Gaming machine

JP7904509B1Active Publication Date: 2026-08-13ENTERRISE CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-09-26
Publication Date
2026-08-13

AI Technical Summary

Benefits of technology

【0007】 本開示によれば、遊技結果の表示に関する新たな遊技性を提供できる遊技機を実現できる。

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Abstract

To create a gaming machine that offers new gameplay features related to the display of game results. [Solution] The gaming machine comprises a main control unit that controls gameplay and a sub-control unit that controls the game's effects. The main control unit is configured to send a first command to the sub-control unit that triggers the display of the game results after all the reels have stopped spinning, and to send a second command to the sub-control unit that triggers the execution of the game's effects after the first command has been sent.
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 discloses a slot machine including a main control unit and a sub-control unit.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] [[ID=…]]In the field of gaming machines, there is a demand for a gaming machine that can provide new gameplay related to the display of game results.

[0005] The present disclosure aims to provide a gaming machine that can provide new gameplay related to the display of game results.

Means for Solving the Problems

Effects of the Invention

[0007] ​According to this disclosure, it is possible to realize a gaming machine that can provide new gameplay features related to the display of game results. [Brief explanation of the drawing]

[0008] [Figure 1] Front view of a slot machine, which is a gaming machine according to one embodiment of the present invention. [Figure 2] Block diagram of the slot machine shown in Figure 1. [Figure 3] Figure 1 shows the arrangement of the spinning reels of a slot machine. [Figure 4] A schematic diagram showing the active paylines of a slot machine in Figure 1. [Figure 5] This diagram illustrates the first game state of the slot machine shown in Figure 1. [Figure 6] This diagram illustrates the second game state of the slot machine shown in Figure 1. [Figure 7] This diagram illustrates the third game state of the slot machine shown in Figure 1. [Figure 8] A diagram illustrating the gameplay section of the slot machine shown in Figure 1. [Figure 9] Figure 1 is a diagram illustrating the contents of the internal lottery table of the slot machine. [Figure 10] A flowchart illustrating an example of post-reel stop processing performed on a slot machine, as shown in Figure 1. [Figure 11] A flowchart illustrating an example of the first command transmission process performed by the slot machine shown in Figure 1. [Figure 12] A flowchart illustrating an example of the second command transmission process performed in the slot machine shown in Figure 1.

[0009] Slot machine 1 is an example of a gaming machine according to one aspect of the present invention, and as shown in Figure 1, it comprises a rectangular parallelepiped-shaped casing 10. The casing 10 has an opening (not shown) on its front surface (for example, the front surface in the direction of the paper penetration in Figure 1) and a plate-shaped front door 20 that can open and close this opening.

[0010] The front door 20 has a translucent display window 21 located approximately in the center and is attached to the housing 10 in a lockable manner. The display window 21 is positioned so that multiple symbols placed on the surfaces of the rotating reels 41, 42, and 43, which will be described later, can be seen when the opening of the housing 10 is closed by the front door 20.

[0011] The cabinet 10 includes a liquid crystal display 22, an illumination device 23, and a speaker 24. The liquid crystal display 22, the illumination device 23, and the speaker 24 are located above the display window 21 of the front door 20. Various effects during gameplay are performed using the liquid crystal display 22, the illumination device 23, and the speaker 24. For example, the liquid crystal display 22 displays various effect images (or effect videos) or predetermined information during gameplay. The illumination device 23 lights up or turns off in a predetermined pattern when predetermined conditions are met, and the speaker 24 outputs a predetermined sound when predetermined conditions are met.

[0012] The machine cabinet 10 has a payout slot 25 from which medals are dispensed, a lower tray 26 for storing the medals dispensed from the payout slot 25, and an operating unit 30. Each of the payout slot 25, the lower tray 26, and the operating unit 30 is located below the display window 21 of the front door 20.

[0013] The operation unit 30 has a medal insertion slot 31, a bet switch 32, a start switch 33, and three stop buttons 34, 35, and 36. Medals are inserted into the medal insertion slot 31 as an example of game values. The bet switch 32 is configured to enable betting of medals. The start switch 33 is provided on the front door 20 so as to be operable. By operating the start switch 33, the three rotating reels 41, 42, and 43 start rotating. Each of the stop buttons 34, 35, and 36 is provided on the front door 20 so as to be operable. By operating each of the stop buttons 34, 35, and 36, the corresponding rotating reel 41, 42, or 43 that is rotating stops. Each switch of the operation unit 30 outputs an operation signal based on the operation of the player. Further, a medal sensor (not shown) is provided at the medal insertion slot 31, which detects the insertion of a medal into the medal insertion slot 31 by the player and outputs a detection signal.

[0014] The operation unit 30 is provided with a settlement switch (not shown), a storage medal display unit (not shown) as an example of a display unit, and the like. This storage medal display unit is configured to be able to display the number of stored medals.

[0015] As shown in FIG. 2, the slot machine 1 includes a control device 100 that controls the entire slot machine 1, a rotating reel unit 40, a rotating reel position detection sensor 44, and a hopper unit 50 that pays out medals. The control device 100, the rotating reel unit 40, the rotating reel position detection sensor 44, and the hopper unit 50 are located inside the cabinet 10. Inside the cabinet 10, there are further located a power supply device (not shown) for turning on / off the main power supply of the slot machine 1, a setting unit 45 that an administrator operates when changing the setting values of the slot machine 1, and the like.

[0016] The rotary reel unit 40 is located approximately in the center of the housing 10 and consists of a plurality of rotary reels (in this embodiment, three rotary reels 41, 42, and 43) and stepping motors 61, 62, and 63 that drive these rotary reels 41, 42, and 43. Each rotary reel 41, 42, and 43 is approximately cylindrical in shape, and its surface is provided with a plurality of symbols arranged at intervals along the circumferential direction of each rotary reel 41, 42, and 43, as shown in Figure 3, and a reference point (not shown). The reference point is located, for example, at the center of symbol number 1 (=Rip A) of the left rotary reel 41.

[0017] Here, with reference to Figures 1 to 9, an overview of the game played on slot machine 1 will be described. Slot machine 1 is configured to be played using physical tokens, as an example, but it may also be a tokenless machine, as will be described later.

[0018] As shown in Figure 1, when playing slot machine 1, first, tokens are inserted into the token slot 31, or tokens are bet using stored tokens (i.e., credits) by operating the bet switch 32. When a predetermined number of tokens (for example, 1 to 3 tokens) are bet, the active lines 70 are activated, and the start switch 33 becomes operable, meaning the game can be started. At this time, any tokens inserted in excess of the predetermined number set according to the game state are stored as credits.

[0019] As shown in Figure 4, the active line 70 is a virtual line for determining winning combinations, and as an example, it consists of a virtual line connecting the center points in the rotation direction of one of the three symbols displayed in the display window 21 of each stopped spinning reel 41, 42, 43. The slot machine 1 only needs to have at least one active line 70. In this embodiment, as an example, the slot machine 1 has one active line 70, which is activated when a predetermined number of tokens (for example, 3 tokens) are bet. As an example, there are three symbols displayed in the display window 21 of the slot machine 1 for each spinning reel.

[0020] When the start switch 33 is operated while the game is ready to begin, an electronic lottery (hereinafter referred to as "internal lottery") is conducted within the slot machine 1, and the rotation of each reel 41, 42, and 43 begins. In this state, when any of the stop buttons 34, 35, or 36 is operated, the reels 41, 42, and 43 corresponding to the operated stop button 34, 35, or 36 stop. When all the reels 41, 42, and 43 have stopped, the display window 21 shows the result according to the winning combination, and a predetermined number of medals are paid out according to the winning combination, ending one game. For example, when all the reels 41, 42, and 43 have stopped, if the symbol combination set for each winning combination by the internal lottery is located on the active line 70, it is determined that the winning combination corresponding to the symbol combination located on the active line 70 has been won. Furthermore, even if no winning combination of symbols stops on the 70 active lines (i.e., a "miss"), it may still be included as a winning combination.

[0021] Thus, a series of actions performed by operating the bet switch 32, start switch 33, and stop buttons 34, 35, and 36 to obtain a game result including internal lottery, prize determination processing, and processing of increasing or decreasing game value is called a game. The unit of a game is a game, and one game is also called a unit game.

[0022] Among games, those involving betting on game value include, for example, the following cases. In other words, "games involving betting on game value" corresponds to so-called "real games," and "simulated games" are not included in "games involving betting on game value." • When actually betting a predetermined number of game values ​​(for example, 3 coins) and playing the game. • If the previous game was a replay, and the game value (for example, 3 coins) was automatically bet when playing.

[0023] During gameplay, one game state is selected from among multiple game states. In this embodiment, during gameplay, in addition to the game state, one game section is selected from among multiple game sections, and an internal lottery is performed based on the selected game state.

[0024] In this embodiment, as shown in Figures 5 to 7, the game state includes a first game state, a second game state, and a third game state.

[0025] The first game state is a game state for determining the type of flag (see Figure 9) such as a replay and its winning probability, and consists of RT0 and RT1, for example, as shown in Figure 5. Either RT0 or RT1 is set as the first game state. In the first game state, among the flags that are won by internal drawing (hereinafter also called the condition device), the winning probability of a replay is defined in the drawing of the condition device in RT0 and RT1, respectively.

[0026] RT0 is set when the second game state transitions from a special role execution state to a state where special roles are not carried over, or when the game state is initialized (for example, when the RAM is cleared) (i.e., the first game state transitions from RT1 to RT0). Also, the first game state immediately after slot machine 1 is installed in a store, etc., is also set to RT0. In other words, the first game state is always set to RT0, except when a type 1 Big Bonus is being performed.

[0027] RT1 is set when the second game state transitions from a state where no special role is carried over to a state where a special role is performed (i.e., the first game state transitions from RT0 to RT1). In RT1, as shown in Figure 9, there is no possibility of winning a replay role or a type 1 BB.

[0028] The second game state includes a state where no special role (e.g., a Type 1 Big Bonus) won by internal drawing has been carried over, a state where a Type 1 Big Bonus won by internal drawing has been carried over, and a state where a special role is implemented to implement the won Type 1 Big Bonus. One of the states where no special role is carried over, the state where a special role is carried over, and the state where a special role is implemented is set as the second game state.

[0029] The "no special role carryover" state is set when the number of medals dispensed since transitioning to the special role execution state exceeds a predetermined number (for example, 180 medals), or when predetermined conditions are met, such as the game state being initialized (for example, when the RAM is cleared).

[0030] The special bonus carryover state is set when a Type 1 BB is won through internal drawing and the won Type 1 BB does not result in a payout in the game in which it was won. Specifically, Type 1 BB refers to the continuous activation device for the Type 1 special bonus (the so-called Big Bonus). When a Type 1 BB is carried over, no drawing for a Type 1 BB is performed. Carried-over Type 1 BBs are configured not to disappear even if the setting value is changed, but they may be configured to disappear. Slot machine 1 may have two types of Type 1 BB flags.

[0031] The special role implementation state is set when a special role (e.g., Type 1 BB) is won and awarded through an internal draw. In this embodiment, as an example, the special role implementation state includes the Type 1 BB implementation state (shown as BB General in Figure 6), the RB carryover state (shown as JAC Internal in Figure 6), and the RB implementation state (shown as JAC in Figure 6). One of the Type 1 BB implementation state, RB carryover state, and RB implementation state is set as the special role implementation state. BB General is set when a Type 1 BB is awarded. If a Type 1 BB is awarded, an RB may always be awarded. In that case, the RB is always awarded after a Type 1 BB is awarded until it ends.

[0032] The third game state is a state that determines the effects performed during gameplay, and as an example, as shown in Figure 7, it consists of a general game state and an AT (Automatic Trigger) state. Either the general game state or the AT state is set as the third game state.

[0033] In this embodiment (i.e., the embodiment having a game section), the general game state is a state in which no instruction function occurs, or a state in which the instruction function is unlikely to occur, or a state in which the frequency of instruction function occurrence is lower than in AT. For example, after a setting value is changed, after a RAM clear, and after AT ends, the third game state is set to the general game state until an AT lottery is won. Slot machine 1 has a normal state and a high probability state (so-called chance zone (CZ)) in which the probability of winning an AT lottery is higher than in the normal state, as general game states. Either the normal state or the high probability state is set as the general game state.

[0034] AT (Attack Time) lottery is performed, for example, when the first game state is RT0 and the game period is in a favorable period, according to the winning combination determined by an internal lottery. The transition from the normal state to the high probability state occurs, for example, when the first game state is RT0 and the game period is in a favorable period, an internal lottery is performed, and if the AT lottery is not won as a result, the player wins the high probability state transition lottery. Alternatively, the transition from the normal state to the high probability state occurs when the number of games played in the first game state is RT0 and the game period is in a favorable period reaches a predetermined range. The AT lottery is an example of a favorable state lottery. The AT game count extension lottery may also be included in the favorable state lottery.

[0035] AT is an example of an advantageous game state in which an instruction function is activated and which is more advantageous to the player than the normal game state. In this embodiment, AT is set until the number of games that have elapsed since the transition from the third game state to AT reaches the number of games that can be played in AT (i.e., the number of AT games). In AT, the operation patterns of roles that result in medal payouts are notified, and the expected value of medal acquisition is higher than in the normal game state (for example, the normal state).

[0036] The transition to the AT (Attack Time) game state occurs, for example, when the "state transition role" flag (see Figure 9) is hit and one of the multiple roles included in the "state transition role" flag (for example, multiple single-coin roles) is awarded. Each of the multiple roles included in the "state transition role" flag may be configured to be awarded when the stop buttons 34, 35, and 36 are operated in a predetermined order, or when the stop buttons 34, 35, and 36 are operated at a predetermined timing, or when the stop buttons 34, 35, and 36 are operated in a predetermined order and at a predetermined timing. The "state transition role" is, for example, a role that triggers a transition in the game state from the general game state to the AT (Attack Time) state.

[0037] The game section is a state used to determine whether or not processing related to the instruction function will be performed, and as an example, as shown in Figure 8, it consists of an advantageous section and a normal section.

[0038] The advantageous period is a period in which processing and drawing related to the instruction function can be performed. For example, it is set from the time the game period wins an advantageous period transition role in an internal drawing conducted in the normal period until the conditions for ending the advantageous period are met (i.e., until the period transition conditions are met). The advantageous period includes an advantageous period in which the third game state proceeds in the general game state and an advantageous period in which the third game state proceeds in the advantageous game state (AT in this embodiment).

[0039] The normal section is a section in which processing related to the instruction function and drawing cannot be performed, and is set when no advantageous section is set as a game section. In the normal section, the third game state proceeds as a general game state.

[0040] An instruction function is a function that informs the player of an operating procedure (for example, the operating procedure for a winning combination) or an operating method that affects the payout. For example, an instruction function is a function that instructs the player of the operating procedure for a winning combination by operating stop buttons 34, 35, and 36 in a predetermined procedure, or a function that instructs the player of the operating position for a winning combination if the positions of the rotating reels 41, 42, and 43 are predetermined positions when stop buttons 34, 35, and 36 are operated. In other words, AT (Automatic Trigger) may only be set when the game section is an advantageous section. The instruction function includes not only the operating procedure itself, but also all processes related to the operating procedure, such as a lottery to decide whether or not to notify the operating procedure, and a transition to a high-probability state where the operating procedure is more likely to be notified.

[0041] Slot machine 1 has multiple stop states that can transition from a first state to a second state different from the first state. A stop state is the stop state of all the spinning reels 41, 42, and 43 when all the stop buttons 34, 35, and 36 are operated in a predetermined manner, and means, for example, the type and position of the symbols displayed in the display window 21. The first state and the second state are any states related to slot machine 1, and include, for example, game states and performance states.

[0042] For example, if the first state is "Special Role Carryover State" or "Special Role Non-Carryover State" and the second state is "Special Role Implemented State", the transition from the first state to the second state occurs when the stopped spinning reels 41, 42, and 43 stop in a position where a combination of symbols corresponding to a type BB won in the internal lottery is positioned on the active line 70. Also, for example, if the first state is "General Gameplay State" and the second state is "AT", the transition from the first state to the second state occurs when the stopped spinning reels 41, 42, and 43 stop in a position where a combination of symbols corresponding to one of the multiple roles that constitute the state transition role is positioned on the active line 70. The state transition from "General Gameplay State" to "AT" occurs, for example, when the AT lottery is won, or when the so-called ceiling is reached and the transition to AT is confirmed. Furthermore, the game state is configured to transition from "general game state" to "CZ" when, for example, a predetermined combination of symbols stops within the display window 21 (for example, when three "dummy A" symbols stop in the middle row of the display window 21). When the first state is "general game state" and the second state is "CZ", the game transitions from the first state to the second state when the stopped reels 41, 42, and 43 stop in a position where a predetermined combination of symbols stops within the display window 21. Operation modes include, for example, operating the stop buttons 34, 35, and 36 in a predetermined order and / or at predetermined timings. The transition of the game state is performed, for example, by the game state control unit 115, which will be described later.

[0043] An example of the conditions for reaching the ceiling is shown below. - If the number of games that have elapsed since the end of AT (Attack Time) without transitioning to AT reaches a predetermined number of games (i.e., the maximum number of games). - If an AT lottery is held at regular intervals, and the predetermined cycle (i.e., the ceiling cycle) is reached without winning the AT lottery. - If the difference in the number of tokens played in normal game mode reaches a predetermined value (i.e., the maximum difference in tokens) without transitioning to AT mode.

[0044] For example, if slot machine 1 has multiple performance modes with different frequencies for certain performances, such as performances that suggest the setting value, and the first state is the "low performance mode" and the second state is the "high performance mode", the first state transitions to the second state when the stopped spinning reels 41, 42, and 43 stop in a predetermined stop pattern (for example, a stop pattern in which three "bar" symbols stop in the middle of the display window 21). As a result, the performance frequency of a particular performance is switched from "low" to "high" when the spinning reels 41, 42, and 43 stop in a predetermined stop pattern.

[0045] The combination of the first and second states is not limited to cases where the game states are different, such as the combination of the second and third game states. For example, it may also be a combination where the game states are the same but the presentation scenes or presentation content (presentational meaning) are different, or a combination where the performance of the ATs is different, such as an AT with a low net increase and an AT with a high net increase.

[0046] Next, the control device 100 will be described. As shown in Figure 2, the control device 100 consists of a main control unit 110 and a sub-control unit 120. The main control unit 110 and the sub-control unit 120 are composed of, for example, separate CPUs and are mounted on separate control boards. The main control unit 110 and the sub-control unit 120 are electrically connected via connection points on each control board, and one-way data transmission from the main control unit 110 to the sub-control unit 120 is possible using asynchronous serial communication means.

[0047] More specifically, the main control unit 110 and the sub-control unit 120 each include a CPU for performing calculations, a storage device (e.g., ROM and RAM) for storing programs or data necessary for the progress of the game, etc. The main control unit 110 includes, for example, an internal lottery unit 111, a rotating reel control unit 112, a game result determination unit 113, a section control unit 114, a game state control unit 115, a measurement unit 116, and a set value control unit 117, and performs game control to advance the game. The sub-control unit 120 includes, for example, a performance control unit 121, and performs performance control for performing various performances, etc.

[0048] In this embodiment, the main control unit 110 calls and executes a routine for post-reel stop processing after all the reels have stopped. The routine for post-reel stop processing is configured to cause the main control unit 110 to send a first command to the sub-control unit 120 that triggers the display of the game result, and after the first command has been sent, to cause the main control unit 110 to send a second command to the sub-control unit 120 that triggers the execution of a special effect. The game result is the combination of symbols located on the active line 70 when all the reels have stopped, and may include the number of medals paid out. The game result is displayed on the liquid crystal display device 22, for example, from the time all the reels have stopped until the next game starts. For example, the winning judgment completion command, which is sent when the winning judgment processing is completed, may also serve as the first command. The winning judgment completion command also includes the judgment content (=game result) of whether a predetermined combination has been won.

[0049] For example, the routine for processing after the reel stops includes the main routine for processing after the reel stops (hereinafter referred to as the main routine). When the main routine is executed, the main control unit 110 performs the following processing. • Call and execute the subroutine for determining the winner. After the subroutine for determining the winners has finished, the main routine sends a command to end the winner determination process. • Call and execute the subroutine for processing the payout. After the subroutine for processing payouts has finished, the main routine sends a payout information command. In response to the player releasing their hand from the stop button corresponding to the last stopped spinning reel (hereinafter referred to as the last stop button), the main routine sends a prize entry activation command. - Call and execute the subroutine for checking the re-play operation. After the subroutine for checking the re-play function has finished, the subroutine for the payout process is called and executed.

[0050] In this embodiment, the triggers for sending the first command and the second command are different. The first command is sent when the last stop button is pressed. The second command is sent when the last stop button is pressed and then released. For example, when the left-rotating reel 41 and the middle-rotating reel 42 are stopped and the right-rotating reel 43 is rotating, the first command is sent in response to the player pressing the stop button 36 corresponding to the right-rotating reel 43 with their finger, and the second command is sent in response to the finger that pressed the stop button 36 being released from the stop button 36.

[0051] The main control unit 110 and the sub-control unit 120 described below are implemented, for example, by the CPU executing a predetermined program.

[0052] The internal lottery unit 111 has multiple internal lottery tables and performs an internal lottery in response to the operation of the start switch 33. Specifically, the internal lottery unit 111 determines the first game state when the operation of the start switch 33 is received and selects an internal lottery table based on the determined RT state. Then, the internal lottery unit 111 performs an internal lottery based on the selected internal lottery table and the random number obtained when the operation of the start switch 33 is received.

[0053] For example, in the internal lottery, the winning flag is determined based on the internal lottery table shown in Figure 9. Each flag is a device whose operation is a necessary condition for displaying a combination of symbols related to winning, replay, or the operation of a special feature or continuous special feature device. It operates when the internal lottery is successful, and is also called a condition device. This internal lottery table is provided for each RT state and contains information about flags that have a chance of winning through the internal lottery. In Figure 9, for each RT state and second game state, flags that have a chance of winning are shown with "○", and flags that have no chance of winning are shown with "×". The probability of winning for each flag is set, for example, with 65536 as the denominator.

[0054] Each flag has at least one winning combination associated with it. Winning combinations include payout combinations (e.g., operation type combination, watermelon, corner cherry, and middle cherry) which pay out a predetermined number of medals when the corresponding symbols are placed on the active line 70 upon winning, and non-payout combinations (e.g., miss, type 1 BB, and replay) which do not pay out medals even if the corresponding symbols are placed on the active line 70 upon winning.

[0055] The operation mode combinations include, for example, a first combination and a second combination that can be won simultaneously, and are configured so that either the first combination (e.g., a bell) or the second combination (e.g., a single coin combination) can be won depending on the operation mode of the stop buttons 34, 35, and 36. When an operation mode combination is won, the combination that can be won differs depending on whether the stop buttons 34, 35, and 36 are operated in the first operation mode or in the second operation mode which is different from the first operation mode. Operation modes include, for example, operating the stop buttons 34, 35, and 36 in a predetermined order, operating the stop buttons 34, 35, and 36 at a predetermined timing, and operating the stop buttons 34, 35, and 36 in a predetermined order while also operating the stop buttons 34, 35, and 36 at a predetermined timing.

[0056] Figure 9 shows only one state transition flag, but is not limited to this. For example, slot machine 1 may have multiple state transition flags that enable transitions to different game states, each (e.g., a state transition flag that enables transition from the general game state to the preparation state, a state transition flag that enables transitions from the preparation state to the first state and the second state, a first state transition flag that enables transitions from the preparation state to the first state, and a second state transition flag that enables transitions from the preparation state to the second state).

[0057] The rotary reel control unit 112 controls the stepping motors 61, 62, and 63 of the rotary reel unit 40 in response to the operation of the start switch 33 or the respective stop buttons 34, 35, and 36, to start or stop the rotation of each rotary reel 41, 42, and 43 (i.e., controls the rotation of the rotary reels 41, 42, and 43).

[0058] For example, if the start switch 33 is operated while all the rotating reels 41, 42, and 43 are stopped, the rotating reel control unit 112 will start the rotation of all the rotating reels 41, 42, and 43. When the start switch 33 is operated (= lever on) while all the rotating reels 41, 42, and 43 are stopped, all the rotating reels 41, 42, and 43 will start to rotate, and the rotation speed of all the rotating reels 41, 42, and 43 will increase until the rotation speed becomes constant (= steady speed). When any of the rotating reels 41, 42, or 43 is rotating at a steady speed (for example, about 80 rpm) (hereinafter also referred to as steady rotation) and the stop buttons 34, 35, or 36 are activated, if a stop button 34, 35, or 36 corresponding to the rotating reel 41, 42, or 43 is operated, the rotating reel control unit 112 stops the rotating reel 41, 42, or 43 corresponding to the operated stop button 34, 35, or 36.

[0059] When stopping each of the rotating reels 41, 42, and 43, the rotating reel control unit 112 performs either pull-in control or kick-out control depending on the winning combination determined by the internal draw and the timing of the operation of each stop button 34, 35, and 36 (i.e., the position of the corresponding rotating reel 41, 42, and 43 when the operation of each stop button 34, 35, and 36 is received). Pull-in control is a control that stops the rotation of each of the rotating reels 41, 42, and 43 so that the symbol combination corresponding to the winning combination is pulled into the active line 70. Kick-out control is a control that stops the rotation of the rotating reels 41, 42, and 43 so that the symbol combination corresponding to the non-winning combination does not line up on the active line 70.

[0060] In response to the release of the last stop button operation, the reel control unit 112 sends a prize activation command to the sub-control unit 120. The prize activation command is a command that includes the type of prize that has been won and that the prize has been activated, and is, for example, a command that triggers a performance notification.

[0061] The game result determination unit 113 determines the game result based on the results of the internal lottery and the results of the stop control of the rotating reels 41, 42, and 43. The game result includes, for example, a determination of whether or not a winning combination has been awarded based on the symbols aligned on the active line 70. The determination of the game result is performed, for example, by executing the award determination process. After the award determination process is executed, the game result determination unit 113 executes the payout process using the result of the award determination process. The payout process (also called the process related to the instruction function after the reels stop) includes, for example, AT addition, AT lottery, and AT extension lottery based on the result of the award determination process. The result of the award determination process is transmitted to the sub-control unit 120, for example, at a timing before the execution of the payout process. The result of the payout process is transmitted to the sub-control unit 120, for example, as a payout information command, at a timing before the award activation command is transmitted. In other words, the payout information command is sent to the sub-control unit 120 after the prize entry judgment completion command and before the prize entry activation command is sent (for example, before the last stop button operation is released). For example, the payout information command or the prize entry activation command may also serve as the second command.

[0062] The game result determination unit 113 performs the process related to prize determination based on the determined game result. The process related to prize determination includes, for example, a re-play operation check process and a payout process. In other words, in this embodiment, after all the spinning reels have stopped and the second command has been transmitted, the process related to prize determination is performed based on the symbols that have stopped on the active line 70. As an example, the payout process is configured not to be a trigger for transmitting the first command, but is not limited to this.

[0063] The re-play activation check process includes, for example, a process to determine whether the winning combination in the game was a replay. If it is determined that a replay was won, the game result determination unit 113 requests that 3 medals be bet automatically and terminates the re-play activation check process. If it is not determined that a replay was won, the game result determination unit 113 terminates the re-play activation check process as is. The payout process includes, for example, setting the number of medals to be paid out corresponding to the winning combination in the payout counter, and then, based on the set number of medals to be paid out, storing the medals in the credit or dispensing medals from the hopper unit 50.

[0064] The game result determination unit 113 controls the hopper unit 50 to dispense the aforementioned medals based on the determined game result or the operation of the settlement switch. The medals dispensed based on the game result (i.e., medals obtained by winning a prize or placing in a game) are first stored as credits. If the stored medals exceed the credit limit (for example, 50 medals), the medals exceeding that limit are dispensed from the hopper unit 50. Also, if the settlement switch is operated when there is one or more stored medals (i.e., the credit is 1 or more), the stored medals are dispensed from the hopper unit 50.

[0065] The game result determination unit 113, for example, if the third game state transitions to AT, outputs a signal to the hall computer indicating that the third game state has transitioned to AT, and notifies the administrator.

[0066] The section control unit 114 sets a game section from among a plurality of game sections (in this embodiment, a normal section and a favorable section).

[0067] For example, the section control unit 114 sets the game section to the advantageous section when the game section is in the normal section and the section transition conditions are met (for example, when a winning combination for transitioning to the advantageous section is achieved).

[0068] The section control unit 114 decides whether to keep the game section in an advantageous section or set it to a normal section, if the game section is an advantageous section. For example, the section control unit 114 determines whether the third game state has transitioned from AT to a normal state (general game state), and if it determines that it has transitioned to a normal state, it sets the game section from an advantageous section to a normal section.

[0069] The section control unit 114 forcibly transitions the game section from the advantageous section to the normal section when the conditions for ending the advantageous section are met. The conditions for ending the advantageous section are met, for example, in the following cases: - When the number of games played (in other words, the number of games played in the advantageous period) measured by the measurement unit 116 after the game period has been set as an advantageous period reaches the upper limit (for example, 4000 games). - If the number of games played (in other words, the number of games played in the advantageous period) after the game period measured by the measurement unit 116 has been set as an advantageous period reaches a value lower than the upper limit (for example, 3000 games). - If the difference in the number of medals after the game period has been set to the advantageous period reaches the upper limit (for example, 2400 medals). - When the difference in the number of medals after the game period has been set to the advantageous period reaches a value lower than the upper limit (for example, 1500 medals), and the AT ends. Conditions for ending the AT include winning the AT termination lottery, losing the AT continuation lottery, and the AT not being extended.

[0070] When the game section transitions to a favorable section, the section control unit 114 may indicate that it is a favorable section via the display unit provided on the operation unit 30 only if the instruction function is activated during the favorable section and the game is played in such a way that small wins are awarded in the maximum number of coins, excluding special features (e.g., JAC) and special feature continuous operation devices (e.g., Type 1 BB), and the average payout rate exceeds 100%.

[0071] The game state control unit 115 has a favorable game state lottery unit 1151 and controls the transition between the first game state, the second game state, and the third game state.

[0072] For example, the game state control unit 115 sets one RT state (RT0 and RT1 in this embodiment) in which an internal draw is performed as the first game state. When a state transition role is won and the stopped spinning reels 41, 42, and 43 stop in a position where a combination of symbols corresponding to one of the multiple roles that constitute the state transition role is located on the active line 70, the game state control unit 115 sets one of the AT preparation state, first state, and second state as the third game state (in other words, it transitions the third game state from the general game state to the AT preparation state, first state, or second state).

[0073] The advantageous game state lottery unit 1151, when the pre-set lottery conditions (hereinafter simply referred to as "lottery conditions") are met, performs an advantageous game state lottery to determine whether or not to transition the game state to an advantageous game state that is more favorable to the player than the normal state.

[0074] The advantageous game state lottery includes the AT lottery and the AT extension lottery. For example, the AT lottery is performed when the first game state is RT0, the third game state is a general game state, and the game section is an advantageous section, and a predetermined role (for example, a so-called rare role such as a cherry or watermelon) is hit through an internal lottery. Also, for example, the AT extension lottery is performed when the first game state is RT0 and the third game state is AT, and a predetermined role (for example, a so-called rare role such as a cherry or watermelon) is hit through an internal lottery.

[0075] The measurement unit 116 measures, for example, the number of games played since the game period was set to the advantageous period (i.e., the number of games played in the advantageous period), and the difference in the number of medals since the game period was set to the advantageous period, based on the game result determined by the game result determination unit 113. The measurement unit 116 also measures, for example, the time elapsed since the start switch 33 was operated when all the spinning reels 41, 42, and 43 were stopped, and / or the time elapsed from the starting point set after all the spinning reels 41, 42, and 43 were rotating at a steady rate.

[0076] The setting value control unit 117 allows the administrator to set one setting value from among several setting values ​​(six in this embodiment) that have different degrees of advantage to the game (e.g., payout rate) by operating the setting unit 45. The difference in the degree of advantage is achieved, for example, by creating a difference in the probability of winning the internal lottery for a predetermined role. The setting value control unit 117 also sets the degree of advantage related to payout, such as the rate of transition to the advantageous section, the AT lottery, and the AT bonus lottery.

[0077] An example of how to set the values ​​is shown below. This method is performed in the order of (1) to (7). (1) Open the front door 20. (2) Turn off the main power to slot machine 1. Turning off the main power to slot machine 1 will stop all of the spinning reels 41, 42, and 43, but no winning combination will be determined by the stopping of these reels. (3) Insert the setting change key into the designated location on the setting unit 45 to change the setting change mode from off to on. (4) Turn on the main power of slot machine 1. (5) The current setting is displayed, for example, on the stored token display unit of the operation unit 30. The setting displayed on the stored token display unit is adjusted to the desired setting by operating a predetermined button. (6) Operate the start switch 33. By operating the start switch 33, the setting value of slot machine 1 is changed to the setting value displayed on the stored tokens display unit. (7) Change the setting change mode from on to off and remove the setting change key.

[0078] The performance control unit 121 determines, for each game, the performance to be executed as the game progresses, based on the game state after the internal lottery and the result of the internal lottery. The determined performance is executed using, for example, the liquid crystal display device 22, the lighting device 23, and the speaker 24, and notified to the player. In other words, the notification includes a visual display using the liquid crystal display device 22 and / or the lighting device 23, and an auditory display using the speaker 24. Information regarding the performance to be executed is stored as data in, for example, the storage device of the sub-control unit 120. Information regarding the performance to be executed includes, for example, information regarding the type of performance and control information for executing the performance.

[0079] The performance control unit 121 is configured to display the game results. The display of the game results is simply a display of the winning combination of symbols on the liquid crystal display device 22. For example, if the liquid crystal display device 22 includes a main liquid crystal and a sub-liquid crystal, the game results can be displayed on either the main liquid crystal or the sub-liquid crystal. In this case, the normal performance may continue to be displayed on the main liquid crystal and / or the sub-liquid crystal.

[0080] In modern slot machines, the system is not as simple as, for example, if the same bell symbol lines up in a straight line on three reels, eight coins will be paid out. Instead, various symbol combinations, such as "bell-replay-blank," can be set as eight-coin payouts, and when eight coins are paid out, these various symbol combinations may stop on the 70 active lines. In such cases, it becomes difficult for the player to understand "what symbols stopped on the 70 active lines and what kind of payout they have won." In slot machine 1, in order to make it easy for the player to understand "what symbols stopped on the 70 active lines and what kind of payout they have won," the symbol combinations on the 70 active lines are displayed separately from the normal effects (for example, character videos and other effects that correspond to the progress of the game) when all the spinning reels have stopped. In particular, when the active payline 70 is an irregular payline, it becomes significantly more difficult for players to understand "which symbols stopped on active payline 70 and what kind of winning combination they achieved," so the effect of displaying the game results becomes greater.

[0081] The area used to display game results is smaller than the area used to display regular animations. For example, regular animations are displayed using the entire LCD screen, but game results are displayed in a small space such as the upper right or lower right corner of the LCD screen. This is because regular animations are intended to keep players engaged in the game and are meant to be shown to them in a large, prominent way, whereas game results are simply information that shows the basis / facts of what winning combination was achieved.

[0082] Normal animations are displayed continuously while the reels are spinning and stopped, but game results are displayed only for a predetermined time after the reels stop. The displayed game results represent the winning result for the current game and are not displayed after the reels start spinning in the next game. If the display spanned into the next game, it would be difficult to tell which game the displayed game result refers to, potentially misleading the player. In contrast, normal animations are often displayed across multiple games, such as in a continuous animation sequence. In other words, the display of normal animations and game results from the start of one game to the start of the next behaves as follows: • Once the game starts, only the normal animations will be displayed. After all the reels have stopped spinning, both the normal animation and the game results will be displayed. • When the next game starts, only the normal animations will be displayed.

[0083] Referring to Figure 10, an example of the processing after all the reels have stopped (hereinafter referred to as post-reel stop processing) will be explained. The post-reel stop processing shown in Figure 10 is carried out, for example, by the CPU of the control device 100 executing a predetermined program.

[0084] As shown in Figure 10, after all the rotating reels have stopped, the main control unit 110 executes the prize determination process (step S1). The prize determination process is carried out, for example, by calling and executing the prize determination process routine.

[0085] When the prize-winning determination routine is completed, the main control unit 110 executes the first command transmission process (step S2) and then executes the payout process (step S3). For example, the prize-winning determination completion command, which is sent to the sub-control unit 120 after the prize-winning determination routine is completed, also serves as the first command. The payout process is performed, for example, by calling and executing the payout process routine. In other words, in Figure 10, the first command transmission process is executed after the prize-winning determination routine is completed and before the payout process routine is called.

[0086] When the payout processing routine is completed, the main control unit 110 executes the payout information command transmission process (step S4) and determines whether the last stop button has been pressed (step S5). Step S5 is repeated until it is determined that the last stop button has not been pressed.

[0087] If it is determined that the last stop button has not been pressed, the main control unit 110 executes the process of sending the second command (step S6) and executes the process related to prize determination (step S7). For example, the prize activation command that is sent in response to the release of the last stop button operation also serves as the second command. Once the process related to prize determination is completed, the post-reel stop processing is completed.

[0088] The process for determining a winning combination includes, for example, a re-play activation check process and a payout process. The re-play activation check process and the payout process may be executed simultaneously, or one of them (the re-play activation check process in Figure 10) may be executed first. The payout process is carried out, for example, by calling and executing a payout routine. In other words, in the example in Figure 10, the transmission of the second command is executed after the payout processing routine has finished and before the payout routine is called.

[0089] The sending of the first command may be performed within the routine of the prize-winning determination process, as shown in Figure 11. In Figure 11, as an example, when the prize-winning determination process starts, the main control unit 110 calls the routine of the prize-winning determination process (step S11), executes the called routine of the prize-winning determination process (step S12), and then executes the sending of the first command (step S13). The sending of the first command can be performed at any timing within the routine of the prize-winning determination process. After the sending of the first command is executed, when the routine of the prize-winning determination process ends (step S14), the prize-winning determination process ends. In this case, in step S2, the sending of the prize-winning determination termination command is executed.

[0090] The second command transmission process may be executed within the payout processing routine, as shown in Figure 12. In Figure 12, as an example, when the payout processing starts, the main control unit 110 calls the payout processing routine (step S21), executes the called payout processing routine (step S22), and then executes the second command transmission process (step S23). The second command transmission process can be executed at any timing within the payout processing routine. After the second command transmission process is executed, the payout processing routine ends (step S24), at which point the payout processing ends. In this case, in step S6, the prize entry activation command transmission process is executed.

[0091] Slot machine 1 can produce the following effects:

[0092] Slot machine 1 comprises a main control unit 110 that controls gameplay and a sub-control unit 120 that controls the game's effects. The main control unit 110 is configured to send a first command to the sub-control unit 120 that triggers the display of the game result after all the spinning reels have stopped, and then send a second command to the sub-control unit 120 that triggers the execution of the game's effects after the first command has been sent. This configuration reduces the time lag between the stopping of the spinning reels and the display of the game result. Furthermore, since the game result is displayed immediately after the reels stop, it becomes easier to understand what was won in that game. As a result, a gaming machine that offers a new gameplay experience related to the display of game results can be realized.

[0093] Slot machine 1 can optionally adopt one or more of the following configurations. In other words, one or more of the following configurations can be optionally deleted if they were included in the above embodiment, and optionally added if they were not included in the above embodiment. By adopting such a configuration, slot machine 1 that can provide new gameplay features related to the display of game results can be more reliably realized.

[0094] The triggers for sending the first command and the second command are different. This ensures that the first command is sent before the second command. In other words, the game result display based on the first command can be reliably displayed immediately after all the reels have stopped, before the normal animation based on the second command is sent to the sub-control unit 120. This allows the player to understand what they won in that game with less misunderstanding.

[0095] The first command is sent when the stop button corresponding to the last stopped spinning reel is pressed. Because the first command is sent when the stop button is pressed, the time lag between when all spinning reels stop and when the game result is displayed can be reduced more reliably.

[0096] The second command is sent when the stop button corresponding to the last stopped spinning reel is operated and then released. Since the second command is sent when the hand is released from the last stop button, the game result can be displayed immediately after all the spinning reels have stopped, and then the normal animation based on the second command can be reliably displayed afterward. As a result, the display of the game result and the display of the normal animation can be prevented from being mixed up.

[0097] Slot machine 1 is configured such that after all the spinning reels have stopped and the second command has been sent, the process for determining a winning combination is performed based on the symbols that have stopped on the active line 70. When the second command is used to display normal animations (such as AT bonus animations), the sub-control unit 120 needs to prepare for the display of these normal animations, such as by flushing the data for these animations into a buffer and performing drawing processing. Since the main control unit 110 handles the payout process, by sending the second command before the process for determining a winning combination, which has a relatively small time lag in transmission, the normal animations can be displayed at the right time without delay when medals are paid out.

[0098] Slot machine 1 performs a win determination process based on the symbols that stopped on the active payline 70 after all the spinning reels have stopped. After the win determination process is completed, a payout process is performed based on the win determination process, and the payout process is configured not to trigger the transmission of the first command. Since the payout process does not trigger the transmission of the first command and is transmitted immediately after all the spinning reels have stopped, information on what was won in that game can be reliably displayed immediately after all the spinning reels have stopped.

[0099] The main control unit 110 calls and executes a routine for determining the winning outcome when all the spinning reels have stopped, then calls and executes a routine for processing the payout of balls that have been generated when all the spinning reels have stopped after the winning outcome determination process is completed, and then calls and executes a routine for dispensing the balls after the payout process is completed. The main control unit 110 executes the transmission of the first command within the routine for determining the winning outcome, or after the routine for determining the winning outcome has finished and before the routine for dispensing the balls has been called, and executes the transmission of the second command within the routine for dispensing the balls, or after the routine for dispensing the balls has finished and before the routine for dispensing the balls has been called. Since each processing routine is prepared separately and called and executed, the complexity of the program can be reduced. In addition, when changing the program, only the corresponding routine part needs to be changed, so the program can be easily modified.

[0100] Slot machine 1 can be configured as follows:

[0101] The first command may be sent at any time after all the rotating reels have stopped and before the second command is sent. The second command may be sent at any time after the first command has been sent. For example, the triggers for sending the first command and the triggers for sending the second command may be the same, or they may not be different.

[0102] An example of the conditions under which RT migration is possible is shown below. 1) When you win a Type 1 Special Prize (RB) or a Continuous Prize Differential Device (Type 1 BB, Type 2 BB). 2) When a combination of symbols that will activate a Type 1 special feature or a continuous feature activation device is displayed (for example, when a combination of symbols set for a Type 1 Big Bonus stops on the active line 70). 3) When the operation of the Type 1 special feature or the continuous feature operation device has ended (for example, when the termination conditions for Type 1 BB have been met and Type 1 BB has ended). 4) When the condition device for the operation of the Type 1 special feature or the continuous feature operation device is not operating, and a specific combination of symbols is stopped. 5) When the results of a predetermined number of games have been obtained after any of the cases listed in 3) or 4).

[0103] The CZ (Chance Zone) may be an example of a favorable game state.

[0104] The advantageous game state is not limited to AT; it can also be ART.

[0105] Of the components that make up the slot machine 1, for example, components that are not related to the progress of the game and components that are related to the progress of the game but can be replaced by other components can be arbitrarily changed. For example, the liquid crystal display device 22, the lighting device 23, the speaker 24, and the payout switch can be omitted.

[0106] Each component of the control device 100 is not limited to the above configuration and can be changed as desired. For example, the game state control unit 115 may also function as the section control unit 114, the reel rotation control unit 112 may also function as the measurement unit 116, and some of the processing performed by the reel rotation control unit 112 may be performed by the game state control unit 115. Furthermore, if possible, the configuration of the main control unit 110 may be provided in the sub-control unit 120, or the configuration of the sub-control unit 120 may be provided in the main control unit 110.

[0107] The conditions for ending the advantageous period are not limited to the first and second termination conditions. The game period may be forcibly set from the advantageous period to the normal period under conditions different from these, or there may be no conditions for forcibly setting the advantageous period to the normal period. For example, the game period may be forcibly set from the advantageous period to the normal period when the number of games played in the advantageous period reaches 4000, but the game period may not be forcibly set from the advantageous period to the normal period when the difference in the advantageous period reaches 2400 coins. Also, for example, except in cases where the game period is forcibly set from the advantageous period to the normal period, once the game period is set to the advantageous period, it may be configured so that the game period cannot be set from the advantageous period to the normal period until a so-called bonus (e.g., a type BB) is won once, or the operation pattern of the operation pattern that maximizes the payout of medals is announced once.

[0108] If the settings of slot machine 1 are changed, the game period may be set to continue from the state immediately before the settings of slot machine 1 were changed, or it may be set to the pre-set initial state (i.e., initialized).

[0109] For example, the display may only show that it is an advantageous period if the instruction function is activated during the advantageous period and the game is played in a way that maximizes the number of payouts for small wins, excluding the special features and the continuous special feature activation device, and the average payout rate exceeds 100%. The display may be configured to always show that it is an advantageous period when the game period transitions to an advantageous period, or it may not be configured to show that it is an advantageous period.

[0110] In the above embodiment, when the game section transitions to a favorable section, the section control unit 114 is configured to display that the game section is a favorable section via a display unit provided on the operation unit 30, but it is not limited to this. For example, the liquid crystal display device 22 may be configured to also serve as the display unit, or the display unit may be omitted and the game section may not be configured to display that it is a favorable section. After the display unit indicates that it is a favorable section, it may continue to display that it is a favorable section until the favorable section ends, or it may not continue to display that it is a favorable section.

[0111] Slot machine 1 is not limited to AT machines or ART machines; it can also be a BT (Bonus Trigger) machine or a normal machine.

[0112] Slot machine 1 has, but is not limited to, a game section (i.e., a favorable section and a normal section). Slot machine 1 does not have to have a game section.

[0113] The control device 100 may include an FPGA (field-programmable gate array) or an ASIC (application-specific integrated circuit) specifically designed to implement predetermined functions using only hardware, instead of a CPU that performs predetermined functions in cooperation with software.

[0114] The main control unit 110 and the sub-control unit 120 may be provided on different circuit boards, or they may be provided on the same circuit board. That is, the main control unit 110 and the sub-control unit 120 may each have their own CPU, ROM, RAM, etc., or they may share the CPU, ROM, RAM, etc.

[0115] The button sequence win is not limited to wins achieved by operating stop buttons 34, 35, and 36 in a predetermined sequence. For example, the button sequence win may be achieved by operating stop buttons 34, 35, and 36 at predetermined positions, or by operating stop buttons 34, 35, and 36 in a predetermined sequence in addition to predetermined positions.

[0116] The internal draw table may include any other information, depending on the design of the slot machine, not just the information shown in Figure 9.

[0117] The arrangement of the rotating reels 41, 42, and 43 is not limited to the arrangement shown in Figure 3; any other arrangement can be adopted. The symbol combinations set for each winning combination determined by the internal lottery can be set arbitrarily.

[0118] This disclosure can also be applied to coinless machines. Coinless machines do not use physical tokens to play; instead, they use information (similar to credit data) that holds the number of tokens. When a bet is made, the amount of information is subtracted, and when a payout is received, the amount of information is added. In other words, the "number of payouts of game value" as referred to in this application, in the case of coinless machines, does not refer to the number of tokens physically dispensed, but rather includes data that is assigned to and added to the player. Coinless machines do not require a hopper.

[0119] By appropriately combining any of the various embodiments or modifications described above, the effects of each can be achieved. Furthermore, combinations of embodiments, combinations of embodiments, and combinations of embodiments and embodiments are possible, as well as combinations of features from different embodiments or embodiments. For example, the degree of advantage or disadvantage of RT to the player, the mode of RT transitions, the number and mode of active lines, and the number and mode of symbol combinations are arbitrarily set according to the gaming machine to which they are applied, and are not limited to the embodiments described above. [Explanation of Symbols]

[0120] 1 Slot Machine 10 cabinets 20 Front Door 22 Liquid crystal display device 33 Start switch 34, 35, 36 Stop button 41, 42, 43 Rotating Reels 100 Control device 110 Main Control Unit 120 Sub-control unit

Claims

1. A main control unit that controls the game, Sub-control unit that controls the performance and Equipped with, The main control unit is, After all the spinning reels have stopped, a first command is sent to the sub-control unit to trigger the display of the game results. After the first command is sent, the system is configured to send a second command, which triggers the execution of the performance, to the sub-control unit. The game result displayed as a result of the first command includes the symbols that stopped on the active line, The performance that is executed as a result of the second command includes a performance that can be displayed in an area larger than the area used to display the game result, The second command is transmitted when the stop button corresponding to the last stopped rotating reel is operated and then released. Gaming machine.

2. A main control unit that performs game control, Sub-control unit that controls the performance and Equipped with, The main control unit is, After all the spinning reels have stopped, a first command is sent to the sub-control unit to trigger the display of the game results. After the first command is sent, the system is configured to send a second command, which triggers the execution of the performance, to the sub-control unit. The game result displayed as a result of the first command includes the symbols that stopped on the active line, The performance that is executed as a result of the second command includes a performance that can be displayed in an area larger than the area used to display the game result, After all the aforementioned reels have stopped and the second command has been transmitted, the system is configured to perform a process for determining a winning combination based on the symbols that have stopped on the active lines. Gaming machine.

3. A main control unit for performing game control, Sub-control unit that controls the performance and Equipped with, The main control unit is, After all the spinning reels have stopped, a first command is sent to the sub-control unit to trigger the display of the game results. After the first command is sent, the system is configured to send a second command, which triggers the execution of the performance, to the sub-control unit. The game result displayed as a result of the first command includes the symbols that stopped on the active line, The performance that is executed as a result of the second command includes a performance that can be displayed in an area larger than the area used to display the game result, The main control unit is, When all of the aforementioned rotating reels have stopped, The routine for determining winning combinations based on the symbols that stopped on the valid lines is called and executed. After the execution of the prize-winning determination process, the routine for handling the payout of balls, which occurs when all the spinning reels have stopped, is called and executed. After the execution of the aforementioned payout process, the routine for the payout process based on the aforementioned prize determination process is called and executed. The process of sending the first command is executed within the routine for determining the prize win, or after the routine for determining the prize win has finished and before the routine for dispensing the balls is called. The process of sending the second command is performed within the routine for dispensing balls, or after the routine for dispensing balls has finished and before the routine for paying out the balls is called. Gaming machine.

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