be pulled in). Even if the press order matches, if the stop operation is performed at a timing other than that specific timing, 7 Replay (Red 7 symbols aligned) will not stop, and instead, Normal Replay (upper replay display) will stop as a winning combination (see the "Notes" column in Figure 6B). As will be explained in more detail later, when a 7 Replay is won, the combination of symbols that land will differ depending on the stopping procedure (press order and stopping timing), but regardless of which combination of symbols land, the same game value will be awarded as long as the game state is the same (the same applies to the 7 Replay Fake, BAR Replay, and BAR Replay Fake, which will be explained later).
[0133] In this embodiment, due to factors such as the fact that the pull-in rate of the constituent symbols of the 7 Replay is less than 100% and that there is only "1 line" of valid winning lines, a certain level of timing skill is required to win a 7 Replay. Therefore, if it is possible to pull the red 7 symbol onto the pseudo-winning line, the winning combination for the 7 Replay may be determined so that it is pulled onto the pseudo-winning line and stops as a 'red 7 symbol alignment'. However, if the system is configured to allow the "Red 7 symbols to line up" to stop on a pseudo-winning line, it is preferable to display an image indicating the true winning combination in a predetermined display area of the LCD screen 6a so that the player does not mistakenly believe that the combination of symbols that stopped on the valid winning line (the true winning combination) is the "Red 7 symbols line up" that occurred on the pseudo-winning line (the same applies to the 7-Replay Fake (when stopping a Red 7 Replay that does not line up), the BAR Replay (when stopping a BAR symbol combination), and the BAR Replay Fake (when stopping a BAR Replay that does not line up) described later).
[0134] (BAR Replay: Lottery Number 18) Furthermore, the same pull-in control as the 7 replay described above is also performed for the lottery number 18, "BAR Replay". Specifically, if the button press order matches (first stop to the right) and the stop operation timing is specific (a stop operation timing that allows the BAR symbol to be pulled in), "BAR"-"BAR"-"BAR" (BAR Replay (BAR symbol alignment)) will stop on the valid winning line, and the special symbol combination of 'BAR symbol alignment' will stop. However, even if the button press order matches, if the stop operation timing is not specific, a normal replay (upper replay display) will stop instead of "BAR Replay (BAR symbol alignment)" (see the "Notes" column in Figure 6B).
[0135] (7 replies fake: lottery number 17) Next, I will explain the "7-reply fake" for lottery number 17.
[0136] As shown in Figure 6B, the combinations of symbols that are allowed to win a prize when a 7-Replay Fake is won are (1) "Red 7 Replay Tenpai Miss" (7-Replay Fake) and (2) the combination of symbols "Replay" - "Bell A" - "Upper Bullet / Cherry" (Normal Replay). "Red 7 Replay Tenpai Miss" is a combination of symbols that puts a 7-Replay (matching red 7 symbols) in a tenpai state, such as "Cherry" - "Red 7" - "Red 7".
[0137] The "7 Replay Fake" mentioned above belongs to the "Press Order Predicted Role (Press Order Predicted Replay Role)," and, like the 7 Replay (lottery number 16) mentioned above, if the press order matches and the stopping operation timing is specific, the "Red 7 Replay Tenpai Miss" will stop on the valid winning line, and if the press order is otherwise, the "Normal Replay" will stop on the valid winning line (see Figure 6B). The "Red 7 Replay Tenpai Miss" refers to a stopping combination that results in a '7 Replay Tenpai state', such as "Cherry" - "Red 7" - "Red 7". The 7 Replay Fake displays the "7 Replay Tenpai Miss" and acts as a "fake role (false role)" to heighten the expectation of winning or getting a 7 Replay. Depending on the timing of the stop operation, a 7-replay fake may be missed, and although not shown in the diagram, the normal replay (upper replay display), etc., will stop, similar to the 7-replay mentioned above (see the "Notes" column in Figure 6B).
[0138] (Regarding BAR RipFake (lottery number 19)) Furthermore, the same pull-in control as for the 7 Replay Fake is performed for lottery number 19, "BAR Replay Fake". If the BAR Replay Fake is won, depending on the button press order and stopping timing, the reels will stop on a BAR Replay losing combination (for example, "Cherry" - "BAR" - "BAR") or a normal replay (upper replay display) (see the "Notes" column in Figure 6B). The BAR Replay Fake acts as a "fake" to generate and display a "BAR Replay losing combination" and heighten the expectation of winning / winning a BAR Replay.
[0139] (Regarding the payouts for 7 Replay, BAR Replay, 7 Replay Fake, and BAR Replay Fake) This section explains the payouts for the 7 Replay, BAR Replay, 7 Replay Fake, and BAR Replay Fake mentioned above. Since these payouts are basically the same, we will focus on explaining the payout for the 7 Replay as a representative example.
[0140] If a 7 Replay is won, as explained earlier, either a "7 Replay (matching red 7 symbols)", a "Normal Replay", or a "Missed Symbol" will stop, and at least a "Replay" will be awarded as a payout.
[0141] This "7 Replay" belongs to the category of button-pressing-order-based replays, but it does not grant different game values such as advantageous or disadvantageous winning combinations depending on the button-pressing order. Rather, in the same game state, the same game value is granted regardless of which stop combination is selected. For example, in the ART game (ART game) and the bonus-adding special zone (a form of ART game) described later, regardless of which stop combination is selected, in addition to granting a replay, the right to participate in the bonus-adding lottery is also granted (see Figures 31A to 31B described later). Even if the button press is missed, the right to participate in the bonus-adding lottery is not lost; the right to participate in the bonus-adding lottery is still granted. The reason for this is to avoid situations where the rights that have been acquired are lost due to the skill level of the button-pressing technique in situations where specific benefits are granted, and to prevent the player's motivation to play from diminishing. Similarly, with the "BAR Replay," "7 Replay Fake," and "BAR Replay Fake" mentioned above, even if you fail to time your button press correctly, the right to perform additional draws and other actions is not lost. In this respect, it differs in nature from "transition replay types," where promotion or demotion occurs depending on the button press order, meaning different game values are assigned to them.
[0142] (Regarding the types of minor roles) Next, with reference to Figures 6B and 6C, the types of minor roles (lottery numbers 20-40) will be explained. Weak chances 1-2 (lottery numbers 20-21), strong chance (lottery number 22), watermelon (lottery number 23), and common bell A (lottery number 27) each belong to the "no-order role" category. On the other hand, weak cherries, strong cherries, and strongest cherries (lottery numbers 24-26), chance bells (lottery number 28), and order-based bells (lottery numbers 29-40) each belong to the "order-required role" category. Furthermore, certain minor roles among these act as "AT lottery trigger roles" and / or "bonus lottery trigger roles," and even if they are missed, the right to execute them does not disappear, similar to the 7 replays mentioned above.
[0143] (Weak chance 1, Weak chance 2: Lottery numbers 20-21) As shown in Figure 6B, in Weak Chance 1, the combination of symbols that is allowed to be awarded upon winning is "Replay" - "Bell A" - "Watermelon A / Watermelon B" (Weak Chance 1 display), and in Weak Chance 2, it is "Replay" - "Bell A" - "Watermelon A / Watermelon B / Red 7" (If the right reel shows "Red 7 symbol", Weak Chance 2 is displayed; otherwise, Weak Chance 1 is displayed). In other words, if Weak Chance 2 is won, depending on the timing of the stop operation, in addition to Weak Chance 2 display ("Replay" - "Bell A" - "Red 7 symbol"), the same stop combination as Weak Chance 1 ("Replay" - "Bell A" - "Watermelon A / Watermelon B") (Weak Chance 1 display) may stop on the valid winning line (Common stop combination for Weak Chance 1).
[0144] Furthermore, both Weak Chance 1 and Weak Chance 2 pay out "5 game tokens". Therefore, if Weak Chance 2 is won and Weak Chance 1 is awarded, it is unclear which role was won based solely on the stopping position and the number of tokens paid out. In addition, Weak Chance 1 and Weak Chance 2 may grant the right to execute the AT lottery (Figures 29A-29C) or the bonus lottery (Figures 31A-31B) described below, under certain conditions. Thus, Weak Chance 1 and Weak Chance 2 function as "AT lottery trigger roles" and / or "bonus lottery trigger roles" (Figures 29A-29C, 31A-31B). However, in this AT lottery, the probability of winning the AT is set higher for Weak Chance 2 than for Weak Chance 1, and in this respect, Weak Chance 2 is a lottery target with relatively higher game value than Weak Chance 1 (see Figures 29A-29C and 31A-31B below). Also, regarding the right to execute the AT lottery and the bonus lottery, as with the 7 Replay mentioned above, the right is not lost even if the timing of the button press fails and the corresponding combination of symbols does not land (the same applies to Strong Chance below). Note that Weak Chance 1 and Weak Chance 2 include different combinations of corresponding symbols, but the present invention is not limited to this, and both may have the same combination of symbols.
[0145] (High chance: Lottery number 22) Next, I will explain the "strong chance" associated with lottery number 22.
[0146] The combination of symbols that is allowed to enter the game when a strong chance is won is "Replay" - "Bell A (other than No. 15) / Red 7 / BAR" - "Red 7 / BAR / Watermelon A / Watermelon B". As can be seen from this combination of symbols, when a strong chance is won, one of the following symbols may stop on the valid winning line: Weak Chance 1 display ("Replay" - "Bell A" - "Watermelon A / Watermelon B": "Common stopping pattern for Weak Chance 1"), Weak Chance 2 display ("Replay" - "Bell A" - "Red 7 symbol": "Common stopping pattern for Weak Chance 2"), or Strong Chance display (a combination of symbols other than those that display Weak Chance 1 and Weak Chance 2 from the above combinations of symbols). Which symbol stops depends on the timing of the stopping operation.
[0147] Furthermore, the Strong Chance, like Weak Chance 1 and Weak Chance 2, pays out "5 game tokens." Therefore, if a Strong Chance is won and either Weak Chance 1 or Weak Chance 2 is awarded, it is unclear which role was won based solely on the stopping points and the number of tokens paid out. Also, while the Strong Chance acts as an "AT lottery trigger" and / or an "addition lottery trigger," in these lotteries, the Strong Chance is given preferential treatment over Weak Chance 1 and 2 (see Figures 29A-29C, 31A-31B), making the Strong Chance a lottery target with relatively higher game value than Weak Chance 1 and 2.
[0148] (Watermelon: Lottery number 23) The watermelon symbol, which is drawn with lottery number 23, is a win regardless of the order of button presses, but the combination of symbols shown in Figure 6B requires a specific timing for stopping the buttons. The payout for the watermelon symbol is 3 game tokens.
[0149] (Weak Cherry, Strong Cherry, Ultimate Cherry: Lottery Numbers 24-26) Next, I will explain the weak cherry, strong cherry, and strongest cherry for lottery numbers 23-26. Weak Cherry, Strong Cherry, and Super Cherry are all symbols belonging to the "Pre-Pressed Symbol (Pre-Pressed Small Symbol)" category. Upon winning one of these symbols, one of the symbol combinations shown in the diagram will stop on the valid winning line, depending on the stopping procedure (pressing order and stopping timing). In addition, each of the Weak Cherry, Strong Cherry, and Super Cherry symbols will award at least "2 game tokens".
[0150] The combinations of symbols corresponding to weak cherries, strong cherries, and strongest cherries have the following characteristic relationships:
[0151] (Cherry overflowing) Referring to Figure 6B, each of the weak cherry, strong cherry, and strongest cherry has a specific stop pattern (cherry overflow pattern) that can result in a win if the predetermined button press order is followed (at least the first stop is a specific reel). More specifically, when any of the weak cherry, strong cherry, or strongest cherry symbols are won, and the first stop is not the middle reel 5b, the following stop control is performed.
[0152] In this case, when stopping the left reel 5a, if the stopping operation is performed at a timing that allows the "lower bullet symbol No. 2 (a lower bullet symbol that does not appear on any line: see "1st" in the symbol arrangement band 200 in Figure 3)" to be pulled onto an effective winning line, the lower bullet symbol No. 2 will stop on an effective winning line, and the 'cherry overflow pattern' (a stopping pattern in which no cherry symbol is displayed within the frame of the left reel 5a), which is a special symbol combination of "lower bullet (No. 2)" - "bell A" - "replay" as shown in the diagram, will always stop. This 'cherry overflow pattern' is a common stopping pattern that can appear when any of the cherry roles, weak cherry, strong cherry, or strongest cherry, is won. Furthermore, since the payout for a "cherry spill" is "2 game tokens," if a "cherry spill" stops, it becomes unclear (concealed) which type of cherry symbol (weak cherry, strong cherry, or ultimate cherry) was won just by looking at the stopped symbol.
[0153] (Cherry common stopping pattern) The "cherry spill" mentioned above is a stop pattern that can appear in common among the three when a weak cherry, strong cherry, or strongest cherry is won, provided that the same button press sequence (during the first stop) is used. However, in addition to this cherry spill, there are cases where a common stop pattern (common cherry stop pattern) can appear between two types of cherries, such as a weak cherry and a strong cherry, or a strong cherry and a strongest cherry, depending on the button press sequence. This will be explained in detail below.
[0154] (Common stopping patterns for cherries related to weak cherries and strong cherries) If the "weak cherry" with lottery number 24 is won, and the first stop is anything other than the middle reel 5b (however, if the cherry spill is at a stopping timing that makes it impossible to stop), the "weak cherry (weak cherry display)" shown in the diagram, consisting of "cherry / bell B / lower bullet" - "bell A" - "upper bullet / lower bullet / replay", may stop. However, when the first stop is the middle reel 5b, the "strong cherry (strong cherry display)" consisting of "cherry / bell B / lower bullet" - "red 7 / BAR / lower bullet / cherry" - "red 7 / lower bullet / bell A / watermelon A / watermelon B" may stop, which is also allowed to be won if the strong cherry with lottery number 25 is won (see the weak cherry column in Figure 6B). In other words, if you win a weak cherry, following the prescribed stopping procedure will result in a "strong cherry" combination appearing (in this case, it will stop as a missed weak cherry), and furthermore, the payout is the same as for a strong cherry, 2 game tokens, so just by looking at the stopped symbols, it becomes unclear (concealed) whether you won a weak cherry or a strong cherry.
[0155] Furthermore, if the "Strong Cherry" with lottery number 25 is won, the "Weak Cherry" may also stop. Specifically, if the first stop is anything other than the middle reel 5b (however, if the cherry miss timing is such that it cannot be stopped), the "Strong Cherry display" described above may stop, but if the first stop is the middle reel 5b, the "Weak Cherry display" described above may stop (see the Strong Cherry column in Figure 6B). In other words, if a Strong Cherry is won, under the prescribed stopping procedure, the "Weak Cherry" combination, which also corresponds to a Weak Cherry, will appear (here, it will stop as a missed Strong Cherry), and furthermore, the payout is the same as for a Weak Cherry, 2 game tokens, so just by looking at the stopped symbols, it becomes unclear (concealed) whether a Strong Cherry or a Weak Cherry has been won.
[0156] (Common stopping patterns for strong cherries and cherries related to strong cherries) Furthermore, if the "Strongest Cherry" with lottery number 26 is won, the above-mentioned Strong Cherry may stop depending on the stopping procedure. Specifically, if the first stop is any other than the middle reel 5b (i.e., if the stopping operation timing allows the BAR symbol to be pulled onto the effective winning line), the "Strongest Cherry (Strongest Cherry display)" consisting of "BAR" - "Red 7 / BAR / Bottom Bullet / Cherry" - "Red 7 / Bottom Bullet / Bell A / Watermelon A / Watermelon B" may stop. However, even if the first stop is any other than the middle reel 5b, if there is a specific stopping operation timing (a timing that allows the cherry to be pulled in or a stopping operation timing that does not allow the BAR symbol to be pulled onto the effective winning line), or if the first stop is the middle reel 5b, the above-mentioned "Strong Cherry (Strong Cherry display)" which is allowed to be won even if the Strong Cherry with lottery number 25 is won may stop (see the Strongest Cherry column in Figure 6B). In other words, if you win the strongest cherry, following the prescribed stopping procedure, the above-mentioned "strong cherry (strong cherry display)" combination, which also corresponds to a strong cherry, will appear (in this case, it will stop as a missed strongest cherry), and furthermore, the payout is the same as a strong cherry, 2 game tokens, so just by looking at the stopped symbols, it becomes unclear (concealed) whether you have won the strongest cherry or a strong cherry.
[0157] (Regarding payouts for each type of Cherry role) In this embodiment, no combination of cherry symbols (weak cherry, strong cherry, or strongest cherry) results in a zero payout, and one of the winning combinations shown in the figures is guaranteed to be won, resulting in a payout of at least 2 coins (2 game tokens). Furthermore, the weak cherry, strong cherry, and strongest cherry are defined as the "AT lottery trigger combination" and / or the "bonus lottery trigger combination," and the degree of preferential treatment (such as AT lottery probability) for the AT lottery and bonus lottery described later follows the relationship "weak cherry < strong cherry < strongest cherry" (see Figures 29A-29C and 31A-31B). In particular, the strongest cherry has the lowest internal lottery probability (see Figure 5A), and therefore, compared to the other lottery target combinations, it is a premium combination with the highest degree of preferential treatment for the predetermined lotteries (such as AT lottery and bonus lottery). Thus, although the payout for each cherry symbol is the same, there are differences in the value of the gameplay, such as the chance of triggering an AT (Attack Time) or additional bonus draws. Therefore, as mentioned above, by concealing which cherry symbol was won when the common cherry symbol combination appears, the expectation of winning the strongest cherry symbol can be heightened. Furthermore, advanced players can take advantage of the fact that there are no missed opportunities to intentionally stop on the common cherry symbol combination, making it unclear which cherry symbol was won, and enjoying the tension of not knowing when to win.
[0158] (Common Bell A: Lottery Number 27) Next, referring to Figure 6C, we will explain the common bell A for lottery number 27, which belongs to the minor role category.
[0159] As shown in Figure 6C, the symbol combination that is allowed to be awarded when Common Bell A is won is the combination of "Replay" - "Bell A" - "Replay" (middle bell). If "Replay" - "Bell A" - "Replay" stops on the valid winning line, the symbol combination "Bell A / Bell B" - "Bell A" - "Bell A / Bell B" (middle bell display), which uses Bell A or Bell B, will stop on the middle horizontal line of the pseudo-winning line. In addition, Common Bell A belongs to the "no-order-of-press" category and does not require any stopping operation timing to win the "middle bell" mentioned above. In other words, if Common Bell A is won, regardless of the stopping operation procedure, a middle bell will be awarded, and "9 game tokens" will be awarded as a payout.
[0160] (Chance Bell: Lottery Number 28) Next, I will explain the chance bell for lottery number 28.
[0161] The Chance Bell belongs to the "Pre-Pressed Symbol" category. When the prescribed button press order is followed (first stop left), the "Middle Bell," which pays the same 9 coins as the Common Bell A mentioned above, stops (and is awarded) as a favorable winning symbol. When the button press order is different (first stop left or otherwise), the combination of symbols "Replay" - "Bell A" - "Bell A / Bell B" (5-coin Bell), which pays 5 coins, may stop as a disadvantageous winning symbol. The Chance Bell is designated as an AT (Attack Time) lottery trigger, but the AT lottery is only executed when the Middle Bell is awarded (first stop left) (see the remarks column in Figures 29A to 29C below).
[0162] (Order of bell presses: Lottery numbers 29-40) Next, referring to Figure 5C, we will explain the "order of bell presses" for lottery numbers 29-40.
[0163] The above-mentioned button-press order bell types are lottery targets belonging to the "button-press order prescribed roles (button-press order prescribed minor roles)". When the prescribed button press order is followed, the "middle bell" with the same payout of 9 coins as the above-mentioned common bell A will stop (be awarded) as a favorable winning role. If the button press order is different from that, the unfavorable winning role will be either the "1-coin bell" with a payout of 1 coin, or, if the "1-coin bell" cannot be drawn, the "1-coin bell overflow" (payout of 0 coins) may stop. Hereafter, the "1-coin bell" or "1-coin bell overflow" on the unfavorable winning role side will be abbreviated as "bell overflow (button-press order bell overflow)". Furthermore, in the button-press order bell types, the button press order in which the middle bell stops will be called the "correct button press order", and the button press order in which the bell overflow stops will be called the "incorrect button press order".
[0164] The button-pressing sequence bells for lottery numbers 29-40 mentioned above are essentially the same except for the difference in the order of pressing the buttons related to advantageous or disadvantageous winning combinations. Therefore, to avoid duplication, the "button-pressing sequence bell 123A" for lottery number 29 will be used as a representative example for explanation below.
[0165] (Regarding the button sequence bell 123A) The combinations of symbols that are allowed to be awarded upon winning the 123A button sequence can be specifically explained from the perspective of stop control as follows:
[0166] As shown in Figure 6C, when the button sequence 123A is won, if the button sequence is correct ("left, middle, right"), a "middle bell" with a payout of 9 coins is awarded. If the button sequence is incorrect ("incorrect button sequence"), the "middle bell" is not awarded, and the reel is controlled to stop so that the following combinations of symbols stop on the valid winning lines.
[0167] If the button press sequence is incorrect, a middle bell will be missed, and the above-mentioned "bell miss" will be displayed as the game result. In this case, depending on the stopping procedure for the incorrect button press sequence, one of the single bells A to N with the combination of symbols shown in Figure 6C(α) may stop, such as 'single bell A, single bell B, single bell E, single bell F, or single bell I' (stop numbers 60, 61, 65, 66, 69) (see the "incorrect button press stop number" for button press sequence bells 123A in Figure 6C and the "type of incorrect button press sequence" in Figure 6C(α)). However, if the stopping timing is such that a single bell cannot be drawn in, a single bell will be missed and the "single bell miss (payout of 0 coins)" will stop. Therefore, the ordered bell 123A can be said to have the properties of a "duplicate role" that allows for simultaneous wins of roles that allow for the middle bell to be won, as well as roles that allow for the win of 1-coin bell A, 1-coin bell B, 1-coin bell E, 1-coin bell F, and 1-coin bell I. If a bell spill occurs, the game transitions to RT1 play (see Figure 8). The ordered bell type also functions as an AT lottery trigger role and / or a bonus lottery trigger role, but in the case of the ordered bell, the AT lottery is executed only when the order of pressing is correct (see the remarks column in Figures 29A to 29C described later). It is also possible to configure one or more specific ordered roles to grant the right to execute a lottery (for example, AT lottery, bonus lottery, etc.) when a specific pressing order is used, and not grant the right to execute a lottery when any other pressing order is used.
[0168] In this embodiment, as shown in the figure, multiple types of push-order bells are provided, and only one push-order sequence with a high payout is assigned to each push-order bell. If any other push-order sequence is selected (incorrect push-order sequence), the game is set to stop either the smallest payout of 1 game token or a winning combination with no payout. Focusing on push-order bell group A (lottery numbers 29, 31, 33, 35, 37, 39) with the notation "Push-order bell***A'" ('*' is the Arabic numeral shown in the figure) or push-order bell group B (lottery numbers 30, 32, 34, 36, 38, 40) with the notation "Push-order bell***B", at least for the push-order sequence that results in a middle bell, different push-order sequences are assigned to each other. This prevents the middle bell on the high-paying side from landing with a high probability, even if the player arbitrarily stops the reels, unless it is during the AT game described later, thus preventing the player from receiving unexpected profits due to the design. Although the above-mentioned push-order bell types have been explained as stopping with different combinations of symbols depending on the push order and stopping operation timing, the present invention is not limited to this, and may be configured to stop with different combinations of symbols depending on the push order and / or stopping operation timing.
[0169] (Special role type: BB1, BB2) Next, we will explain BB1 (lottery number 41) and BB2 (lottery number 45).
[0170] BB1 and BB2 belong to the "special role" category and are defined as "roles that do not require specific button press order." These special roles are the roles that are subject to the lottery for Type 1 or Type 2 special roles, and serve as triggers for transitioning to special game states, such as game states in which the probability of drawing a specific small role changes to a high probability, or game states (CB) in which the number of reel pull-in frames of 1 or more changes to within 1 frame (stopping within 75ms). In this respect, they differ in nature from "general roles (small role roles, replay role roles)" that do not serve as triggers for transitioning to special game states.
[0171] The combinations of symbols that are allowed to win when BB1 or BB2 is won are the combination of "Bell A (No. 4)" - "Upper Bullet" - "Lower Bullet" (BB1) and the combination of "Upper Bullet" - "Lower Bullet" - "Bell A (No. 0)" (BB2), respectively. In this embodiment, a stop pattern that presents a significant design is formed by using consecutive specific symbols (Upper Bullet / Lower Bullet symbols). When BB1 stops on the valid winning line, an impactful stop pattern (Cannonball alignment) is derived and displayed, in which the three bullet symbols are displayed in a straight line. However, when BB2 stops on the valid winning line, a stop pattern that looks like a broken "Cannonball alignment" of BB1 is derived and displayed (for example, the right reel 5c shows a "broken cannonball" with the "Cannonball symbol" shifted one frame upwards).
[0172] If BB1 or BB2 is won, the game transitions to a bonus game that is advantageous to the player from the next game onwards. During this bonus game, the probability of winning Common Bell A (lottery number 27) changes to a high probability, the average net increase in tokens per game is higher than in other game states, and the player can acquire a large number of game tokens in a short time (see the BB section in Figures 5A and 5B). In this embodiment, the performance of the bonus game differs between BB1 and BB2, with BB1 being set to be relatively more profitable than BB2. For example, BB1 ends with a first predetermined payout number (for example, 146 tokens), while BB2 ends with a payout of a second predetermined payout number (for example, 72 tokens) or more, which is less than BB1.
[0173] Furthermore, a benefit lottery may be conducted during bonus gameplay to award benefits. For example, if BB1 and / or BB2 are won during normal gameplay, a "bonus-only AT lottery" (Figures 29A to 29C), which serves the same purpose as the AT lottery, may be conducted during this bonus gameplay. If a win occurs, the player will be placed in an AT winning state, and the right to transition to the main ART game (confirmed transition to the main ART game), as described later, can be granted.
[0174] Furthermore, if a BB1 and / or BB2 is won during the pre-ART game or preparation ART game, which are game states before transitioning to the main ART game, the system may be configured to allow for an additional draw for the main ART game scheduled to be played after the bonus game (Figure 31A, described later) during that bonus game. Also, if a BB1 and / or BB2 is won during the main ART game, the system may be configured to allow for an additional draw for the remaining number of games in the main ART game (Figure 31A, described later) to be played.
[0175] Furthermore, the AT lottery and bonus payout lottery during bonus gameplay may utilize the lottery tables shown in Figures 29A-29C and 31A-31B described later, or a separate lottery table specifically for bonus gameplay may be established. The conditions for executing the lottery (winning combinations) and the lottery probabilities can also be determined as appropriate.
[0176] (Regarding carrying over special roles) The special roles BB1 and BB2 mentioned above are designated as "carry-over roles" that allow their internal winning flags (bonus winning flags) to be carried over to subsequent games. Therefore, if a special role (BB1 or BB2) is won, the state in which the bonus winning flag is established (bonus carry-over state) is maintained for the duration of the game (BB internal winning game (during BB internal)) until the combination of symbols corresponding to the won special role is achieved, and during this time, all BBs are excluded from the internal lottery. Note that during BB internal winning, the probability of winning a replay role changes to a higher probability than during normal gameplay, which is called "RT4 game" (see the section on internal bonus winning game in Figure 8 below).
[0177] On the other hand, general roles other than special roles (minor roles and replay roles) are designated as "non-carry-over roles" whose winning flags cannot be carried over to the next game. For general roles, even if a BB (Big Bonus) is internally won, the internal lottery is performed as usual, and if a win occurs, the internal winning flag is established. As a result, a "duplicate winning state" occurs where the bonus winning flag and the internal winning flag of a general role are established simultaneously. In this case, the combination of symbols that corresponds to which winning role is awarded is determined based on a predetermined priority order for drawing. In this embodiment, the priority order is "special role (BB) < minor role < replay role" (minor role priority control). As a result, in games where special roles (BB1, BB2) and general roles are simultaneously won, general roles will be awarded preferentially.
[0178] In this embodiment, there are several types of "overlapping BB roles," such as BB1 for lottery number 41 or BB2 for lottery number 45, which are single winning roles that do not overlap with other general roles, and "overlapping BB roles," such as lottery numbers 42-44 and 46-48, which can overlap with a special role and a specific general role. When an overlapping BB role is determined as a winning role, the combination of symbols corresponding to the winning role, including the special role and the general role, is placed in a state where they can be awarded. In this case, in the winning game, the priority of which winning role to draw onto the valid winning line is determined based on the draw priority. In this embodiment, since there is a priority control for small roles, in the winning game, the draw control first prioritizes awarding general roles.
[0179] The configuration of the roles, including the roles to be drawn, the corresponding winning roles, the payouts, and their types, as described above, is not particularly limited as long as it can achieve the objectives of the present invention. For example, there may be one or more types of special roles, or the configuration may not include any special roles at all.
[0180] <Game format: Figure 8> Next, with reference to Figure 8, the gameplay (game mechanics) of the reel-type gaming machine according to this embodiment will be described.
[0181] In the reel-type gaming machine according to this embodiment, the basic game states are configured to allow the execution and control of RT games (RT0 games to RT4 games described later), AT games (AT0 games to AT3 games described later), and bonus games. The RT games mentioned above are the base game states for determining the winning combinations to be drawn (see Figures 5A and 5B), and by generating AT games concurrently with these RT games, the so-called "ART game" is realized.
[0182] The main control unit 400 is equipped with various means for controlling the game state, such as RT game control means for controlling RT games, AT game control means for controlling AT games, and bonus game control means for controlling bonus games, as a functional unit for controlling these game states.
[0183] Furthermore, the performance control unit 410 manages and controls the performance modes (performance-side game states (performance states)) that correspond to the game states (main control-side game states) managed by the main control unit. These performance modes are managed in a manner that maintains consistency with the main control unit's game states, thereby realizing appropriate performances related to the current game state. As will be described in detail later, in this embodiment, various game states such as initial game, normal game, preparation ART game, main ART game, bonus-adding special zone, and bonus-winning game are realized as game states (internal game states) by combining the "RT game type (also referred to as "RT state")" as the basic game state and the "AT game type (hereinafter also referred to as "AT state")".
[0184] (Regarding RT (Replay Time) gameplay) RT gameplay refers to a "replay probability fluctuation state" in which the probability of winning a replay type (replay probability) that triggers replays has changed from the predetermined probability of the standard game state.
[0185] In this embodiment, as the reference gaming state, RT0 games with the lowest replay probability (here, the total winning probability of replay winning types) are used as the reference. Compared with this RT0 game, RT games 1 to RT games 4 (replay high-probability lottery state) in which the replay probability fluctuates to a high probability are treated as the above replay probability fluctuation state. In the case of this embodiment, the relationship of the replay probabilities of each RT game is "RT0 game (low-probability RT game) < RT1 game (low-probability RT game) < RT4 game (during BB internal winning game (medium-probability RT game)) < RT2 game = RT3 game (high-probability RT game)" (see FIGS. 8 and 5A). The RT0 game and the RT1 game have substantially the same replay probability, and the RT2 game and the RT3 game have the same replay probability. Therefore, from the perspective of the appearance rate of replay winning types, it is difficult for the player to perceive the difference between the RT0 game and the RT1 game, and the difference between the RT2 game and the RT3 game. Note that the replay probabilities of each RT game may be different (for example, the relationship of RT0 game < RT1 game < RT4 game < RT2 game < RT3 game). Also, regarding the replay probability, the RT0 game and the RT game may be the same, or the RT2 game and the RT3 game may be substantially the same.
[0186] Each RT game is roughly classified into whether it is an RT game related to a non-BB internal winning game or an RT game related to a BB internal winning game (bonus carry-over state). In the case of this embodiment, the RT game types related to non-BB internal winning are RT0 game to RT3 game, and the RT game type related to during BB internal winning is RT4 game. Note that during non-BB internal winning and during BB internal winning, unlike the bonus game, it is defined as a "general gaming state" in which the internal lottery probability of small winning types cannot be changed.
[0187] (Regarding the AT game) AT game is a "bonus game state" in which information related to the lottery results of winning combinations can be notified by a predetermined notification method (image display, sound effect, light effect, 7-segment display, etc.) using a performance means (sub-notification means) and / or a display means controlled by the main control unit 400 (for example, a payout number display 35: main notification means). "Information related to the lottery results of winning combinations" mainly refers to stop operation procedure information (assist information: information regarding at least one of the push order and stop operation timing) for guiding the winning combination to a specific combination of symbols related to the winning combination (including advantageous winning combinations, disadvantageous winning combinations, and other specific combinations of symbols), and the notification method (performance method) that notifies this information is called an "assist notification performance (hereinafter abbreviated as "assist notification")."
[0188] As will be explained in more detail later, in this embodiment, the internal game state (RT game + AT game (internal game state)) is a combination of the basic game state "RT game type" and "AT game type". In other words, the game state as a whole game machine is configured to allow control of various game states such as initial game, normal game, game before transition to preparation ART, preparation ART game, main ART game, bonus-adding special zone, and bonus internal winning game.
[0189] Furthermore, for at least one of these game states (for example, normal gameplay), there are multiple subdivisions of game states (for example, "Hell Mode," "Normal Mode," "Heaven Mode," "Premonition Mode," etc., as described later). These game states are managed as "game modes," which are separate game states from the basic game state, and processing related to these game modes is executed as needed. This makes it possible to have multiple types of game modes, such as "Hell Mode," "Normal Mode," "Heaven Mode," and "Premonition Mode," and to have various performance modes related to these game modes, even within the same internal game state, for example, normal gameplay (RT1 gameplay + AT0 gameplay). In other words, even within the same game state (internal game state), it is possible to produce performances related to each of the multiple types of game modes. As shown in Figure 34, there are a large number of game modes. Figure 34 shows representative game modes among the game modes related to the gaming machine 1.
[0190] In addition, the performance modes according to this embodiment include, for example, several performance modes such as (1) to (8) below, in relation to the game mode shown in Figure 34. (1) "Hell performance mode, Normal performance mode, Heaven performance mode, Pre-announcement performance mode" relating to the initial gameplay (initial gameplay mode) and normal gameplay (Hell, Normal, Heaven, Pre-announcement), (2) Preparatory ART transition gameplay "ART transition pre-performance mode", (3) The "Preparation ART Performance Mode" related to preparation ART gameplay, (4) The "ART performance mode (non-battle performance mode)" related to this ART game, (5) "Continuous Battle Performance Mode" related to the Continuous Battle Mode, (6) The "bonus special performance mode" related to the bonus special zone, (7) The "internal win performance mode" related to the game in which a bonus is internally won, (8) The "bonus performance mode" related to bonus gameplay.
[0191] The main control unit 400 manages game state information, including the current basic game state (RT type, AT type), internal game state (RT type + AT type), and game mode (Hell mode, Normal mode, Heaven mode, Pre-announcement mode, etc.), in an identifiable manner. This game state information is stored in a predetermined area of RAM 401b and is used as appropriate in processing that requires information about the game state. This game state information is updated whenever there is a change in the game state (basic game state, internal game state, game mode). This allows the main control unit 400 to understand what the current game state is.
[0192] Furthermore, for each game execution, the main control unit 400 is configured to send information that can identify the current game state to the performance control unit 410 (see, for example, step S73 (ART-related command setting process) in Figure 10B, step S90 (common processing at the end of the game) in Figure 10C, Figure 15 (ART-related command setting process), Figure 35, etc., described later). This allows the performance control unit 410 to understand the game state controlled by the main control unit 400, the timing of transitions between game states, etc.
[0193] Furthermore, the above-mentioned "game mode" can be treated as one aspect of the game state according to the present invention. Therefore, when the terms "transition of game state," "change of game state," or "update of game state" are used in the present invention, they do not necessarily mean a transition (change) of the basic game state or internal game state, but may also mean a transition of game mode. When the term "game state" is used in the present invention, all of these can be treated as being included in the concept of a game state. In addition, whether the basic game state, internal game state, or game mode is used can be appropriately determined according to the relationship of the invention-specific features related to the claims. In the following, for the sake of convenience of explanation, unless otherwise necessary, the basic game state, internal game state, and game mode will be treated equally and will be simply referred to as "game state" in the explanation.
[0194] Incidentally, AT games are controlled not by the performance control unit 410, but by the main control unit 400, through an "AT game control means" that handles the function of AT games, in order to prevent fraudulent activities under the Entertainment Business Act and to prevent the provision of gaming machines that are likely to excessively stimulate the gambling instincts of players (so-called "prevention of addiction"). This AT game control means is configured to control multiple types of notification states as game states related to assist notifications, including a "normal notification state (non-AT game)" under an assist notification prohibition (restriction) state and a "favorable notification state (AT game)" under an assist notification permission state. The above AT games include multiple types of AT games, including AT1 games to AT3 games described later, and the assist notification targets and their notification content may differ depending on which AT game is being played. By implementing these multiple types of AT games and RT games, various game states shown in Figure 8 are realized, increasing the freedom of gameplay and improving the enjoyment of the game.
[0195] * (Regarding safety devices) Furthermore, the gaming machine according to this embodiment is equipped with a "safety device." This safety device is also called a "complete function," and as one of the measures to prevent excessive gambling, it controls the machine to a state where gameplay is impossible (special stop state) if the difference in the number of tokens measured by a predetermined method during a certain period of play (for example, during a day of operation at a pachinko parlor (from power ON to power OFF)) reaches a predetermined activation number (hereinafter also referred to as the "safety device activation trigger number") (see step S804 in Figure 17B, Figure 17D, and Figure 17E described later).
[0196] In this embodiment, the measurement of the difference in tokens related to the activation of the safety device (hereinafter also referred to as the "safety device activation token difference") is based on the point at which the number of game tokens decreased the most during a day's operation. The increase in the number of game tokens from that point (the so-called "MY" value) is counted as the "safety device activation token difference" (MY count method), and when this safety device activation token difference reaches the "safety device activation trigger token count" (for example, 19,000 tokens), the system is controlled to enter a "game execution impossible state (special stop state)." The "game execution impossible state" here refers to a form of the stop state, in which the game cannot be started due to, for example, inability to insert game tokens (detection disabled by token detection sensor 7a (power OFF of blocker solenoid 7c)), inability to bet (operation detection disabled by MAX bet switch 8a and 1 bet switch 9a), or inability to accept operation of the start lever 11 (operation detection disabled by start switch 11a), etc. (safety device activated state). In any case, once the safety device is activated, it will be impossible to play the game further unless the device is deactivated. Furthermore, once the safety device is activated, it cannot be deactivated unless a predetermined deactivation operation (for example, a setting change operation) is performed. In this respect, it differs from a simple stop state (normal stop state) that can be deactivated by a stop switch.
[0197] (Safety device activation demonstration) Furthermore, if the safety device is activated, a predetermined code (for example, "FF") is displayed using the payout display unit 35 to notify that the safety device is activated (that the machine is in a special stop state) until the activation is deactivated, and a notification performance (safety device activation performance) is executed using one or more types of performance means (safety device activation notification means).
[0198] (Safety device activation prior notification) Furthermore, the system may be configured to perform a safety device activation pre-notification (safety device activation pre-notification effect) that notifies in advance that the safety device will be activated based on a predetermined notification trigger before the safety device is activated (safety device activation pre-notification means). For example, if the difference in tokens that triggers the activation of the safety device is 18,900 tokens, the system may be configured to provide advance notification (for example, a countdown display) that the safety device will be activated soon when the current difference in tokens reaches 18,900 tokens. The advance notification means can be, for example, a dedicated display unit to provide notification, or an effect means to display an advance notification effect (for example, "The safety device will be activated soon," "The safety device will be activated when there are XX tokens remaining (countdown display)," etc.). The difference in tokens that triggers the activation can be determined based on an appropriate value, for example, a value that takes into account the average number of tokens obtained during ART gameplay or bonus gameplay. For example, if the average net increase in tokens during bonus gameplay is 300 tokens, then the token count that triggers the safety device to activate (19,000 tokens) minus that average can be set to 18,700 tokens (total token count - 300 tokens = 18,700 tokens). In any case, the token count that triggers the safety device to activate should be set to at least less than the "total token count that triggers the safety device to activate" (total token count - predetermined value = token count that triggers the safety device to activate), and the token count that triggers the safety device to activate should be set considering the payout performance of the gaming machine.
[0199] (Regarding Assist Notifications) As already explained, this embodiment provides multiple types of button-pressing order-based winning combinations. For example, with the Chance Bell and Button-Pressing Bell (lottery numbers 28-40), depending on the button-pressing order, a combination of symbols that can act advantageously (advantageous winning combination), such as the middle bell with a payout of 9 coins, may be awarded. However, during non-AT gameplay, even if these combinations are won, the player is not notified of the stop operation procedure information (button-pressing order information) that guides the player to win the advantageous winning combination, or if it is notified, it is not during AT gameplay, but merely as a one-off notification related to the winning combination. For this reason, during non-AT gameplay, the player cannot obtain clues to win the advantageous winning combination, and is placed in a situation where it is difficult to win it. Consequently, during non-AT gameplay, the game development is more disadvantageous to the player than during AT gameplay.
[0200] In contrast, during AT gameplay, information guiding the player to win a favorable winning combination is announced with a high probability or even 100% probability, making it significantly easier to win. For example, if the "Push Order Bell 123A" with lottery number 29 is won, the player is notified of the push order information (in this example, the "Left, Middle, Right" push order information) guiding them to win the "Middle Bell (payout of 9 coins)" on the favorable winning combination side, rather than the "1-coin Bell (payout of 1 coin)" on the unfavorable winning combination side. If the player stops the reels according to the information announced, they can win the high-paying Middle Bell. As a result, during AT gameplay, the average profit (base value) that the player can earn per game is higher than during non-AT gameplay. Therefore, AT gameplay is considered to be more favorable to the player than non-AT gameplay.
[0201] (Regarding the assisted notification method) The above-mentioned assist notification is mainly generated by performance means (for example, liquid crystal display device 6, decorative lamp 13, speaker 16, etc.) controlled by the performance control unit 410. However, in this embodiment, the assist notification is generated by at least two notification means: the performance means and a specific display means (for example, payout count display 35) controlled by the main control unit 400. Of the assist notification means, the notification means controlled by the main control unit 400 is referred to as the "main notification means," and the notification means controlled by the performance control unit 410 is referred to as the "sub-notification means." The reason for using a main notification means and a sub-notification means to generate the assist notification is as follows.
[0202] Conventionally, the AT game was solely controlled by the production control unit 410. However, in recent years, instead of performing illegal acts or unauthorized modifications on the main control board, illegal acts or unauthorized modifications have been carried out on peripheral boards such as the production control board 420, resulting in AT games with specifications different from the original design of the gaming machine and significantly tampering with the payout rate. For example, starting the number of continuous games in an AT game from several tens of times the original number of continuous games, or forcibly winning in an AT lottery. Therefore, first, from the perspective of preventing illegal acts and unauthorized modifications, the control function unit of the AT game that significantly affects the payout rate is borne by the main control unit 400 side instead of the conventional production control unit 410 side, so that even if the electronic components etc. mounted on peripheral boards other than the main control unit 400 that comprehensively controls the gaming operation (for example, the game display board 390, the production control unit 410, etc.) are tampered with, it will not affect the payout rate, and a gaming machine design that can affect the payout is prevented. Second, information that can execute assist notification only with peripheral boards such as the production control unit 410 (for example, information that can identify the winning combination or stop operation procedure information related to the winning combination: assist information) is not transmitted to the production means. Third, in order to notify the outside that the main control unit 400 is performing the execution control of the assist notification, the assist information (stop operation procedure information) determined by the main control unit 400 side is notified using the main notification means, and information reflecting the same or substantially the same content as the assist information is presented using the production means, thereby actualizing the above first and second matters. From such a perspective, in the present embodiment, as the assist notification means, a configuration using the main notification means and the sub notification means is adopted.
[0203] Also, in the present embodiment, when the main control unit 400 determines to execute the assist notification, it transmits the assist information to the production control unit 410, but when it determines not to execute the assist notification, it does not transmit the assist information to the production control unit 410 or transmits non-execution information indicating that the assist information is not executed. Thereby, the production control unit 410 side notifies the assist information in a production manner and realizes the assist notification in a predetermined production mode.
[0204] In this embodiment, the payout number display 35 is used as the main notification means. However, the present invention is not limited to this, and any notification means capable of presenting assist notification may be used without particular limitation. For example, as the main notification means, the inserted number display unit 30 (inserted number display LEDs 31, 32, 33) or the medal insertion display LED 36 (medal insertion display unit) may be used, or a display dedicated to assist notification may be provided.
[0205] (Assist notification mode: Figures 22, 23A to 23B) The above assist notification may have different notification contents according to predetermined notification conditions even when the same winning combination is determined. That is, it does not necessarily mean that the player wins a specific combination of symbols (for example, a favorable winning combination). For example, when 7 replays (lottery number 16) are won, under specific notification conditions, assist notification (this notification) targeting "7 replays" is executed, but under conditions other than specific notification conditions, there is a case where assist notification (false notification) targeting normal replays is executed.
[0206] Furthermore, the "Assist Notification" is designed, in principle, to only present assist information (in this embodiment, mainly information regarding the button press order) to the player, and not to present the player with information that would allow them to identify the winning combination. This is because if the winning combination were to be explicitly revealed, the player, who knows the button press order assignment even without being notified of the order, would be able to determine the button press order for advantageous or disadvantageous winning combinations. This could lead to the player intentionally refusing the Assist Notification to gain unexpected benefits or cause unintended transitions in the game state. Therefore, when the Assist Notification is displayed, it is designed to conceal at least the winning combination information (or, in the case of a secondary notification means, to include the Assist Notification in its presentation). For example, when RT3 transition replay 1XX (lottery number 11) is won and when button press order bell 213A (lottery number 33) is won, only the display (notification) content regarding the button press order differs; the presentation itself is identical or very similar. Thus, an assist notification that conceals information about the winning role is called a "role-concealing assist notification." While it does not announce information that could reveal the winning role, it may display a notification pattern (role-category assist notification) that reveals the role category to which the winning role belongs, such as a special role, a minor role, or a replay role. For example, if the winning role is a replay, the background image and assist display image may be predominantly "blue," while if it is a push-order bell, the display pattern may be predominantly "yellow."
[0207] Of course, if there is no problem in notifying the winning combination, the winning combination information and the button press order information may be displayed together (combination type assist notification). For example, if "7 Replay" is won, the button press order instruction "stop right first, instruct all reels to stop the 7 Replay symbol" and the winning combination information instruction "Aim for 7 (instruct all reels to stop the red 7 symbol)" may be displayed simultaneously or together, such as "Aim for 7 (stop right first, instruct all reels to stop the red 7 symbol)" (see Figure 22). In this case, the display of "Aim for 7" indirectly suggests that the winning combination type is "7 Replay". However, depending on the notification conditions, it is also possible to display "Aim for 7!" but perform assist notification (false notification) targeting a 7 Replay fake or a normal replay (false combination type assist notification). Furthermore, assist notification may be performed even in the case of combinations where the button press order does not matter. For example, if Common Bell A or Common Bell B is won, a predetermined button press order may be notified.
[0208] In any case, if an assist notification occurs, it can lead to a game development that is advantageous to the player, so players will actively follow the instructions of the assist notification.
[0209] (Assist notification control means) The content of the assist notification is controlled by the "assist notification control means," which is the functional part of the main control unit 400. Regarding assist notification control, when the game is in AT mode, the main control unit 400 transmits information that enables the execution of assist notifications to the performance control unit 410 based on the winning role information for the current game. For example, when the game is not in AT mode, if any of the push-order bells (lottery numbers 28 to 40) are won, the performance control unit 410 transmits a performance control command that includes winning role information (non-specific information) that does not allow it to identify which push-order bell was won. On the other hand, when the game is in AT mode, the performance control unit 410 transmits a command that includes unique winning role information corresponding to each push-order bell, that is, winning role information that allows it to identify which push-order bell was won. In this case, if non-specific information is sent to the performance control unit 410, it cannot identify the winning push-order bell and therefore cannot execute the correct assist notification (notification of the procedure for winning the middle bell), but if identifiable information is sent, it can perform the correct assist notification. Therefore, the assist notification is only effective when the game is in AT mode.
[0210] The AT game in this embodiment is provided with multiple types of AT games (AT1 game to AT3 game), and the main control unit 400 (assist notification control means) is configured to determine the desired assist notification content (assist information) based on the "winning information setting table" shown in Figures 23A and 23B.
[0211] The above-mentioned winning information setting table includes data related to the assist notification content, such as the "instruction monitor number" shown in the "instruction monitor number" column of Figures 23A and 23B, which is associated with the game state (here, the AT state (the AT state may be identified by the game mode)) and the type of winning role. The main control unit 400 controls the display of the assist notification corresponding to the above-mentioned "instruction monitor number" to the main notification means (payout number display 35), and the performance control unit 410 controls the display of the assist notification corresponding to the said "instruction monitor number" to the sub-notification means (for example, the liquid crystal display device 6), thereby enabling the execution of assist notifications by the main / sub-notification means.
[0212] In this embodiment, the content of the assist notification (assist information (button press order information)) corresponding to the instruction monitor numbers 1 to 8 in Figures 23A and 23B is as follows: instruction monitor number "1" indicates the button press order "123", instruction monitor number "2" indicates the button press order "132", instruction monitor number "3" indicates the button press order "213", instruction monitor number "4" indicates the button press order "231", instruction monitor number "5" indicates the button press order "312", instruction monitor number "6" indicates the button press order "321", instruction monitor number "7" indicates "Aim for ←7", and instruction monitor number "8" indicates "Aim for ←BAR". The assist information specified by the instruction monitor number is dramatically announced by the main notification means and the sub-notification means. However, in the case of instruction monitor number "0", no assist notification is performed, and no assist information is announced to the main notification means or the sub-notification means.
[0213] In addition, if the button press sequence is "1XX", "2XX", "3XX", etc., it is sufficient to indicate which reel the first stop is on. For example, if the button press sequence is "1XX", it is sufficient to assign either instruction monitor number "1" corresponding to the button press sequence "123", or instruction monitor number "2" corresponding to the button press sequence "132". In this embodiment, "1XX" is assigned instruction monitor number "1" for the button press sequence "132", "2XX" is assigned instruction monitor number "3" for the button press sequence "213", and "3XX" is assigned instruction monitor number "3" for the button press sequence "312".
[0214] (Example of assist notification display) Figure 22 shows a typical example of assist notification to the payout display 35 (main notification means) and the liquid crystal display device 6 (sub-control means). For example, let's take the case where the current game state is a game state accompanied by AT1 gameplay (for example, preparatory ART gameplay) and the winning combination for this game is "RT2 transition replay 123". Referring to the winning information setting table in Figure 23A, the "instruction monitor number" corresponding to "AT1, RT2 transition replay 123" in the table is "1". Therefore, the main control unit 400 displays "1" on the payout display 35 to indicate assist information (push order information) of "123", and also sends an "instruction monitor number command" to the performance control unit 410 as a performance control command, which includes at least instruction monitor number information that can identify the instruction monitor number (see step S112 in Figure 11 described later). The performance control unit 410 receives an instruction monitor number command and, for example, displays an assist notification on the liquid crystal display device 6 with the instruction sequence "123". In this embodiment, in addition to the "instruction monitor number command" mentioned above, a "winning role conversion information command" containing winning role information is also transmitted (see step S113 during the internal lottery process in Figure 11, described later). This winning role conversion information command is used when determining the performance scenario for one game.
[0215] Furthermore, while the display mode at the start of the assist notification may be continued when performing the first to third stops, the display mode after operating the stop button 12 can be different from the display mode at the start of the assist notification, as long as it does not lose its function as an assist notification, that is, as long as it is a display mode that can identify the next reel to be stopped. For example, in the case where "123" is displayed on the liquid crystal display device 6 as in the above case, "123" may be displayed before the first stop operation, "*23" (a display that can identify at least the second stop) may be displayed after the first stop operation, and "**3" (a display that can identify at least the next third stop) may be displayed after the second stop operation.
[0216] (Regarding the game state: Figure 8) Next, with reference to Figure 8, the various game states according to this embodiment will be described. Figure 8 is a game state transition diagram showing the contents of the main game states and an overview of the transition patterns between game states. To facilitate understanding of the present invention, we will first explain the overview of the transition control between each game state, focusing on the game states that are closely related to the present invention. In the following, for the sake of explanation, a game state (game section) in which assist notifications are not permitted will be referred to as "non-AT game (section without performance related to instruction function: assist notification not permitted state)," and a game state (game section) in which assist notifications are permitted will be referred to as "advantageous section (section with performance related to instruction function (assist notification permitted state: AT0 game to AT3 game described later))." In the non-advantageous section of this embodiment, the assist notification is not permitted state, but the transition process to the advantageous section (advantageous section transition lottery) is permitted. In the advantageous section, the assist notification is permitted state and / or the AT lottery is permitted state. Furthermore, in this specification, unless otherwise specified, if an assist notification occurs, the player will be expected to comply with it.
[0217] In this embodiment, when a RAM clear is performed by a setting change operation or when a bonus game is played, the game starts from the initial state of "initial game (RT0 game + non-AT game)". This initial game is a non-advantageous section, and in this embodiment, the initial game is a game state in which no AT lottery is performed and no assist notification is performed. Therefore, during the initial game, even if a relatively high-probability push-order bell type (lottery numbers 29-40) is won, the assist notification for the 'middle bell' on the advantageous winning side (hereinafter also referred to as "middle bell navigation") does not occur, making it difficult to correctly guess the push order, and bell overflow symbols can be won with a high probability (see Figures 5B and 6C). In this embodiment, when a bell overflow symbol stops (wins), a transition in the game state occurs, and the game transitions from the current RT0 game to RT1 game. Furthermore, during the initial gameplay, if a specific type of small win (lottery number 20-40) is won, a lottery for transitioning to the advantageous section (advantageous section transition lottery) is executed. During the initial gameplay, this transition lottery is 100% successful, and the game transitions to the advantageous section (from non-AT gameplay to AT0 gameplay) from the next game. In other words, from the initial gameplay (RT0 gameplay + non-AT gameplay), there is a very high probability of transitioning to RT1 gameplay and AT0 gameplay, and the game state as a whole transitions to "RT1 gameplay + AT0 gameplay" (normal gameplay). Thus, the game transitions to normal gameplay (a game state accompanied by an advantageous section) in a relatively short number of games from the initial gameplay. Such "advantageous sections" and "non-advantageous sections" can be treated as a form of game state or game mode.
[0218] Furthermore, the lottery for transitioning to the advantageous period can be configured to be executed when at least one specific role (or all roles) is won. The probability of winning can also be determined as appropriate. If all roles are included, it is possible to create a gameplay style in which the transition to the advantageous period can be achieved in one to a few games.
[0219] The above "favorable period" will end if either of the following conditions 1 or 2 is met. (Condition 1) Regardless of the state, such as the activation of the instruction function (assist notification), during RT, during BB, or during the operation of special features, the advantageous period will end when the result of a predetermined number of games is obtained (a predetermined number of games are played). The number of games required for termination is, for example, 3000 games. (Condition 2) The advantageous period will end based on the difference in the number of tokens during the advantageous period ("total payouts - total inputs"). Details on the conditions for ending the advantageous period based on this "difference in the number of tokens during the advantageous period" will be described later, but as an example, the advantageous period will end when "the number of game tokens (game tokens, etc.) decreases to the lowest point during a single advantageous period, and the increase in game tokens from that point exceeds a predetermined number that does not exceed the upper limit (in other words, when the "MY" during a single advantageous period exceeds the upper limit)" (MY count termination form (termination form using the MY count method)).
[0220] The above-mentioned "increase in game tokens from the point when the game results were obtained and the number of game tokens decreased the most" refers to the maximum difference in game tokens that can be calculated from the number of game tokens dispensed and inserted during a certain game period (for example, during a single day of operation, from power-on to power-off for the game machine). This maximum difference in game tokens is also referred to as "MY". For example, in a game played for a total of 3000 games during the advantageous period, if the 500th game is when the number of game tokens decreases the most, in other words, when the player incurs the greatest loss, and the loss at this time is "-1000 tokens", and the ART game starts from the next game (501st game), and the number of game tokens increases steadily thereafter, with the 1000th game being when the number of game tokens increases the most, and the number of game tokens acquired at this time is "1000 tokens (+1000 tokens)", then the difference of "-1000 tokens" at the 500th game and "+1000 tokens" at the 1000th game, "+2000 tokens", is calculated as the "MY" value above.
[0221] In the example above, if the number of game tokens decreases by 500 by the 1200th game (the player currently has 500 tokens) from a state of "+1000 tokens" at the 1000th game, and then increases by 700 tokens by the 1500th game (the player currently has 1200 tokens), then the 1500th game is the game in which the number of game tokens increased the most. In this case, the MY value will be calculated as the difference between the "-1000 tokens" at the 500th game (when the number of game tokens decreased the most) and the "+1200 tokens" ("+2200 tokens"). Thus, the MY value itself does not have a negative concept, and there is only one value calculated as the MY value. The upper limit of tokens (MY) in the advantageous section is an appropriate value that takes into account the gambling nature of the game machine (such as preventing addiction), for example, "MY 2400 tokens".
[0222] Further details will be explained later, but the calculation of the "number of tokens won during the advantageous period" used to determine the end of the advantageous period can be done using the "number of tokens won count end period (end period using the number of tokens won count method)" described later, rather than the "MY count end period" described above. In this embodiment, this "number of tokens won count end period" is used.
[0223] If you enter the advantageous period, it will end when either the regulated number of games (3000 games) is played or the MY exceeds the predetermined number of coins (2400 coins) is met. Note that the game period from when the BB is internally selected until the BB is awarded, or the number of games played during the bonus round, may be excluded from the count of games played in the advantageous period (number of games executed).
[0224] In the case of this embodiment, after transitioning from the initial game (non-favorable section) to the normal game (normal game under the favorable section), until the favorable section end condition is satisfied, it will not transition to the initial game (non-favorable section). Therefore, basically, it follows a game route that circulates through the normal game, the preparation ART game, and this ART game (RT1 game to RT3 game, AT0 to A2 game). When the bonus game and / or the ART game ends and the favorable section end condition is not satisfied, it may be configured to be able to execute a lottery for transitioning to the initial game (favorable section continuation end lottery). In this case, the favorable section is continued based on a predetermined continuation probability. The continuation probability may be, for example, different probabilities according to each of the setting values (for example, 40% to 60% for settings 1 to 6), or different probabilities for some of the setting values (for example, 50% for settings 1 to 3, 60% for settings 4 to 5, 65% for setting 6), or a constant probability (for example, 65%) regardless of the setting value.
[0225] Also, during the normal game of this embodiment, the AT lottery (Figs. 29A to 29C) described later is executed. When winning this AT lottery, the right to transition to the subsequent this ART game (pseudo bonus) (the condition for transitioning to this ART game is satisfied) can be obtained. The normal game includes a plurality of game states such as "hell mode (low probability state of AT lottery)", "normal mode (normal state of AT lottery)", and "heaven mode high probability state of AT lottery" with different degrees of favorability of this AT lottery, and the favorability of the AT lottery increases in this order. During the normal game, it is possible to move back and forth between these three modes (see Figs. 28A to 28D described later).
[0226] During normal gameplay, the game is in an advantageous period, but winning the AT lottery is one of the conditions for the assistance notification to be executed. During normal gameplay, assistance notifications can be disabled at all, or the probability of such notifications can be set to a low probability. In this case, the probability of assistance notification can be set to an extremely low probability (for example, 1 / 65536) or 0% (effectively "AT0 game (non-AT game)"), or it can be set to a lower probability than at least one of the other AT games (for example, AT1 game). Furthermore, during AT0 gameplay, assistance notifications may be enabled only when at least one specific role is won. Since such AT0 gameplay is an AT game related to normal gameplay, the degree of advantage (profit) to the player is lower than that of other AT games. That is, the degree of advantage to the player is equal to or greater than that of the initial game, and at least lower than that of other game states. Specifically, the relationship is "Initial gameplay ≤ (or <) Normal gameplay < Preparation ART, Main ART, Bonus Special Zone, etc."
[0227] If you win the AT lottery during the normal state, you enter the AT winning state and transition to a pre-announcement mode (pre-announcement game state) until a predetermined number of games (for example, 5 to 32 games) are played. When this pre-announcement mode ends, the "upgrade replay notification condition" is met, which allows for the occurrence of assist notifications for RT2 transition replays and RT3 transition replays to transition to the main ART game. If you win the RT2 transition replay type (lottery number 2 to 7), the button press order for the RT2 transition replay will be assisted and notified (RT2 transition replay navigation), and if you hit the RT2 transition replay according to this, you will transition to "preparation ART game (RT2 game + AT1 game)".
[0228] Next, if you win the "RT3 Upgrade Replay Type (lottery number 11-15)" during the preparation ART game, the button press order for the 'RT3 Upgrade Replay' will be assisted and notified (RT3 Upgrade Replay Navi), and if you hit the RT3 Upgrade Replay according to this, you will transition to the main ART game (pseudo-bonus) from the next game.
[0229] Furthermore, if you win a type of replay that causes you to fall to RT1 (lottery numbers 8-10) during the preparation ART game, an assist notification for a 'normal replay' (normal replay navigation) will occur to prevent you from falling to RT1 game. Also, if you win a chance bell or a type of bell with a specific push order (lottery numbers 28-40), a 'middle bell navigation' will occur. As a result, during the preparation ART game, you can transition to the 'main ART game (RT3 game + AT2 game)' (pseudo-bonus)' with as little loss of game tokens as possible.
[0230] During this ART game, assist notifications occur frequently, resulting in a highly profitable state. Furthermore, the probability of winning a type of RT1 fall-down replay is lower than in the preparation ART game (in this embodiment, it is excluded from the lottery (winning probability is zero)) (see the "RT2" and "RT3" columns in Figure 5). Therefore, this ART game is a game state that is more advantageous to the player than the preparation ART game because the possibility of falling back to RT1 is relatively low. In other words, it is the game state that is most advantageous to the player among the general game states. As will be explained in detail later, this ART game mainly ends when a predetermined number of games (ART game count and continuation battle game count (7 games)) have been played.
[0231] Furthermore, during this ART gameplay, it is possible to transition to the "Special Bonus Zone (RT3 gameplay + AT3 gameplay)". During this Special Bonus Zone, a more favorable bonus lottery (a lottery to extend the number of ART games) is performed than during this ART gameplay, making it a special game state where it is easier to increase the number of ART games (see Figures 31A and 31B).
[0232] As described above, the transition of game states can be simply described as follows: when a predetermined promotion transition condition is met, the game state is promoted to a state that is relatively more advantageous to the player than the current game state; and when a predetermined downgrade transition condition is met, the game state is moved from that advantageous state to a state that is disadvantageous to the player. In this embodiment, the relationship of the degree of benefit received by the player is "Initial game < Normal game < Preparation ART game < Main ART game ≤ Bonus Special Zone". In addition, along with the transition of game states, the performance mode also changes to a performance mode corresponding to the destination game state.
[0233] In addition, regarding the initial game (non-favorable section) and the normal game (favorable section), in order to make it difficult or impossible to determine which game state one is staying in, for the initial game, it is possible to shift to an effect mode that is the same as or substantially the same as the effect mode related to the normal game (at least one of the game modes of the hell mode, the normal mode, and the heaven mode). Since it is a non-favorable section during the initial game, the entity of the effect mode related to the initial game is the "fake effect mode (fake effect mode)" related to the normal game play, but in this embodiment, the same "normal effect mode" as the normal mode is adopted.
[0234] Hereinafter, "normal game", "preparation ART game", "this ART game", and "bonus specialization zone", which are closely related to the present invention, will be described in detail.
[0235] (Normal game: RT1 game + AT0 game) First, the "normal game (RT1 game + AT0 game)" will be described.
[0236] The "normal game" is in a game state where the replay probability is substantially the same as that of the initial game, but is in a game state under a favorable section. In this embodiment, mainly in the normal game, the player enjoys the game by being interested in whether or not to win the "AT lottery", which is the right to shift to this ART game (the right to execute this ART).
[0237] (Regarding the AT lottery state) As already described, the normal game is provided with three game states of "hell mode", "normal mode", and "heaven mode" with different degrees of favorability in the AT lottery, and basically, it goes back and forth between these three modes. The transition control of each mode is performed on the main control unit 400 side based on the lottery result of the AT lottery state transition lottery (mode transition lottery). This AT lottery state transition lottery is executed using the "AT lottery state transition lottery table" shown in FIGS. 28A to 28D.
[0238] (AT lottery state transition lottery table: Figures 28A to 28D) Figures 28A to 28D show the AT lottery state transition lottery tables according to this embodiment. Figures 28A and 28B are transition lottery tables for mode promotion; Figure 28A is the AT lottery state transition lottery table (for mode promotion) used in Hell Mode, and Figure 28B is the AT lottery state transition lottery table (for mode promotion) used in Normal Mode. Figures 28C and 28D are transition lottery tables for mode downgrade; Figure 28C is the AT lottery state transition table (for mode downgrade) used in Normal Mode, and Figure 28D is the AT lottery state transition lottery table (for mode downgrade) used in Heaven Mode.
[0239] As shown in Figures 28A to 28D above, the AT lottery state transition tables define the transition lottery probability according to the game state and a specific winning role type (transition lottery trigger role type (winning role types grouped by role group number, described later)). Specifically, each AT lottery state transition table stores a data identifier that is one byte long at the beginning, followed by a series of one-byte lottery values.
[0240] The numbers shown in the cells in the diagram (in the "Promotion" and "Demotion" columns) represent the number of areas occupied by the judgment value (winning area) relative to the size of the lottery area (256), and "Judgment Value / Size of Lottery Area" is the lottery probability (winning probability). The fact that "Lottery Probability = Judgment Value / Size of Lottery Area" is the same for Figures 29A-29C, 30, 31A-31B, 37A-37C, 38A-38B, etc., described later.
[0241] In this embodiment, the transition to higher modes is a step-by-step process in the order of "Hell Mode → Normal Mode → Heaven Mode" (see Figures 28A, 28B, and 8), while the transition to lower modes is from Normal Mode to Hell Mode (Normal Mode → Hell Mode), and from Heaven Mode to Normal Mode or Hell Mode (Heaven Mode → Normal Mode or Hell Mode) (see Figures 28C, 28D, and 8). By enabling movement between each game mode, the enjoyment of normal gameplay is enhanced. Furthermore, differences are made in the appearance rate of one or more specific effects depending on the performance mode corresponding to Hell, Normal, and Heaven, giving the player elements to guess the current game mode and increasing the expectation of winning the AT lottery. In this embodiment, it is impossible or difficult to guess the current game mode by simply observing the background display in each performance mode of Hell, Normal, and Heaven, and the current game mode can be guessed by the appearance rate of the specific effects and other performance patterns mentioned above.
[0242] Regarding the promotion transition lottery, in the case of bell-type winning roles such as the Chance Bell (group number 14) and the push-order bell type (group number 15), the promotion transition lottery is executed when the push order is correct, that is, when the "middle bell" is won. In the case of other lottery trigger roles, the transition lottery is executed at the start of the game (see the remarks column in Figures 28A and 28B, the ART-related branching process in step S72 of Figure 10B, the difference address table in Figure 26, steps S713 to S715 in Figure 14A, etc.).
[0243] Furthermore, the drop-down transition lottery is triggered by the winning of a normal replay (normal replay (lottery number 1), RT2 transition replay type, RT1 drop-down replay type, RT3 promotion replay type (lottery numbers 1-15)) (see the remarks column in Figures 28C and 28D). This prevents the system from being given too many opportunities for state transition lotteries.
[0244] (Regarding the lottery process during ART-related processing at the end and start of the game) As will be explained in more detail later, in the case of processes that require game result information (game result after all reels have stopped), such as the lottery for transitioning to a lower state due to a replay win or the lottery for transitioning to an upgrade triggered by a bell-type winning combination win (when the button sequence is correct), the ART-related processes that branch off to according to the game state (branching process at the end of the game (state-related processing) step S87) are executed in branching process B (steps S85-S87) in Figure 10C described later. On the other hand, in the case of processes that do not require game results, such as the lottery for transitioning to a lower state or the lottery for transitioning to an upgrade using the internal lottery result (internal winning flag, etc.), the ART-related processes that branch off to according to the game state (branching process at the start of the game (state-related processing) step S72) are executed in branching process A (steps S70-S72) in Figure 10B described later.
[0245] For example, if a game result is required, branch process B (see Figure 10C), which is executed after all reels have stopped, will execute a transition lottery process for the general middle process to which the branch will lead (steps S713-S715 in Figure 14A). If a game result is not required, branch process A (see Figure 10B), which is executed before all reels have stopped, will execute a similar transition lottery process for the general middle process to which the branch will lead (steps S713-S715 in Figure 14A) (a lottery process common to both the start and end of the game).
[0246] In other words, triggered by the operation of the starting means, a first control processing execution means executes a first control processing (general processing at the start of the game (Figure 14A)) including a lottery process related to the control of a specific game state (for example, the promotion transition lottery in Figures 28A and 28B), The system includes a second control processing execution means that, triggered by the display of the game result, executes a second control processing (general processing at the end of the game (not shown)) including a lottery process related to the control of a specific game state (for example, the fall transition lottery in Figures 28C and 28D), The lottery process in the first control process and the lottery process in the second control process can be composed of a common lottery process (for example, the lottery process in step S714 of Figure 14A, and Figure 14B which shows its details). The relationship between the first and second control processes described above can also be applied to AT lottery and bonus lottery (see Figures 29A-29C, 31A-31B, and the remarks column in each figure on the right). The types of triggers for transitioning to the AT lottery state and their lottery probabilities can be changed as appropriate according to the gameplay.
[0247] (AT lottery) Furthermore, the above-mentioned "AT lottery" is performed on the main control unit 400 side using the "AT lottery table" shown in Figures 29A to 29C.
[0248] (AT lottery table: Figures 29A to 29C) Figures 29A to 29C show the AT lottery tables according to this embodiment. Figures 29A to 29C illustrate the AT lottery tables used in Hell Mode, Normal Mode, and Heaven Mode, respectively.
[0249] As shown in the diagram, the AT lottery table defines the AT lottery probability according to the game state and the specific winning role type (AT lottery trigger role type). The basic structure of the AT lottery table is the same as the AT lottery state transition lottery table in Figures 28A to 28D. As will be explained in more detail later, if the judgment value in the AT lottery table is "77", it is processed as a "win" without comparison with the random value used for the lottery (see the judgment process in step S753 of Figure 14B described later). In the AT lottery tables in Figures 29A to 29B (for Hell Mode and Normal Mode), the strongest cherry has a judgment value of "77", and in the AT lottery table in Figure 29C (for Heaven Mode), the strong cherry and the strongest cherry have a judgment value of "77".
[0250] (Regarding role group numbers: Figures 23A and 23B) Here, in the various lotteries, including the AT lottery state transition lottery, AT lottery, and bonus lottery (Figures 28A-28D, 29A-29C, and later Figures 30, 31A-31B, etc.), the lottery is not conducted in accordance with the type of winning role (lottery trigger role) itself. Instead, the lottery is executed using a "role group number (see Figures 23A and 23B)" which is created by grouping the lottery target roles based on the properties and performance defined for each role. In short, each role is grouped based on its properties and performance, and these groups are treated as corresponding to the winning roles and used when executing various lotteries. This has the following advantages.
[0251] The main control unit 400 is responsible for controlling the basic game state and game modes that are further subdivided from the basic game state, as well as controlling the rotation / stop of the reels and assist notification. Furthermore, in order to enrich the gameplay, a wide variety of role configurations are required. This leads to an increased control burden on the main control unit 400. Therefore, in this embodiment, roles are grouped considering their properties and performance, and "role group numbers" that are classified into fewer types than the actual number of winning roles are treated as equivalent to winning roles, and AT lottery state transition lottery and AT lottery are executed. In this way, even if a large number of lottery trigger roles are provided, it is not necessary to arbitrarily define lottery probability data for all of them, which contributes to reducing the program and the burden of lottery processing, thereby reducing the control burden on the main control unit 400.
[0252] The method of grouping described above may vary depending on the type of lottery it is used for and the nature of the game, but the following points can be considered in general. For example, "the relationship of payouts (for example, the relative importance of game value, whether or not it provides a common game value, whether or not the game value changes depending on the game state, etc.)", "whether the role belongs to the category of replay role, minor role, or special role", and "whether the role belongs to a role that does not require specific button presses (minor role that does not require specific button presses, replay role that does not require specific button presses) or a role that requires specific button presses (minor role that requires specific button presses, replay role that requires specific button presses)". In this embodiment, the grouping is as follows. (A) A losing ticket (drawing number 0) is "Role group number 0", (B) Normal replay, RT2 transition replay type, RT1 fall replay type and RT3 promotion replay type (lottery numbers 1-15) are "Role group number 1", (C)7 Replay ~ BAR Replay Fake (Lottery Numbers 16~19) are "Role Group Numbers 2~5" (D) Weak Chance 1 to Strongest Cherry (lottery numbers 20-26) correspond to "Role Group Numbers 6-12" respectively. (E) Common Bell A is "Role Group Number 13", (F) Chance Bell is "Role Group Number 14", (G) The type of bell in the order of pressing the button is "Role group number 15", (E) Special roles are, "Role group number 16", And so on.
[0253] Of course, it is not necessary to group the winning roles, as in the case of role group numbers, and a lottery based on the winning role itself (for example, various lotteries such as AT lotteries and bonus lotteries) may be conducted. Also, role group numbers may be used only for specific lotteries (for example, only for bonus lotteries). Whether or not to use role group numbers, and in which lotteries to use role group numbers, can be selected as appropriate.
[0254] Let's return to the explanation of the AT lottery tables in Figures 29A to 29C. In this embodiment, for certain winning combinations, the AT lottery is executed at the start of the game (after the winning combination is determined), but for other specific winning combinations, the AT lottery is executed at the end of the game (after the game result has been derived (after all reels have stopped)). For example, for winning combinations belonging to combination group numbers 1 to 13, the AT lottery is executed at the start of the game, while for some of the bell-type winning combinations of group number 14 (chance bell, lottery number 28) and push-order bell types (lottery numbers 29 to 40), the AT lottery is executed at the end of the game.
[0255] In this embodiment, an AT lottery is executed when the button sequence is correct in the case of a specific button-pressing sequence. For example, the AT lottery is executed only when a "middle bell" is won (see the remarks column in Figures 29A to 29C). This prevents excessive opportunities for the AT lottery from being given. In this way, the gameplay is improved by executing the AT lottery at the start of the game or at the end of the game (determination of game results) depending on the characteristics of the winning combination (the same applies to the bonus lottery in Figures 31A and 31B).
[0256] Furthermore, if the premium role "Strongest Cherry" is won, regardless of the game mode, the player will win the AT lottery (AT guaranteed). However, if the Strongest Cherry is won, in addition to the guaranteed AT (first benefit), a benefit related to this ART game (second benefit) may also be granted. A benefit related to this ART game could be, for example, preferential treatment regarding the number of ART games. Normally, one set of ART games is 40 games, but if the player transitions to this ART game due to winning the Strongest Cherry, the game may start with 80 games (two sets), or the ART game may start with one or more stocks that guarantee set continuation related to the ART game described later already acquired. Note that the types of roles that trigger the AT lottery and their lottery probabilities may be changed as appropriate according to the gameplay.
[0257] Furthermore, if a duplicate BB (Big Bonus) combination (lottery numbers 42-44, 46-48) is won, an AT (Action Time) lottery corresponding to the type of general role that is won in the duplicate will be conducted. For example, in the case of lottery number 43, "BB1 + Strong Chance," an AT lottery targeting Strong Chance will be conducted. If the AT lottery is won, after the bonus game by BB1 ends, a transition to the main ART game is guaranteed. For duplicate BB combinations (general role + BB), the game value (payout, AT lottery, additional lottery, etc.) that is awarded when the duplicate general role is won is granted, as well as a bonus game by BB.
[0258] (A modified example of a game mode related to normal gameplay) In this embodiment, during normal games, three game modes, namely the Hell mode, the Normal mode, and the Heaven mode, are provided, and the form of switching between these game modes by ART games through AT lottery has been described. However, the present invention is not limited to this, and for example, it can be configured as follows.
[0259] (1. Ceiling function) During normal games in the advantageous section, when a predetermined number of games (e.g., 777 games) are continuously lost without winning the AT lottery, it can be set to the AT winning state (forced AT winning). For example, when a predetermined number of games (e.g., 777 games) are completed without winning the AT lottery during normal games, it may be set to the AT winning state. In this case, these 777 games become the so-called "ceiling number of games", and from the next game (the 778th game), it can be shifted to the "precursor mode" described later. Note that it may be shifted to the "game before ART transition preparation" described later without going through the precursor mode.
[0260] (2. Periodic lottery ceiling function) Also, when the periodic lottery is skipped (AT lottery loss) a plurality of times, it may be forcibly set to AT winning. For example, when losing the first (200th game) periodic lottery and losing the second (400th game) periodic lottery, in the third (600th game) periodic lottery, it may be forcibly set to AT winning. In this case, the 600th game of the third time will function as the ceiling game.
[0261] (3. Chance mode) Furthermore, if a predetermined number of games (for example, 200 games) are played during normal gameplay without winning an AT lottery, the system may be configured to allow transitioning to a specific game mode (AT lottery preferential mode: hereinafter also referred to as "chance mode") from the next game onwards, in which the AT lottery is favored. Specifically, this is a configuration that enables so-called "periodic lottery," where the system can periodically transition to a game mode in which the AT lottery is favored. From the perspective that the chance mode functions as a game mode in which the system can transition to a highly profitable state such as this ART game with a high probability, it is preferable that the chance mode is at least a game mode in which the AT lottery is favored more than in Hell mode or normal mode. For example, the specific game mode may be called "Heaven mode," or it may be called "Super Heaven mode (a game mode with the highest degree of advantage regarding the AT lottery)" in which the AT is won with a higher probability than in Heaven mode. The system can be configured to allow transitioning to chance mode when a periodic lottery trigger (in this example, after 200 games) arrives. If Chance Mode is designated as a dedicated game mode, a separate AT lottery table (with the same basic configuration as the normal AT lottery table in Figures 29A to 29C) can be established, and the AT lottery can be performed based on this table. The types of AT lottery trigger roles in Chance Mode, their transition winning probabilities, etc., can be determined as appropriate.
[0262] Furthermore, when transitioning to Chance Mode, the transition may be performed by a predetermined lottery. For example, the transition lottery may be performed using the AT lottery state transition lottery table (either of Figures 28A to 28B), or a separate transition lottery table with the same basic configuration as Figures 28A to 28B may be provided, and the transition lottery may be performed based on this table. The type of triggering role for transitioning to Chance Mode and the probability of winning the transition can be determined as appropriate.
[0263] (4. Pullback Mode (Chance Mode after a specific game ends)) After a specific game state ends, for example, after the end of the main ART game or bonus game, the system can be configured to transition to a specific game mode in which the AT lottery is favored, similar to the Chance Mode described above. Such a game mode is also called a "re-entry mode (re-entry zone)" because it makes it easier to transition back to the main ART game. The re-entry mode may be the Chance Mode or Super Heaven Mode described above, the existing Heaven Mode, or a dedicated game mode. Furthermore, from the perspective that the re-entry mode functions as a game mode that allows transition back to a high-profit state such as the main ART game, it is preferable that the AT lottery is favored more than in Hell or Normal Mode. During the re-entry mode, a separate AT lottery table (with the same basic configuration as the normal AT lottery table in Figures 29A to 29C) can be provided, and the AT lottery can be executed based on this. The types of AT lottery trigger roles and their transition winning probabilities during the re-entry mode can be determined as appropriate.
[0264] Furthermore, when transitioning to the pull-back mode, the transition may be initiated by a predetermined lottery. For example, in the game ending this ART game, a transition lottery may be performed using the AT lottery state transition lottery table (either of Figures 28A to 28B), or a separate transition lottery table with the same basic configuration as Figures 28A to 28B may be provided, and the transition lottery may be performed based on this. In addition, the type of trigger role for the transition lottery to the pull-back mode and the probability of winning the transition can be determined as appropriate. Furthermore, the transition can be initiated based on the difference in the number of tokens during the advantageous section at the end of this ART game. For example, if the difference in the number of tokens during the advantageous section at the end of this ART game is negative (difference < 0), the game will transition to "pull-back mode," and if the difference in tokens is not negative (difference ≥ 0), the game will transition to either "normal mode" or "hell mode" (the transition can be initiated by lottery).
[0265] The above-mentioned chance mode or comeback mode can be continued for a predetermined period of time. For example, it may be a "game count management type" that continues until a predetermined number of games (e.g., 30 games) have been played, or it may be a "set count management type" where one set is defined as a predetermined number of games (e.g., 10 games), and one or more sets can be continued.
[0266] Furthermore, the chance mode or pull-back mode may perform a transition lottery (see, for example, Figures 28C and 28D) that allows the player to transition to at least one of the following modes, "hell, normal, or heaven mode," with a predetermined probability.
[0267] Furthermore, although the above describes the Chance Mode and the Comeback Mode as separate game modes, they may be considered the same game mode. For example, after the end of this ART game, the Chance Mode can be adopted as the Comeback Mode.
[0268] Furthermore, if the AT lottery is won during the above-mentioned Chance Mode or Pullback Mode, predetermined benefits may be granted. For example, the number of ART games at the start of the main ART game may be more favorable than when the AT lottery is won in the normal AT lottery (AT lottery in Hell, Normal, and Heaven Modes) (for example, starting with 80 games for 2 sets), or the main ART game may be started with one or more stocks that guarantee set continuation related to the ART game described below acquired. In addition, one of several benefits with different levels of profit may be drawn (specific mode benefit lottery). The specific mode benefit lottery can be performed based on the "specific mode benefit lottery table (not shown)", which has the same basic structure as the above-mentioned AT lottery table and the additional lottery table described below. The specific mode benefit lottery can also be performed during the pre-announcement mode described below, during gameplay before transitioning to preparation ART, or during preparation ART gameplay. Furthermore, the types of lottery roles and their winning probabilities related to the specific mode benefit lottery can be determined as appropriate.
[0269] Furthermore, when configuring the game to allow the special bonus lottery to be executed during the aforementioned specific mode, it is undesirable from the standpoint of gambling addiction to grant excessive bonuses. Therefore, when the Chance Mode or Comeback Mode is a game mode with a special bonus lottery during the specific mode, it is preferable to set the AT lottery to have at least the same or approximately the same level of advantage as the Hell Mode, or to set the game mode to have a higher advantage than the Hell Mode but a lower advantage than the Heaven Mode.
[0270] Furthermore, in Chance Mode or Pullback Mode, a lottery for awarding a predetermined number of points may be conducted based on the type of winning role (or role group number), and points may be awarded according to the results of these lotteries. If the accumulated point value (acquired points) reaches a predetermined value, it may be considered an AT win, meaning the transition to this ART game is confirmed. For example, a weak chance may be 200P, a watermelon 500P, a strong cherry 1000P, and a strong chance 2000P, and if the points acquired during Chance Mode are 10000P or more, an AT win may be confirmed. Alternatively, an AT lottery may be conducted according to the number of points acquired. For example, if the points acquired during Chance Mode are 0 to less than 4000P, the probability of winning an AT is 30 / 256; if they are 4000 to less than 7000P, the probability is 96 / 256; and if they are 7000P to less than 10000P, the probability is 130 / 256.
[0271] Furthermore, a special performance mode dedicated to the above-mentioned chance mode or pull-back mode may be provided. For example, a "chance zone performance mode" that performs performances related to the chance mode can be provided when in chance mode, and a "pull-back zone performance mode" that performs performances related to the pull-back mode can be provided when in pull-back mode. This makes it possible to display performances dedicated to the chance mode or pull-back mode. In addition, during a non-advantageous section (in this embodiment, during the initial game), the system may be switched to the "chance zone performance mode" or the "pull-back zone performance mode" to display performances that heighten the expectation of winning the AT. For example, when the advantageous section ends at the end of this ART game, the performance mode can be switched to the "pull-back zone performance mode" to heighten the player's expectation of being pulled back to the ART game again. In this case, the actual performance mode is a "fake chance zone performance mode" or a "fake pull-back zone performance mode". Furthermore, the "fake chance zone performance mode" or "fake comeback zone performance mode" may be the same as the true performance mode, or a separate, dedicated fake performance mode (for example, a performance mode in which some of the performances related to the true performance mode are different) may be provided.
[0272] You are free to adopt any form (one or more forms) of the above-mentioned ceiling function, chance mode, pull-back mode, and periodic lottery function. Depending on the gameplay, you can adopt the above-mentioned ceiling function and periodic lottery function, or provide multiple chance modes and pull-back modes with different levels of advantage.
[0273] (A modified example regarding the right to transition to this ART game (AT lottery)) Furthermore, the right to transition to this ART game may be granted not only through an AT lottery, but also through the following lotteries. For example, the AT lottery may be triggered when a specific winning combination is won consecutively (for example, when a watermelon is won in two consecutive games), when one or more consecutive wins occur within a predetermined number of games after a win (for example, when another win occurs within 32 games after a watermelon win), or when a specific winning combination is won consecutively (for example, when a middle bell is won four times in a row). (AT lottery on consecutive wins, AT lottery on consecutive wins). In addition, if a predetermined number of consecutive wins or consecutive wins occur, the AT win may be confirmed without an AT lottery.
[0274] (Regarding the freeze animation) Next, the freeze effect will be explained. In this embodiment, a freeze state is configured to be controllable (delay state control means) that delays the game progress of the gaming machine compared to normal game progress based on predetermined execution conditions (for example, preventing a predetermined game operation process from progressing for a predetermined freeze time). The effect that appears using this freeze state period is called the "freeze effect".
[0275] Freeze effects include "slot machine effects (main effects during freeze)" which utilize the reel mechanism, and "effects during freeze (sub-effects during freeze)" which utilize other effects (for example, decorative lamps, LEDs for effects, liquid crystal displays, speakers, etc.).
[0276] The term "reel effects" refers to effects that utilize the dynamic or static movements of the reels during a freeze state, or a combination thereof. "Dynamic movements of the reels" refers to "irregular rotation movements" in which at least one reel rotates in a predetermined pattern. Typical examples of irregular rotations include reverse rotation of the reels, increments in the reverse direction, a reversal motion where the reels rotate from the reverse direction to the forward direction and then back to the reverse direction, an irregular start where each reel starts rotating in the reverse direction one after another with a time delay, and slow forward rotation. "Static movements of the reels" refers to the state in which all reels are stationary during a freeze state, that is, "non-rotating movements" where the reels are stationary during a freeze state.
[0277] Furthermore, the "freeze-in-play" effects mentioned above are not effects performed by the reel itself, but rather effects that utilize other means of presentation (at least one of the following: sound effects, light effects, image display effects, and movable body effects). These freeze-in-play effects usually appear in conjunction with reel effects, and typical examples include impact sounds, flashing light effects that produce intense flashes, and blackout effects that black out the entire LCD screen. However, the occurrence of a freeze state does not necessarily mean that a freeze-in-play effect will occur. Even if no freeze-in-play effect occurs, the occurrence of "reel effects" such as non-rotating or irregular rotational movements themselves can cause discomfort to the player, so a "freeze-in-play" effect can also be created with reel effects alone.
[0278] In this embodiment, "reel rotation start freeze (lever operation freeze)" is used as an example of the above-mentioned freeze state. This reel rotation start freeze is triggered by detecting the operation of the start lever 11 for its original purpose, that is, the operation of the start lever 11 performed to start the reel rotation during normal operation. The next operation or process in the progression of the game (start of normal reel rotation) is delayed, and the timing of its activation is delayed by a predetermined freeze time, resulting in a temporary interruption of the game's progress. Therefore, the end of the freeze time is the trigger for the end of this reel rotation start freeze. In this embodiment, the above-mentioned reel rotation start freeze is used to generate multiple types of freeze effects, such as "S freeze (short freeze)" and "L freeze (long freeze)".
[0279] "S Freeze" is a freeze effect that includes a reel animation (irregular rotation reel animation) with "irregular rotation" operation during a predetermined freeze time (for example, 1 second) after the operation of the start lever 11. "L Freeze" also includes an "irregular rotation reel animation," but the freeze time and reel animation differ from those of S Freeze.
[0280] Furthermore, the "freeze state" is not limited to "freeze during lever operation." It may also be configured to allow "freeze during stop operation," which occurs when at least one of the three stop buttons 12 is pressed, or "freeze after all reels have stopped," which occurs after all reels have stopped. In addition, one or more of these freezes may be used in combination.
[0281] (Freeze effect lottery) The occurrence or non-occurrence of each of the above-mentioned freeze effects is determined based on a freeze effect lottery. This freeze effect lottery is performed on the main control unit 400 side based on the "freeze effect lottery table" shown in Figure 30.
[0282] (Freeze effect lottery table: Figure 30) Figure 30 shows the freeze effect lottery table according to this embodiment. The freeze effect lottery table has predetermined lottery probabilities for different types of freeze effects according to the game state and the type of winning role (the role that triggers the freeze effect lottery). The basic structure of the table is the same as the AT lottery state transition lottery table (Figures 28A to 28D) as shown in the figure. This freeze effect lottery determines whether the freeze effect does not occur, freeze S, or freeze L.
[0283] The freeze animation primarily serves as a pre-announcement to inform players of the winning combination in the game. Depending on the type of freeze animation, it can provide elements for predicting the winning combination or heighten the anticipation of winning a rare combination. Furthermore, the system may be configured to grant bonuses when a freeze animation occurs. For example, when a strong cherry is won, a freeze L might give a better chance of winning the AT than a freeze S. The types of combinations that trigger the freeze animation lottery and the probability of triggering the freeze animation can be changed as appropriate according to the gameplay.
[0284] (Pre-announcement mode: AT win state during normal gameplay) If the above AT lottery is won, the game will enter an AT winning state from the next game and transition to the pre-announcement mode. In this embodiment, in the game following the completion of a predetermined number of pre-announcement games, a "pseudo-bonus winning notification effect" will appear to announce the AT win, and the occurrence of an "RT2 transition replay navigation" due to the AT win will be permitted. Note that since the game is controlled to be in an AT winning state during the pre-announcement mode, the AT lottery will not be performed during the pre-announcement mode.
[0285] The number of pre-announcement games is determined by a lottery using a pre-announcement game number lottery table configured to allow for the selection of multiple game numbers. For example, it can include 5 to 32 games (which can include 0 pre-announcement games (no pre-announcement, immediate notification of winning)) (see steps S719 to S721 (pre-announcement game number lottery process) in Figure 14A).
[0286] Furthermore, during the pre-announcement mode, AT win expectation effects can be displayed as part of the pre-announcement effect mode to heighten the expectation of winning the AT. These AT win expectation effects can include win confirmation effects that definitively announce an AT win.
[0287] Furthermore, if the AT lottery is unsuccessful (a miss), the game transitions to a false premonition mode, and within the maximum number of premonition games (32 games), AT winning expectation effects appear under the false premonition effect mode. In this case, the appearance rate of specific effects related to characters and items differs between the "true premonition mode (true premonition effect mode)" and the "false premonition mode (false premonition effect mode)," giving the player elements to predict the AT lottery result. As a result, until the maximum number of premonition games (32 games in this embodiment) is used up, the player can enjoy playing with the expectation of winning the AT. However, if the "pseudo-bonus winning notification effect" or other effects that notify of an AT win do not appear even after the maximum number of premonition games has been used up, it is confirmed that the player was in the false premonition mode, meaning that the AT lottery was unsuccessful.
[0288] Furthermore, during a false premonition mode, the effects under the effects mode corresponding to the current game state (game mode) may be displayed. Also, in the case of AT win due to a specific winning combination (for example, when the strongest cherry, which guarantees AT win, is won), the game may proceed to the "preparation ART transition game" described below from the game following the AT win game without going through the premonition mode (premonition game count = zero). In addition, if the strongest cherry is won during the premonition mode, the remaining premonition game count may be shortened (for example, the premonition game count may be forcibly set to zero).
[0289] Furthermore, since role draws are performed during the pre-announcement mode, there is a possibility of winning rare roles (such as strong chance, strong cherry, or strongest cherry). In this case, the system may be configured to award bonuses through the "bonus draw during specific modes" described above. As explained earlier, the bonuses can include preferential treatment regarding the number of ART games at the start of this ART game, or starting this ART game with one or more stocks that guarantee the continuation of sets related to ART games acquired.
[0290] (Preparation gameplay before transitioning to ART: RT1 gameplay + AT1 gameplay) Once the above premonition mode (true premonition mode) ends, the game state transitions to "preparation ART transition game (RT1 game + AT1 game)". Then, in the game following the end of the premonition game (or when betting to start the next game), the above pseudo-bonus winning notification animation appears. This preparation ART transition game functions as a waiting state (preparation mode for transition to preparation ART) waiting for a win of the RT2 transition replay type.
[0291] If a player wins an RT2 transition replay type during the pre-ART gameplay, the AT1 game will trigger an "RT2 transition replay navigation." If the player follows this assistance notification and performs the stop operation, an RT2 transition replay will be awarded, and the RT state will be upgraded from the current RT1 gameplay to RT2 gameplay. This transitions the player from "pre-ART gameplay (RT1 gameplay + AT1 gameplay)" to "pre-ART gameplay (RT2 gameplay + AT1 gameplay)." Additionally, during pre-ART gameplay, if a player wins a push-order bell type (lottery number 29-40), a "middle bell navigation" will also be awarded. This allows the player to transition to "pre-ART gameplay" with minimal loss of game tokens during the waiting period until an RT2 transition replay type is awarded. When the "RT2 Transition Replay Navi" occurs, there is a risk that a player may intentionally avoid winning the RT2 transition replay and instead win a regular replay to extend the game period, while waiting for a win of a specific type of bell, i.e., a "Middle Bell Navi," and increasing their profits by winning the middle bell. This could create an element of skill intervention. Therefore, during gameplay before transitioning to the preparation ART, a "Hidden Role Assist Notification" is displayed. For example, if either the RT2 transition replay 123, the bell 123A, or the bell 123B is won, the assist notification will, in all cases, display "1" on the payout display 35 (main notification means) indicating the "123" button sequence, while the LCD screen of the LCD display device 6 (sub-notification means) will display an image showing the "123" assist information (see the corresponding column for the instruction monitor numbers in Figures 23A to 23B and Figure 22). However, the image effects related to the secondary notification means do not include any effects that would reveal information about the winning combination. Of course, when sound effects and / or light effects are used as secondary notification means in addition to image effects, these effects also do not include any effects that would reveal information about the winning combination (the same applies during the preparation ART game and the main ART game described later). Furthermore, since the probability of losing is set high during RT1 gameplay, the combination of the losing probability and the above-mentioned role-concealing assist notification means that if the player intentionally does not follow the assist notification, the net increase in game tokens per unit game will tend to be negative, causing the player to suffer a disadvantage and effectively neutralizing the aforementioned skill intervention element.
[0292] (First promotion normal gameplay: RT2 gameplay + AT0 gameplay) As described above, "AT1 gameplay" occurs only if the AT lottery is won, and unless the AT lottery is won, the "RT2 transition replay navigation" will not be executed. Therefore, the game state until the AT lottery is won will basically remain in "normal gameplay (RT1 gameplay + AT0 gameplay)". However, even during normal gameplay, if the player arbitrarily stops the machine when the RT2 transition replay type is won, the RT2 transition replay may be awarded, and the game may be upgraded from RT1 gameplay to RT2 gameplay. However, in this case, since the upgrade occurred "when the AT lottery was not won", AT gameplay will not occur (it will not become "preparation ART gameplay (RT2 gameplay + AT1 gameplay)"), and the game state will be "RT2 gameplay + AT0 gameplay", which is "first upgrade normal gameplay". In this "First Promotion Normal Game," since it is under RT2 gameplay, many roles are subject to the lottery, including RT3 promotion replay types that allow for "fall replay" wins, RT1 fall replay types, and push-order bell types that allow for "bell overflow" wins (see Figures 5A and 5B). However, even if these roles are won, the push order to avoid fall replays and bell overflows is not announced. Therefore, the game is designed to transition back to normal gameplay after a relatively short number of games.
[0293] (Second promotion normal gameplay: RT3 gameplay + AT0 gameplay) In rare cases, during a normal game with a first-level upgrade, if the RT3 upgrade replay type (lottery numbers 11-15) is won, the player may intentionally stop the reels, resulting in an RT3 upgrade replay being awarded and the game transitioning from RT2 to RT3. However, even in this case, since the upgrade transition occurred "when the AT lottery was not won," the AT game does not occur (and it does not become the "main ART game (RT3 game + AT2 game)" described later), and the game state becomes "RT3 game + AT0 game," which is a "second-level upgrade normal game." Because this second-level upgrade normal game is under RT3 gameplay, the RT1 downgrade replay type and RT3 upgrade replay type are not included in the lottery, as they are under RT2 gameplay. However, the push-order bell type, which allows for the awarding of bell overflows, is included in the lottery, and this push-order bell type is awarded with a relatively high probability (see Figures 4A and 4B). However, even if a specific type of bell combination is selected, the button sequence to avoid a "bell overflow" is not announced. Therefore, even if the game transitions to the second promotion normal game, it is designed to transition back to normal game after a relatively short number of games.
[0294] Thus, even if the game state becomes the first or second upgraded normal game state described above, if the AT lottery is not won, the game is designed to easily revert to RT1 game and return to normal gameplay. This prevents high-probability RT games such as RT2 and RT3 from continuing for a long number of games, and the design of the game machine ensures that players are not given unexpected benefits. Even if the game transitions to the first or second upgraded normal game state described above, the game mode remains one of either Hell Mode or Heaven Mode, and AT lotteries and freeze effect lotteries can still be performed.
[0295] (Preparation ART gameplay: RT2 gameplay + AT1 gameplay) Next, I will explain "Preparation ART gameplay (RT2 gameplay + AT1 gameplay)".
[0296] As described above, if an RT2 transition replay is won during the pre-preparation ART game, the game transitions to "preparation ART gameplay". During this preparation ART gameplay, due to the effects of AT1 gameplay, if an RT3 upgrade replay type is won, an "RT3 upgrade replay navigation" is generated; if an RT1 downgrade replay type is won, a "normal replay navigation" is generated; and if a push-order bell type is won, a "middle bell navigation" is generated. If an RT3 upgrade replay is won, the RT state is upgraded from RT2 gameplay to RT3 gameplay, and the AT state is upgraded from AT1 gameplay to AT2 gameplay. As a result, the game transitions from "preparation ART gameplay (RT2 gameplay + AT1 gameplay)" to "main ART gameplay (RT3 gameplay + AT2 gameplay)". Furthermore, regarding assist notifications during preparation ART gameplay, "role concealment assist notifications" are displayed, just as in the pre-preparation ART gameplay case described above. Therefore, players can only know the order of button presses, and cannot know which of the following replay combinations they have won, such as "RT1 fall replay 2XX" or "RT3 upgrade replay 213". Ignoring the assist notification could result in winning a fall replay, so players are encouraged to actively follow the assist notification.
[0297] The "advantageous period" mentioned above is counted starting from the game following the game in which the AT is won. In other words, the number of games taken from the pre-AT state during normal gameplay to the start of the main ART game is counted as this advantageous period. For example, if the AT lottery is won in this game, and the pre-AT game count is 11 games, it takes 7 games to transition from the pre-ART game to the pre-ART game, and it takes 15 games to transition from the pre-ART game to the main ART game, then a total of 33 games will be counted as the advantageous period.
[0298] (This ART gameplay (pseudo-bonus gameplay): RT3 gameplay + AT2 gameplay) Next, I will explain "This ART game (RT3 game + AT2 game)".
[0299] During this ART mode, the replay probability is at its highest level, and due to the effects of AT2 mode, 'middle bell navigation' occurs, resulting in a game state that functions as a "pseudo-bonus" where the average net increase in coins per game is dramatically higher than in normal gameplay. Furthermore, during this ART mode, as shown in the role lottery table in Figure 5B, the types of replays required to transition from RT1 to RT3 mode, such as RT2 transition replays, RT3 upgrade replays, and RT1 fall replays, are excluded from the lottery. Therefore, as long as you follow the middle bell navigation, you can avoid falling back to RT1 mode. However, during this ART mode, the replay role type and push-order bell type are won at a high probability, so the game speed tends to be slowed down by the replay granting and payout operations. For this reason, many players are dissatisfied with the game speed. Therefore, during ART gameplay or the bonus zone, it is preferable to maintain a "non-freeze gameplay state" where the freeze animation lottery is not performed, and freezes are not randomly generated.
[0300] (Number of continuous games in this ART game (ART game count)) In this embodiment, the number of ART games is "40 games". However, these 40 games are the default value for the number of ART games, that is, the number of games for one set when no additional games are added. In this ART game, the actual number of games is 47, which is the sum of 40 games per set (when no additional games are added) and 7 games (fixed number of games) in the "Continuous Battle Mode" described later.
[0301] In this embodiment, at the final game (39th game) of the ART game, an "ART continuation lottery" is performed to determine whether or not to continue the ART game for another set (see "Other ART-related lottery processing" in step S744 of Figure 14D). The success or failure of this ART continuation lottery is determined based on a predetermined continuation rate (for example, a 50% (128 / 256) continuation rate).
[0302] The above continuation rates include multiple types (for example, 50%, 65%, and 80%), and which continuation rate is used is determined by a "continuation rate lottery." The continuation rate lottery can be performed at an appropriate time before or at the start of the ART game. For example, it can be performed in the AT winning game, during the pre-announcement mode (for example, the final game), during the preparation ART game (for example, the game in which the transition to the main ART game is decided), or in the first game of the main ART game. The lottery probability for each continuation rate may be determined according to the type of winning role, or the lottery probability for each continuation rate may be determined independently of the type of winning role. In addition, in the case of a specific role (for example, the strongest cherry, a premium role), the highest continuation rate may be guaranteed, or the lowest continuation rate may not be drawn.
[0303] Furthermore, the system can be configured to display a continuation rate suggestion animation that hints at the result of the continuation rate lottery. For example, among the character images of destroyers, cruisers, and battleships, a destroyer is more likely to appear when the continuation rate is 50%, a cruiser when it is 65%, and a battleship when it is 80%. Alternatively, the continuation rate suggestion animation may be displayed as part of the "pseudo-bonus winning notification animation" mentioned above.
[0304] If you win the ART continuation lottery mentioned above, another 40 games will be added for one set, and the ART game will continue. On the other hand, if you do not win the ART continuation lottery (lose), the ART game will end with this set. However, even if there are remaining ART games, if the number of games played during the advantageous period (executed games) reaches the regulated number of games (3000 games), or if the difference in the number of coins during the advantageous period exceeds a predetermined number, the advantageous period will end, and the current ART game will also end (the same applies to the continuation battle mode and bonus zone described later).
[0305] (Winning period completion animation) In this embodiment, the system is configured to execute an "advantageous section completion animation" to celebrate the completion of the advantageous section (the end of the advantageous section due to exceeding a predetermined number of games). The advantageous section completion animation is not executed when the advantageous section ends, but rather to notify the player in advance of the end of the advantageous section. This is because it is preferable to notify the player in advance that the end of the advantageous section is imminent. In this embodiment, the animation is executed when the remaining number of games in the advantageous section reaches a predetermined number of games (for example, 30 games remaining) or when the number of coins won during the advantageous section reaches a predetermined number of coins won (for example, +2200 coins). Therefore, the advantageous section completion animation is executed over multiple games. The remaining number of games and the number of coins won that trigger the execution of the advantageous section completion animation can be appropriately determined according to the payout rate of the game state (bonus game or ART game). For example, the termination conditions can be determined based on design specifications such as, "If there are this many remaining ART games, the regulated number of coins will almost certainly be reached and the advantageous period will end (completion of the advantageous period)," based on the average number of coins acquired per game (net increase in coins).
[0306] Regarding the advantageous period completion animation, there are no particular restrictions on the animation style as long as it can notify the player in advance of the end of the advantageous period. However, since the role of the advantageous period completion animation is primarily to "notify the player in advance of the end of the advantageous period" and "notify the end of the advantageous period," the animation content includes an "advance notification animation for the end of the advantageous period" and an "ending animation (result animation)" that notifies the end of the advantageous period. For example, an opening animation may start with a message such as "Completion imminent!" on the LCD screen, followed by an advance notification animation for the end of the advantageous period that includes a countdown display such as "20 games remaining" or "50 coins remaining." When the advantageous period ends, an ending animation is executed that includes a congratulatory message such as "Congratulations on completing the advantageous period!" and result displays such as the total number of coins obtained and the total number of games played (game results information during the advantageous period).
[0307] (Continuous Battle Mode) In this embodiment, the game transitions to "Continuous Battle Mode" from the game following the last ART game until a predetermined number of games (7 games in this embodiment) have been played. During these 7 games of Continuous Battle Mode, a "Battle Performance" (a continuous performance that unfolds over multiple games) takes place in which the main character and the enemy character confront each other. Based on the outcome of this performance, the game determines whether or not the ART game continues, i.e., the result of the ART continuation lottery (a "Victory Performance" is displayed if the game continues, and a "Defeat Performance" is displayed if it does not). As mentioned above, the ART continuation lottery is performed in the final game of the ART game.
[0308] The aforementioned continuous battle mode is essentially the main ART game, and is a game mode executed during the latter half of the main ART game. In other words, the main ART game includes multiple game modes: a "non-battle mode" that covers the first half until the ART game count is consumed, and a "continuous battle mode" that covers the latter half that unfolds after the non-battle mode ends. As a result, although the internal game state is the main ART game, different presentation modes corresponding to the different game modes (ART presentation mode (corresponding to non-battle mode), continuous battle presentation mode (corresponding to continuous battle mode)) are displayed. In this respect, it is similar to the Hell Mode, Normal Mode, Heaven Mode, etc. related to normal gameplay.
[0309] During the continuous battle mode, the bonus lottery described below is not performed, and there are no bonuses to the number of continuous battle mode games or ART games. However, during each game in the continuous battle mode, a "stock lottery" may be performed to stock the right to continue this ART game (the right to force continuation without relying on the ART continuation lottery) (stock lottery process). This stock lottery is performed based on a "stock lottery table (not shown)". This stock lottery table has basically the same table structure as, for example, the AT lottery table (Figures 29A to 29C) and the AT lottery state transition lottery table (Figures 28A to 28B). Specifically, the number of stocks (for example, 1 to 3) and the probability of stock lottery are determined according to the type of winning role (stock lottery trigger role (role group number)). If you win the stock lottery mentioned above, the number of stocks you won will be added (the number of stocks will be added to the stock counter (RAM401b) that counts the number of stocks), and in the next continuous battle mode, those stocks will be consumed (stocks will be released) (the number of stocks will be decreased by 1 (stock counter -1)). When stocks are released, continuation is confirmed regardless of the ART continuation lottery, or even if the ART continuation lottery result is not a win, a guaranteed win process (continuation confirmed process) will be performed, and the battle result animation will be either a victory animation or a victory animation for when stocks are released.
[0310] Furthermore, if the ART continuation lottery result is unsuccessful, the stock lottery can be configured as either "Battle Form A" or "Battle Form B". (Battle Mode A) Even if you win the stock lottery during the continuous battle mode, it will be treated as invalid, and the battle performance will show a defeat animation, ending the continuous battle mode (ending this ART game). (Battle Mode B) If the stock lottery is won during the continuous battle mode, the stock will be released in that continuous battle mode, the ART continuation lottery result will be rewritten from non-win to win, the victory animation will appear in the battle animation result, and after the continuous battle mode ends, the main ART game (non-battle mode) will start again, consisting of one set of 40 games.
[0311] If the above ART continuation lottery is won, after 7 games of the continuation battle mode (battle sequence), the main ART game (non-battle mode) will start again, consisting of 40 games per set. However, if the ART continuation lottery is not won (missed), the main ART game will end after 7 games of the continuation battle mode. In this case, the AT2 game ends, and the game transitions from the current main ART game to "ART end game (RT3 game + AT0 game)". This ART end game is in the same internal game state as the "2nd promotion normal game (RT3 game + AT0 game)", but the game mode will transition to one of the following: Hell mode, Normal mode, or Heaven mode. The game mode during the ART end game is determined by a mode transition lottery (ART end mode transition lottery), and the higher the setting, the higher the probability of Heaven mode being selected. The pre-announcement mode (pre-announcement game) may also be included in the lottery target for the ART end mode transition lottery.
[0312] (A variation of this ART game) The above ART continuation lottery may also be performed when the game result is obtained in the final game of the ART game or the first game of the continuation battle mode. In this case, the ART continuation lottery process can be included in the ART-related branching process in step S87 of Figure 10C.
[0313] Furthermore, although this ART game has been described as a "continuation rate management type" in which one set of 40 can be continued by an ART continuation lottery, the present invention is not limited to this. For example, one or more of the following termination or continuation conditions can be adopted: (Control 1) The above game count management type. (Plan 2) The above-mentioned continuation rate management type. (Pipe 3) The above set quantity management type. (4) A "notification count management type" based on the number of assist notifications for a specific role. For example, it terminates when a predetermined number of middle bell navigations occur. (5) This is a "payout management type" based on the number of tokens paid out during this ART game. For example, the game ends when the number of tokens paid out during this ART game reaches a predetermined number. Specifically, just like in bonus games, the ART game ends when the total number of game tokens paid out reaches a predetermined number. (6) A "net difference management type" based on the net number of tokens played during this ART game. For example, the game ends when the net number of tokens played during this ART game (which can be either net increase or MY value) reaches (or exceeds) a predetermined number. (7) "Advantageous period difference in tokens management type" based on the difference in tokens during the advantageous period. For example, the game ends when the difference in tokens during the advantageous period (which can be either net increase in tokens or MY value) reaches (or exceeds) a predetermined number.
[0314] Furthermore, for (3) to (5) above, the system may be configured to enable the addition of bonuses by using a lottery that has the same basic configuration as the bonus lottery (for example, a system in which the events to be added and their lottery probabilities are determined according to the type of winning role). For example, in the case of a set number management type, the number of sets to be added (number of bonus sets) is determined by lottery based on the current remaining number of sets. In the case of a notification count management type, the number of bonus notifications is determined by lottery based on the current remaining number of notifications. In the case of a payout number management type, the number of bonus payouts is determined by lottery based on the current remaining number of payouts. For the bonus events, the "+10 to +30G" in the bonus lottery table (Figures 31A and 31B) described later can be replaced with, for example, "+1 to +3 sets" for the set number management type, "+10 to +30 times" for the notification count management type, and "+10 to +300 coins" for the payout number management type. The probability of winning an additional bonus and the number of bonuses can be determined as appropriate.
[0315] Furthermore, all of the bonus addition patterns described above (1) to (6) can be applied not only to this ART game but also to the "bonus addition special zone" described later.
[0316] (Regarding the increase in the number of ART games: Figures 31A and 31B) In this embodiment, an "addition lottery" is performed to add a predetermined number of games to the number of ART games under predetermined trigger conditions. This addition lottery is performed based on the "addition lottery tables" shown in Figures 31A and 31B. Figure 31A is the addition lottery table used during this ART game, and Figure 31B is the addition lottery table used in the special addition zone.
[0317] (Bonus lottery table for this ART: Figure 31A) Figure 31A shows the bonus game draw table for this ART. As shown in the figure, the bonus game draw table for this ART associates the number of bonus games (shown as "+10, +20, +30" in the figure) and their draw probabilities with the type of winning combination (type of bonus game trigger combination). Note that the winning combinations (bonus game trigger combinations), their draw probabilities, and the types of bonus games can be determined as appropriate.
[0318] If you win the bonus game draw, a "bonus game draw" is executed, which selects one or more bonus game counts from a pool of options, determining the number of bonus games to be added. For example, if you win "Watermelon," there is a 0 / 256 chance of 10 games, a 1 / 256 chance of 20 games, and a 12 / 256 chance of 30 games. Once the bonus game count is determined, that number of bonus games is added to the current ART game count (remaining ART game count). This extends the period controlled by the ART game. If the remaining ART game count increases due to the bonus, it can bring further benefits to the player. Therefore, whether or not you win the bonus game draw is considered one of the highlights of the game.
[0319] Furthermore, if you win the bonus lottery trigger, a "bonus expectation effect" may appear to encourage you to win the bonus lottery. Also, if you win the bonus lottery, a "bonus effect" will appear to notify you of the number of bonus games, and the number of bonus games will be added to the current ART game count (remaining ART games) display.
[0320] (Assistance notification regarding specific winning combinations during this ART game) During this ART gameplay, just like during the preparation ART gameplay, the "Role Concealment Assist Notification" is executed, and the type of winning role is concealed. If a 7 Replay, 7 Replay Fake, BAR Replay, or BAR Replay Fake is won, the instruction monitor number "6" is selected. Similarly, if a Push Order Bell 321A or Push Order Bell 321B is won, the same instruction monitor number "6" is selected (see the corresponding section 1 of the instruction monitor number in Figure 23A). Using this, even if a 7 Replay or the like is won, the assist notification effects (assist effects) will pretend that a Push Order Bell 321A or the like has been won. However, if the bonus lottery is won, an impactful bonus effect will appear when the first to third reel stops, when the game result is derived (when all reels stop), or at the start of the next game, informing the player of the bonus in an unexpected way.
[0321] (Regarding the bonus zone) Next, I will explain the "bonus-focused zone (RT3 gameplay + AT3 gameplay)".
[0322] The Bonus Zone is a game state in which the "bonus lottery" is more favorable than during regular ART gameplay (see Figure 31B), and is entered when a predetermined transition lottery (bonus zone transition lottery) is won during regular ART gameplay. This transition lottery is performed based on the "bonus zone transition lottery table (not shown)". The basic structure of the bonus zone transition lottery table is the same as, for example, the AT lottery table (Figures 29A to 29C) and the AT lottery state transition lottery table (Figures 28A to 28B), and the probability of transitioning is determined according to the type of winning role (special zone transition lottery trigger role). In this embodiment, the special zone transition lottery trigger roles are set to three types of rare roles: "Strong Chance, Strong Cherry, and Strongest Cherry", and the transition lottery probabilities are set to, for example, 2 / 256 when Strong Cherry is won, 3 / 256 when Strong Chance is won, and 256 / 256 when Strongest Cherry is won. If you win the lottery to enter the bonus zone, you will enter the bonus zone from the next game onward.
[0323] The bonus lottery in the bonus zone (hereinafter referred to as the "bonus lottery in the bonus zone") is performed based on the "bonus lottery table for the bonus zone" shown in Figure 31B.
[0324] (Bonus lottery table for bonus zone: Figure 31B) Figure 31B shows the bonus lottery table for the bonus special zone. The basic structure of this bonus lottery table is the same as the "bonus lottery table for the main ART" in Figure 31A, as shown in the figure. In the bonus lottery for the special zone, as can be seen from Figure 31B, bonus lotteries for "7 Replay," "BAR Replay," "Strong Cherry," and "Ultimate Cherry" are particularly favored, and the probability of winning a bonus and the number of bonus games are more advantageous than for other symbols.
[0325] (Regarding assist notifications for "7 Replay" and "BAR Replay" during the bonus zone) Here, we focus on the assist notifications related to 7 Replay, 7 Replay Fake, BAR Replay, and BAR Replay Fake. If a "7 Replay" or "7 Replay Fake" is won during the bonus zone, instruction monitor number '7' is selected, and as an assist notification, "7" is displayed on the payout display 35 and "Aim for ←7" is displayed on the LCD display. If a "BAR Replay" or "BAR Replay Fake" is won, instruction monitor number '8' is selected, and as an assist notification, "8" is displayed on the payout display 35 and "Aim for ←BAR" is displayed on the LCD display (see the instruction monitor number column in Figure 23A and the display example in Figure 22). Therefore, when the assist notification "Aim for ←7" or "Aim for ←BAR" is displayed, the player will have high expectations of winning a "7 Replay" or "BAR Replay" and will carefully attempt to stop the reels.
[0326] (Regarding the assistance notification for the type of cherry symbol during the bonus zone) Furthermore, "Strong Cherry" and "Ultimate Cherry" also have a higher chance of being awarded a bonus. Therefore, during the bonus-specialized zone, players' attention is focused on winning "Strong Cherry" or "Ultimate Cherry," just like with the "7 Replay" and "BAR Replay" mentioned above. Here, as already explained, the different types of cherry symbols (Weak Cherry, Strong Cherry, Ultimate Cherry) have the following relationship in terms of the stopping points. (α) Depending on the stopping procedure, a common "cherry spill" may appear in all cases. (β) If a "weak cherry" is won, a "strong cherry (common cherry stop pattern)" may appear as a missed opportunity for the weak cherry. Also, if a strong cherry is won, a "weak cherry (common cherry stop pattern)" may appear as a missed opportunity for the strong cherry. Also, if the strongest cherry is won, a "strong cherry (common cherry stop pattern)" may appear as a missed opportunity for the strongest cherry.
[0327] Therefore, focusing on the relationship between (α) and (β) above (the point where common stop symbols appear), in order to arouse the expectation of winning the strong cherry or the strongest cherry, when a cherry role type wins, regardless of whether it is the weak cherry, the strong cherry, or the strongest cherry that wins, the assist notification is not executed (refer to the instruction monitor number 0: the instructed section 2 of the instruction monitor number in FIG. 23A), but a "cherry preview effect" with the same production mode is presented regardless of which cherry role wins. As a result, if a "cherry preview" occurs, the player will feel more tense about the stop operation of the reels. Also, for advanced players who know that stop symbols common to each cherry role appear, they can deliberately make common cherry stop symbols or overflow cherry symbols appear, making it unclear which cherry role has won, and enjoy whether an additional effect will occur.
[0328] (Number of games in the additional effect specialization zone) The additional effect specialization zone according to this embodiment ends when a predetermined number of games (for example, 20 games) are completed (game number management type). When the additional effect specialization zone ends, the game returns to this ART game (non-battle mode). During the additional effect specialization zone, the count of the remaining game number of ART (ART remaining game number) is interrupted.
[0329] Here, due to the relationship of the upper limit number of games (3000 games) regarding the advantageous section, if one enters the additional effect specialization zone when approaching the upper limit number of games (for example, when 2980 games are completed), there is a high possibility that the ART game number will immediately reach the upper limit number of games, the function of the additional effect specialization zone will be lost, and the player will be given a feeling of "missing out". As a result, there is a risk that the player's gaming motivation will be significantly reduced. For example, even if the player is transferred to the additional effect specialization zone when there are only 20 remaining games in the advantageous section, it will become a completely meaningless additional effect specialization zone.
[0330] Therefore, it is preferable to set conditions for prohibiting (restricting) the transition to the bonus special zone based on the remaining number of games in the current advantageous period. For example, if the remaining number of games in the current advantageous period reaches a predetermined number of games, the transition to the bonus special zone is prohibited (restricted) (prohibition of bonus zone transition lottery). Specifically, this involves prohibiting the lottery for transition to the bonus special zone itself, or even if the transition lottery is performed, the lottery result is treated as invalid (treated as a loss) (prohibition of transition lottery). The remaining number of games at which the restriction on transition to the bonus special zone begins (restriction start game number) is preferably determined by considering the maximum number of games that the bonus special zone can last (20 games), the maximum number of bonus games (30 games: see Figure 31B), or the average number of bonus games in the bonus special zone. In this embodiment, for example, the restriction start game number can be set as appropriate, such as when the remaining number of games in the advantageous period is around 100 to 200 games. Furthermore, for the same reasons, it is preferable to prohibit the bonus lottery during this ART gameplay based on the remaining number of games in the current advantageous section (bonus lottery prohibition process). The remaining number of games in the advantageous section for which the bonus lottery is prohibited is also preferably determined by considering the remaining number of games in this ART gameplay and the maximum bonus games (30 games: see Figure 31A) or the average number of bonus games, just as with the bonus special zone described above.
[0331] (Assistance notification for recovery when losing during ART gameplay) Furthermore, if, during the preparation ART game, the main ART game, or the bonus zone, the player makes a mistake in the button press order, resulting in a different button press order than indicated by the assist notification, and a trigger for dropping out (drop-out replay, bell spill) is hit, the current RT state (RT1 game 1 to RT3 game) will drop to "RT1 game." However, the ongoing AT game (AT1 game to AT3 game) will not end even if a drop-out trigger is hit. In the event of such a drop-out transition, a recovery game will be executed as a relief measure to return to the game state before the drop. During the recovery game, RT2 transition replay navigation and RT3 upgrade replay navigation will be executed, and even if the game drops to RT1 game, it is possible to return to the game state before the drop. However, the number of games played until the recovery will be deducted as a penalty from the remaining number of games in the main ART game or the remaining number of games in the bonus zone.
[0332] (Regarding the conditions for ending the advantageous period based on the difference in the number of tokens) In this embodiment, one of the conditions for ending the advantageous period is explained as ending when a predetermined number of MY coins (MY 2400 coins) is exceeded. Here, as the condition for ending the advantageous period, either "Ending Condition A (MY Count Ending Form)" or "Ending Condition B (Difference Coin Count Ending Form)" described below can be adopted.
[0333] (Termination condition A: Termination method based on MY count) In the case of termination condition A, as already explained, the advantageous period ends when, "based on the point in time when the number of game tokens, etc., decreased the most during a single advantageous period, the increase in game tokens from that point (difference in tokens: "total payouts - total inputs") exceeds a predetermined number that does not exceed the upper limit (2400 tokens)." Specifically, this is a form in which the advantageous period ends based on the above "MY value" (for example, MY2400). In this MY count termination form, even if the difference in tokens during the advantageous period becomes negative, the number of tokens inserted beyond that (net loss) is not counted as a "negative amount." Therefore, in the case of termination condition A, the advantageous period ends based on the difference in tokens, ignoring the net loss during the advantageous period (the player's loss).
[0334] For example, during this advantageous period, if a player acquires more than the maximum number of tokens (2400) from a point where they have lost 100 tokens (a net loss of 100 tokens), the player can end the advantageous period without incurring any losses. However, if a player acquires more than the maximum number of tokens (2400) from a point where they have incurred a significant loss of 2500 tokens (a net loss of 2500 tokens), the advantageous period ends without the player recovering their losses. In this case, the advantageous period ends with a loss of approximately 99 tokens.
[0335] (Termination condition B) On the other hand, in the case of termination condition B, the advantageous period ends when the increase in game tokens (net tokens: "total payouts - total inputs") exceeds a predetermined number that does not exceed the upper limit (2400 tokens) during a single advantageous period (using the start of an advantageous period as a base point of 0 tokens, if the net tokens exceed 2400 from that base point)). Specifically, the advantageous period ends based on the net tokens during the advantageous period (net increase in tokens from the start of the advantageous period), rather than the "MY value" mentioned above (net token count termination form). In this net token count termination form, if the net tokens during the advantageous period become negative, that negative amount is also counted. Therefore, in the case of termination condition B, the advantageous period will end based on the net tokens that take into account the net decrease in tokens during the advantageous period (the player's loss).
[0336] For example, even if the advantageous period ends when the player has acquired more than the maximum number of tokens (2400) from a point where they have lost "-100 tokens (net loss of 100 tokens)", or if the advantageous period ends when the player has acquired more than the maximum number of tokens (2400) from a point where they have incurred a large loss of "-2500 tokens (net loss of 2500 tokens)", it is still possible for the player to end the advantageous period without incurring any losses. In both cases, the player can end the advantageous period with approximately "losses + 2400 tokens" in tokens.
[0337] In this embodiment, "termination condition B" (see Figure 17C below) is adopted for the reasons described below. For the sake of convenience of explanation, "net loss" will also be referred to as "suck-in."
[0338] (Regarding the problems that arise when adopting termination condition A) If the above "termination condition A" is adopted, the following problems may arise. For example, if, during the advantageous period, a prescribed button press combination that results in the payout of game tokens, such as a button press bell, is not won for a long period of time, or if, as in the normal gameplay of this embodiment, assist notifications are not performed or the probability of notification is low, even though the game is in the advantageous period, the difference in tokens will basically decrease to the negative side as the number of games played increases (because the base value is less than 100% (for example, about 60%)). For example, in a rare case, if no combination is won for 100 games, the difference in tokens will be "total payouts 0 tokens - total tokens inserted 300 tokens (prescribed tokens inserted 3 tokens × 100 games) = -300 tokens".
[0339] If "Termination Condition A" is adopted, as already explained, even if the net number of tokens during the advantageous period becomes negative, the negative amount of tokens (total tokens absorbed) will not be taken into consideration, and the net number of tokens during the advantageous period will continue to be counted. Therefore, if the player enters ART gameplay from this situation where "300 tokens" have been absorbed, and the player successfully acquires game tokens and the advantageous period ends (when the net number of tokens during the advantageous period exceeds "MY2400 tokens"), in this case, the number of game tokens the player actually acquired during the advantageous period will be approximately "2100 tokens" (MY2400 tokens - 300 tokens (total tokens absorbed) = 2100 tokens (total tokens acquired)), and the 300 game tokens (total tokens absorbed) that the player inserted before entering ART gameplay cannot be recovered, and the advantageous period will be forcibly terminated.
[0340] If "Termination Condition A" is adopted in this way, the number of coins absorbed is not taken into consideration. Therefore, if more than the maximum number of coins (2400 coins) were absorbed (inserted) during the advantageous period, it would become impossible to recover those losses during the current advantageous period. As a result, problems such as a significant decrease in the players' enjoyment of the game or distrust of the gaming machine may arise.
[0341] (Regarding the advantages of adopting termination condition B) On the other hand, if "termination condition B" is adopted, the problems associated with "termination condition A" do not arise. Here, to make "termination condition B" easier to understand, we will explain it using an example similar to that of "termination condition A" mentioned above.
[0342] For example, if a player goes 100 games during the advantageous period without winning any combinations, the net number of tokens will be "-300 tokens". However, if "Termination Condition B" is adopted, even if the net number of tokens during the advantageous period becomes negative, the net number of tokens will be counted taking into account the negative amount (total tokens absorbed). Therefore, in a case where the net number of tokens exceeds the upper limit (2400 tokens) from a situation where "300 tokens" have been absorbed (net number of tokens = -300 tokens) and the advantageous period ends, the number of game tokens the player actually won during the advantageous period will be approximately "2700 tokens" (300 tokens (total tokens absorbed) + 2400 tokens (upper limit) = 2700 tokens).
[0343] When "Termination Condition B" is adopted in this way, the number of coins absorbed is taken into consideration, so even if the player has inserted more than 2400 coins (inserted during the advantageous period), it is possible to create a situation where all of those losses can be recovered during the current advantageous period. Therefore, even if the player incurs losses during the current advantageous period, it is possible to give the player the expectation that "they may be able to recover their losses" or "their profits may turn positive." In this respect, it is fundamentally different from "Termination Condition A" mentioned above, in which a situation may arise where losses cannot be recovered.
[0344] The choice of which termination condition A or B to adopt depends on the gameplay and gambling aspect, but if we focus on the ability to prevent a decline in the enjoyment of the game, it is preferable to adopt termination condition B. In particular, when normal gameplay (normal gameplay under the advantageous period) is controlled as in this embodiment, unless profitable states such as ART gameplay or bonus gameplay occur frequently, the majority of the gameplay will be spent in normal gameplay under the advantageous period. Even within the advantageous period, the number of medals acquired by the player (net increase in medals) will basically become negative. Therefore, if the number of medals absorbed is not considered, as in "termination condition A," situations will arise that are disadvantageous to the player, such as being unable to recover losses.
[0345] By the way, if the above "termination condition B" is adopted, and the system is simply counted based on the difference in the number of sheets taken in, it will lead to an increase in the control burden. For example, if the system is configured to count in the range of 0 to 65535, a counter of 2 bytes will suffice, but if it is to count more than that (for example, -70,000 to +70,000 sheets), a work area of 3 bytes or more will be required.
[0346] In the case of gaming machines installed in pachinko parlors, specifically those covered by the Act on Regulation of Businesses Affecting Public Morals and Proper Operation of Such Businesses, the control area (storage area) of the ROM or RAM installed on the main board (in this embodiment, the main control unit 400) that controls the overall operation of the game is limited by the regulations concerning the certification and type approval of gaming machines under the said Act (Appendix 3 of the said regulations: Technical standards for the structure of gaming machines to prevent unauthorized modification or other alterations (related to Article 6)). Therefore, minimizing the storage area is of great importance. Furthermore, if the number of coins absorbed is made unlimited, depending on the gameplay, it may be possible to acquire a huge number of game tokens in a single advantageous period. However, creating a gaming machine with such explosive potential (a so-called "explosive machine") is undesirable from the standpoint of preventing gambling addiction.
[0347] Therefore, it is important to set a certain upper limit on the count of the number of tokens absorbed. Specifically, it is preferable to determine an upper limit on the number of tokens absorbed (net loss) (countable number of tokens absorbed) after considering various factors such as the average daily operating status of the actual gaming machine (for example, the difference in tokens over a full day of operation), the payout rate, or the element of chance, and accordingly determine the number of game tokens required to end the advantageous period.
[0348] Specifically, taking into account the upper limit of the number of coins absorbed, the "first specific value (initial value: upper limit of the number of coins absorbed) + second specific value (upper limit: for example, 2400 coins)" is set as the "regulated number of coins (value for determining if the difference in coins exceeds the limit)" related to the end of the advantageous period. If the value of the counter used to count the difference in coins during the advantageous period (advantageous period difference in coins counter) exceeds this regulated number, the advantageous period is terminated. Furthermore, it is preferable to configure the "upper limit of the number of coins absorbed" to be able to count up to an appropriate value.
[0349] The specific control details related to the above termination condition B (the termination form of the difference in the number of tokens count) will be described in detail in Figure 17C below, but in order to facilitate understanding of the present invention, the processing details will be briefly explained first.
[0350] In this embodiment, if the conditions for transitioning to the advantageous period are met during a non-advantageous period, a setting process is performed to transition to the advantageous period from the next game, and the "upper limit of the number of coins absorbed Z" is set as the initial value of the advantageous period difference counter (see the processing details of step S88 in Figure 10C and step S709 in Figure 14A described later). Then, during the advantageous period, for each game executed, the difference in coins for the current game (number of coins paid out - number of coins inserted) is added to the current advantageous period difference counter, and the result is compared with the "regulated number of coins (initial value (upper limit Z) + 2400 coins (upper limit))" which is the coin difference excess determination value, and if the advantageous period difference counter value exceeds the regulated number of coins, the advantageous period is terminated (see "advantageous period difference management process" in Figure 17C described later).
[0351] The difference in the number of coins during the advantageous period is calculated by "using the initial value of the advantageous period coin difference counter (upper limit Z of the number of coins absorbed) as a baseline (0 coins), and the difference from that baseline (number of coins)." In this embodiment, if this difference exceeds 2400 coins (upper limit), the advantageous period will end. This is significantly different from termination condition A above, where the advantageous period ends when the "MY value" exceeds a predetermined number of coins (2400 coins).
[0352] For the sake of clarity, the above-mentioned "regulated number of sheets" may be referred to as "regulated number of sheets R," the number of sheets sucked in as "sucked in as X," the upper limit of the number of sheets sucked in as "upper limit Z," and the "upper limit of sheets" as "upper limit of sheets Y."
[0353] Here, the regulated number of coins R (number of coins used to determine the end of the advantageous period), the upper limit of coins R (maximum difference in coins when the game enters the positive range), and the upper limit Z (upper limit of coins absorbed) are all fixed values. However, if they are arbitrarily set to arbitrary values, the legal restrictions on the control area of the main control unit 400 and the issue of gambling tendencies, as described above, may arise. Therefore, when determining the regulated number of coins R, it is necessary to consider the upper limit Z of the number of coins that can be absorbed. For example, it is preferable to set the upper limit Z of the number of coins absorbed and the regulated number of coins R as follows (absorbed 1) to (absorbed 5). In the following, unless otherwise specified, the "second specific value (upper limit)" will be explained as "2400 coins," which has been adopted conventionally.
[0354] [(Suction 1): Upper limit Z based on the maximum number of sheets sucked in during business hours in one day, regulated number R] In a single day of operation, the average or theoretical maximum number of playable games (maximum number of games that can be played) is called "G max If we set the upper limit Z to "G max Let's set it to "x maximum bet (for example, 3 coins)". In this example, the upper limit Z is a value that assumes a continuous string of losses in every game. In the case of a slot machine, a waiting time (4.1 seconds in this embodiment) is provided for each game (see step S76 in Figure 10A described later). That is, at least 4.1 seconds, which is the waiting time, is required to play one game. If we do not consider the time it takes for the player to stop each reel, to place bets, etc. (which actually takes a few seconds), then one game can be completed in as little as 4.1 seconds. Therefore, theoretically, the number of games that can be played in one hour is "878 games (3600 seconds / 4.1 seconds)". If we adopt the theoretical maximum number of playable games, the upper limit Z is "business hours × 878 games (G) max ) × 3 (maximum number of bets). For example, if the business hours are 13 hours, the upper limit Z can be "13 hours × 878 games × 3 = 34242 coins". Also, if the average value of the maximum number of playable games is used, "G max The value of "" should be set to an appropriate value. For example, if an advanced player can play an average of 600 to 700 games per hour, the upper limit Z can be set to "13 hours × 600 to 700 games × 3 coins = 23,400 to 27,300 coins". In this case, the number of regulated coins can be set to "23,400 to 27,300 coins (upper limit Z) + 2,400 coins (upper limit Y) = 25,800 to 29,700 coins (regulated number R)".
[0355] [(Absorption 2): Upper limit Z based on the maximum number of absorbed coins during the advantageous period] In the above-mentioned (absorption 1), the upper limit Z is based on the maximum number of absorbed coins during business hours in one day (if losses continue), but an upper limit Z based on the maximum number of absorbed coins in the advantageous period (if losses continue) may also be defined. For example, the number of regulated games in the advantageous period (3000 games in this embodiment) may be set as "GA max If we set the upper limit Z to "GA max Let's assume the maximum number of bets is multiplied by the maximum number of bets (for example, 3 coins). In this example, the upper limit Z is "3000 games (number of regulated games) × 3 coins (maximum number of bets) = 9000 coins", and the regulated number of coins is "9000 coins (upper limit Z) + 2400 coins (upper limit Y) = 11400 coins (regulated number R)".
[0356] [(Suction 3): Upper limit Z based on payout rate] The upper limit Z for (Absorption 1) or (Absorption 2) described above was explained using the maximum number of coins absorbed assuming a continuous string of misses in every game. However, in reality, players will win small wins that result in the payout of game tokens, replay wins (re-play wins) that allow for further play, bonus wins (special wins), etc. Therefore, an upper limit Z may be set that takes into account the payout rate of the game machine (payout rate due to setting differences, payout rate during normal play in the advantageous section, etc.). For example, the following upper limit Z can be adopted.
[0357] (Suction 3-1) The upper limit Z can be set according to the set value. In this embodiment, setting 1 has the lowest payout rate, meaning the number of coins absorbed is relatively high. Therefore, the lower the setting value, the larger the upper limit Z should be. For example, it can be set to "7000 coins (setting 1)", "6000 coins (setting 2)", "5000 coins (setting 3)", "4000 coins (setting 4)", "3000 coins (setting 5)", and "2000 coins (setting 6)". In this case, the lower the setting, the relatively larger the regulated number of coins (upper limit Z + 2400 coins (upper limit Y)) can be. In this example, for setting 1, the regulated number of coins is 9400, and for setting 6, the regulated number of coins is 4400. In other words, the lower the setting value, the more game tokens a player can win in one go, and even with a low setting, it is possible to prevent a decrease in the player's enjoyment of the game.
[0358] (3-2) Conversely, considering that setting 6 has the highest payout rate, the upper limit Z can be set to a larger value as the setting value increases. For example, "2000 coins (setting 1)", "3000 coins (setting 2)", "4000 coins (setting 3)", "5000 coins (setting 4)", "6000 coins (setting 5)", and "7000 coins (setting 6)". In this case, the higher the setting, the relatively larger the regulated number of coins (upper limit Z + 2400 coins (upper limit Y)) can be. In this example, if the setting is 6, the regulated number of coins will be 4400, and if the setting is 6, the regulated number of coins will be 9400. In other words, the higher the setting value, the more game tokens a player can win in one go, giving greater significance to the existence of high settings.
[0359] (Suction 3-3) The upper limit Z can be set considering the payout rate during the advantageous period (in this embodiment, the payout rate during normal gameplay), excluding ART gameplay and / or bonus gameplay. For example, it can be set to (Suction 3-3α) or (Suction 3-3β) as follows.
[0360] (Sucking 3-3α) If, during normal gameplay (during the advantageous period), an average of X coins (for example, 800 coins) are absorbed before winning an ART game, then the upper limit Z can be set to the same number (including approximately the same number) as that average number absorbed (for example, 800 coins or approximately 800 coins). Also, if you want to give the impression of a larger payout in a single ART game, you may set it to about 2 to 4 times the above average X coins (2X ≤ upper limit Z ≤ 4X). (Absorption 3-3β) In addition, the average number of coins absorbed during the advantageous period, excluding ART games and / or bonus games, may be set to the upper limit value Z.
[0361] The above-mentioned (Suction 3-1) or (Suction 3-2) are useful in that they can give players a sense of winnings corresponding to the set value. In particular, when setting an upper limit Z based on the set value, it is advantageous to take advantage of the fact that "the upper limit Z or the number of regulated coins differs depending on the set value" and make "setting suggestions" that are closely related to the number of coins that will end the advantageous period. Conventionally, setting suggestions have mainly been "setting suggestion effects" that use performance means (light generating means, performance display devices, sound generating devices, movable parts, etc.) to inform the player of information related to the current set value, but the novelty of this embodiment is that it is possible to make setting suggestions using the number of coins that will end the advantageous period without using performance means. Note that an upper limit Z may be common to some of the settings (at least two set values), and for example, different values may be used depending on the low setting range (settings 1-2), the intermediate setting range (settings 3-4), and the high setting range (settings 5-6). Of course, a fixed upper limit Z (see, for example, (Suction 4) and (Suction 5) below) can be used regardless of the set value, and its value can be determined as appropriate.
[0362] [(4): Regulated number of sheets R or upper limit Z considering the relationship with the number of sheets that trigger the safety device] Furthermore, to prevent the number of coins acquired during the advantageous period (especially the net increase in coins due to ART gameplay) from becoming excessively large, a regulated number R or upper limit Z can be determined, taking into account the relationship with the number of coins that triggers the activation of the safety device (19,000 coins in this embodiment).
[0363] (Suction 4-1) The "upper limit Z" can be set to be less than or equal to the "number of tokens triggering the safety device." In other words, the upper limit Z is set to a value that satisfies the relationship "upper limit Z < number of tokens triggering the safety device" or "upper limit Z ≤ number of tokens triggering the safety device." Preferably, the upper limit Z is set in the range of 1 / 2 to 1 / 10 of the number of tokens triggering the safety device. (Suction 4-2) The "restricted number of sheets R" is set to be less than or equal to the "number of sheets triggering the safety device." In other words, the restricted number R is set to a value that satisfies the relationship "restricted number of sheets R < number of sheets triggering the safety device" or "restricted number of sheets R ≤ number of sheets triggering the safety device." Preferably, the restricted number R is set in the range of 1 / 2 to 1 / 10 of the number of sheets triggering the safety device. (Suction 4-3) In addition, while the above-mentioned (4-1) and (4-2) described examples of setting the range to be less than or equal to the number of sheets that triggers the safety device, it is also possible to set an upper limit Z or a restricted number R that is greater than or equal to the number of sheets that triggers the safety device. For example, even if the number of sheets that triggers the safety device is "MY19000 sheets", the upper limit Z may be set to "60000 sheets", or the restricted number R may be set to "65520 sheets", etc.
[0364] [(Inhalation 5): Other] The upper limit can be set to a value lower than the "upper limit Z based on the maximum number of sheets sucked in" as described in (Suction 1) or (Suction 2) above. For example, the upper limit Z can be set to "5000 sheets". In this case, the regulated number of sheets R will be "5000 sheets (upper limit Z) + 2400 sheets (upper limit Y)" = "7400 sheets".
[0365] The upper limit Z and regulated number R related to (Absorption 1) to (Absorption 5) described above are useful in that they can provide a moderate sense of winning without excessively stimulating the gambling instinct of the player, and also in that they reduce the control burden (for example, both the data area for the regulated number R and the count area for the difference in the number of coins during the advantageous period only require 2 bytes). In particular, the values of "upper limit Z" and / or "regulated number R" related to (Absorption 1) to (Absorption 5) above are not simply determined by selecting and discarding appropriate values, but rather have an innovative quality that is unprecedented in the past, as they clearly recognize various problems related to the gaming machine (for example, suppressing gambling, giving a sense of winning and enhancing the enjoyment of the game, reducing the control burden, etc.) and then determine the upper limit Z (upper limit of the number of countable coins absorbed) and regulated number R (upper limit of the difference in the number of coins at the end of the advantageous period) that can solve these problems.
[0366] <Game operation control processing> Next, the processing details related to the game operation control of the revolving-type gaming machine according to this embodiment will be described in detail.
[0367] <Processing on the main control unit side: Figures 9 to 18> First, referring to Figures 9 to 18, we will explain the processing content on the main control unit 400 side, which comprehensively manages the game operation. Although this processing is executed by the CPU 401c, for the sake of explanation, we will refer to the entity that executes the processing as the main control unit 400.
[0368] (1. Main control side main processing: Figure 9) Figure 9 is a flowchart showing the main processing on the main control unit 400 side (main control side main processing) according to the game operation control program.
[0369] When power is turned on to the gaming machine, power is supplied to each board from a "power supply board" (not shown), and a power-on signal is sent to indicate that power has been turned on. Upon receiving this power-on signal, the main control unit 400 starts the main control side processing shown in Figure 9. In this main control side processing, the processes in steps S11 to S20 (power-on processing) shown are executed as the first process when power is turned on, and in other cases, the process in step S32 (processing required for game progression) is executed in a loop as the processing for normal operation.
[0370] In Figure 9, the main control unit 400, as its first action after power-on, first performs the necessary initial setup processing before game operation begins (step S11). This initial setup processing includes, for example, interrupt mode setting processing to set a predetermined interrupt mode (interrupt mode 2), initialization processing of register values built into the CPU including each part of the microcomputer, internal hardware random number setting processing to activate the internal hardware random number circuit, abnormality detection processing of the random number circuit (main board error detection processing), abnormality detection processing of the power-off keyword (5AAH) set during power-off (backup), input information acquisition processing to acquire input information (input port data) for predetermined switches, sending a power-on command, and clearing the safety device counter described later. When the performance control unit 410 receives the above "power-on command", it performs a power-on performance, such as displaying "Please Wait" on the liquid crystal display device 6. In addition, if any abnormality is detected in the game machine, it performs predetermined error processing.
[0371] In the "Input Information Acquisition Process" described above, ON / OFF signals from switches are acquired to determine whether or not to transition to one of the following modes: the setting change transition mode (the setting change process execution route in step S20), the advantageous section difference coin initialization mode (the advantageous section difference coin setting process execution route in step S15), or the backup recovery mode (the backup recovery process execution route in step S17). For example, the ON / OFF states of the door sensor 61, the setting key switch 94, the reset switch 94, etc., are acquired.
[0372] After completing the initial setup process in step S11, the process from step S12 onward is executed. In this embodiment, based on the signal state (ON / OFF state of the signal) obtained through the input information acquisition process described above, the system mainly transitions to one of the following processing modes (1) to (4). (1) The "setting change mode" in which the setting change process (step S18) is executed. (2) The "advantageous section difference in payouts initialization mode" is executed in the advantageous section difference in payouts counter setting process (step S16). (3) "Backup recovery mode" in which the backup recovery process (step S17) is executed without transitioning to the advantageous section difference in payouts initialization mode, or after transitioning to the advantageous section, (4) If a problem occurs in the contents of the RAM, the "RAM error mode" is executed, in which RAM error processing (steps S19 to S20) is performed. These are some examples.
[0373] Further details will be explained later, but of these processing modes, three modes excluding the "RAM error mode" can be switched to depending on the combination of the ON / OFF state of the setting key switch 94, the ON / OFF state (closed / open) of the door sensor 61, and the ON / OFF state of the reset switch 95. The switches required to switch to each mode can be determined as appropriate.
[0374] <Processing route for setting change mode: S12=YES> First, let's explain the process related to the setting change mode. For the sake of explanation, unless there are special circumstances, we will assume that the front door 2 is in the open state (door sensor 61 is OFF).
[0375] In this embodiment, the system is configured to allow transitions between a setting change mode (processing route where the judgment result in step S12 is YES) and a setting non-change mode (processing route where the judgment result in step S12 is NO) depending on the ON / OFF state of the setting key switch 94 when the power is turned on. As already explained, when the setting key switch 94 is turned ON (setting change mode transition side) while the power to the gaming machine is OFF, and then the power to the gaming machine is turned ON (door sensor 61 is OFF (open) and setting key switch 94 is ON), the conditions for transitioning to the setting change mode are met (step S12: YES), and a setting change process that manages the change of the setting value (levels 1 to 6) is executed (step S18).
[0376] In the above setting change process, first, a setting change command is sent to the performance control unit 410. When the performance control unit 410 receives the setting change command, it uses the performance means to execute a "setting change performance" to notify that the setting value is being changed. For example, it displays a performance image that says "Settings are being changed" on the liquid crystal display device 6.
[0377] Next, the setting value data (setting value Nc) stored in the setting value storage area is retrieved, and it is determined whether the setting value data is an abnormal value (a value other than 00H to 05H corresponding to settings 1 to 6). Under normal game operation, the setting value storage area should contain one of the setting value data values from '00H to 05H (normal value)' corresponding to settings 1 to 6. However, due to some malfunction, the setting value data may be corrupted, and a value that does not correspond to any of settings 1 to 6 may be set (setting abnormality error). Therefore, if the setting value data is not a normal value, the setting value storage area is cleared and returned to the initial value of 00H (setting 1 in this case).
[0378] If the setting value is reset to its initial value or if the setting value is normal, the current setting value is displayed on the setting indicator (not shown). Subsequently, the ON / OFF operation of the reset switch 95 is monitored, and each time the reset switch 95 is turned ON, the current setting value data (setting work value) is changed (updated). As explained earlier, the setting value during the setting change is updated in a cyclical manner within the range of setting 1 to 6 each time the reset switch 95 is operated, and that setting value is displayed on the setting indicator. When the ON operation of the start lever 11 (start switch 11a) is detected, the setting value is considered to have been finalized, the current setting value data (setting work value) is stored in the setting value storage area of RAM 401b, and a setting completion command is sent to the performance control unit 410. When the performance control unit 410 receives the setting completion command, it terminates the ongoing setting change performance and executes a "setting change completion performance" to notify that the setting change is complete (that the setting value has been finalized). For example, the performance image (setting change completion screen) that says "Settings have been changed" is displayed on the liquid crystal display device 6. Furthermore, once the settings are confirmed, the setting indicator will stop displaying the setting value and will execute a setting confirmation message.
[0379] After the setting value is confirmed, a RAM clear process is then executed to clear a predetermined area of RAM401b. This RAM clear process includes an "in-area clear process" that clears a predetermined area of RAM within the area, and an "out-of-area RAM clear process" that clears a predetermined area of RAM outside the area.
[0380] In the "In-area RAM Clearing Process" described above, a predetermined storage area (normal data storage area) of the RAM 203 is cleared, excluding the above-mentioned setting value storage area (setting value data) of the "Out-of-Area RAM Area" related to the out-of-area memory and the "In-Area RAM Area" related to the in-area memory. In other words, the target of the clearing here is the in-area RAM area of the RAM area, excluding the out-of-area RAM area, but some data in the in-area RAM (setting value storage area (setting value data)) is not subject to clearing. The "normal data storage area" of the in-area RAM described above has a work area defined for each of the various data related to the progress of the game, mainly used in the "Game Processing (Step S32, Figures 10A to 10C)" of step S32, such as timers and counters related to game operation, lottery result information, game status information, error information, credit information, bet number (number of coins inserted), reel drive control data, LED output data, and switch detection data.
[0381] In other words, the RAM clear process clears all areas of the RAM region containing setting value data and data used in predetermined game processes related to game progression, excluding at least the setting value data (setting value storage area) (normal data storage area), thereby returning the operating state of the gaming machine to its initial state (default state).
[0382] In this embodiment, for example, the programs and work areas for processing performance information in the role ratio monitor 99 (see Figure 17B described later), processing the difference in the number of tokens during the advantageous period (see Figure 17C described later), and processing the operation of the safety device (see Figure 17D described later) are defined in an area (outside memory (second memory area)) different from the area (in-area memory (first memory area)) that the main control unit 400 accesses during normal gameplay.
[0383] Therefore, in the above "out-of-area RAM clearing process," the performance information data in the role ratio monitor 99 is not cleared, but at least the difference in the number of tokens during the advantageous section (advantageous section token difference counter) and the difference in the number of tokens related to the safety device (safety device counter) are cleared (cleared to zero in this embodiment). The above "advantageous section token difference counter" is, as already explained, a counter for counting the difference in the number of tokens during the advantageous section (the difference in the number of tokens during the advantageous section). The "safety device counter" is a counter for counting whether the current difference in the number of tokens (in this embodiment, the difference in the number of tokens using the MY count method from the time the power is turned on) has reached the number of tokens that triggers the activation of the safety device. As will be explained in detail later, the advantageous section token difference counter is set to an initial value when the conditions for transitioning to the advantageous section are met (see the processing details of step S18 described later, and step S88 in Figure 10C). As for the safety device counter, the initial value is set to "0," and the update process is executed in Figure 17D described later, and the safety ...
Claims
[Claim 1] It is configured with a one-chip microcontroller that incorporates a ROM for non-volatilely storing control programs that realize game operations, a RAM for volatilely storing work data, and a CPU that operates based on the control programs in the ROM, and a main control means for comprehensively controlling game operations, A gaming machine comprising a performance control means for executing and controlling performances using multiple performance means, The main control means is A determination means capable of determining multiple types of errors, A first counting means capable of recognizing the first difference between the game value used in the game and the game value assigned, The system includes a game-disabled state control means that controls the game machine to a game-disabled state when the first difference reaches a first threshold, The conditions for releasing the game-inoperable state include the initialization process of the RAM. The aforementioned multiple types of errors include at least a first error that requires the initialization process of the RAM as a condition for clearing the error, and a second error that does not require the initialization process of the RAM as a condition for clearing the error. The aforementioned performance control means is In at least one of the aforementioned multiple performance means, it is possible to perform a notification of the inability to play when the game becomes unplayable, and if the first error is detected while the game is unplayable, it is possible to perform a notification of the first error without performing the notification of the inability to play. A gaming machine characterized by the following features.