Game machine
Patent Information
- Application Number
- JP2022148120
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-09-16
- Publication Date
- 2025-07-25
- Estimated Expiration
- 2042-09-16
AI Technical Summary
Existing gaming machines end continuous performances when a pseudo bonus is won, regardless of reel symbols, leading to a lack of player engagement and interest.
Implement a second state before transitioning to a first state with suggestive effects indicating the likelihood of transitioning to the first state, and execute notification effects when predetermined symbols are stopped on the reel window, enhancing player engagement through performance control.
Enhances player interest by providing suggestive and notification performances that dynamically change gameplay dynamics, creating a sense of anticipation and surprise.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, as shown in Patent Document 1, there is known a gaming machine that, when a pseudo bonus is won in the middle of a continuous performance, notifies the player of the pseudo bonus in the winning game and ends the continuous performance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-186568 DISCLOSURE OF THEINVENTION [Problem to be solved by the invention]
[0004] In Patent Document 1, the continuous performance ends with the winning of a pseudo bonus regardless of the symbols stopped and displayed in the reel window, so there is room for improvement in terms of increasing the interest of players.
[0005] The present disclosure provides a gaming machine that performs presentation control to enhance the interest of players. [Means for solving the problem]
[0006] In a first aspect, the gaming machine has a second state in which a suggestive effect can be executed to suggest the degree of expectation regarding a transition to a first state different from a bonus state before the transition to the first state, and when a predetermined pattern other than a pattern capable of transitioning to the bonus state is displayed frozen in the reel window during the second state, the suggestive effect can be terminated and a notification effect can be executed to the effect that the transition to the first state has been confirmed.
[0007] In addition, in a first aspect, the second state is a state to which a transition is made when a decision is made to transition to the first state.
[0008] In addition, in a first aspect, if the predetermined pattern is not displayed in a stopped state in the reel window during the second state, the gaming machine executes the announcement performance and transitions to the first state when the second state ends.
[0009] In addition, in a first aspect, the gaming machine ends the suggestive performance when the stopping pattern of the first reel to stop among a plurality of reels, or the stopping patterns of the first and second reels to stop among the plurality of reels, is a specific stopping pattern.
[0010] In addition, in a first aspect, the gaming machine has a plurality of types of the second state, and when a predetermined second state is reached among the plurality of types of the second state, the predetermined pattern is displayed stopped in the reel window to end the second state and execute the announcement performance.
[0011] In addition, in a first aspect, the gaming machine has a plurality of types of the second state, and in a second state among the plurality of types of the second state in which the suggestive performance is performed across a plurality of games in the second state, even if the predetermined pattern is displayed stopped in the reel window, the gaming machine does not execute the announcement performance until the predetermined play period of the second state ends. Effect of the Invention
[0012] According to the present disclosure, it is possible to provide a gaming machine that performs presentation control to enhance the interest of players. [Brief description of the drawings]
[0013] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 1 is a block diagram illustrating a configuration of a slot machine. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] FIG. 2 is a diagram illustrating state transitions in a first game state. [Diagram 5] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 6] A diagram explaining the state transition of a game area. [Figure 7] FIG. 13 is a diagram illustrating an example of a specific stop form. [Figure 8] A flow chart showing the flow of the progression process of the main premonition state of the slot machine. [Figure 9] FIG. 13 is a diagram illustrating another example of a specific stop pattern. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] [Embodiment] A slot machine 1 according to an embodiment of the gaming machine of the present disclosure will be described with reference to the drawings. In this specification, unless a definition of a direction is given in each description, the direction from the slot machine 1 toward the player facing the front of the slot machine 1 is the "front" direction, and the opposite direction is the "rear" direction. Similarly, left and right directions such as "left" and "right" and up and down directions such as "up" and "down" also mean the left and right directions, or the up and down directions, as seen from the player. Similarly, unless a definition of a direction is given in the description of each member, it means the direction as seen from the player when each member is fixed at a predetermined position on the slot machine 1.
[0015] <Slot machine configuration> 1, the slot machine 1 has a cabinet 10. A front door 100 is provided on the front side of the cabinet 10.
[0016] A transparent reel window 200 is provided in the center of the front door 100. A player can view a plurality of symbols displayed on the surface of each of a plurality of reels 20, which will be described later, through the reel window 200. In this embodiment, the plurality of reels 20 include a left reel 20A, a center reel 20B, and a right reel 20C, which are arranged in this order from the left as one faces the cabinet 10.
[0017] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 102, and an illumination unit (not shown) for performing various effects during a game.
[0018] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.
[0019] The speaker 102 outputs predetermined BGM (background music), SE (sound effects), and voice.
[0020] The illumination unit lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.
[0021] An operation unit 4 is provided below the reel window 200. The operation unit 4 includes a plurality of stop switches 40, a medal insertion unit 41 with an insertion slot, a bet switch 42, a lever 43, a medal display unit 44, a settlement switch 45, and a performance button 46.
[0022] Each stop switch 40 is provided corresponding to each reel 20. Each stop switch 40 accepts an operation for stopping the rotation of each reel 20 while the reel 20 is rotating.
[0023] Medals as game value to be used in games are inserted into an insertion port of the medal insertion unit 41. A medal sensor is provided near the insertion port. The medal sensor detects insertion of a medal into the insertion port and outputs a detection signal to the control unit 6 (see FIG. 2) described later.
[0024] The bet switch 42 is used when placing a bet with medals.
[0025] The lever 43 functions as a start switch that receives an operation for spinning each of the reels 20 .
[0026] The medium display section 44 displays the number of medal credits, the number of medals paid out, the number of medals bet, etc., and is composed of, for example, a plurality of seven segments.
[0027] The settlement switch 45 is used when the player finishes playing and medals are paid out from the payout outlet 51.
[0028] The effect button 46 is a button used by the player to set the volume, check game data, etc., when playing a game. The effect button 46 may be pressed by the player during a game depending on the effect. When the effect button 46 is pressed during a game, a change occurs in the effect.
[0029] Near each switch of the operation unit 4, a sensor is provided for detecting the operation by the player and outputting an operation signal to the control unit 6.
[0030] Within the housing 10, below the operation unit 4, there are provided a medal payout outlet 51 and a lower tray 52 for storing medals paid out from the payout outlet 51. Also, within the housing 10, there is provided a hopper unit 50 for receiving and paying out medals (see FIG. 2).
[0031] 2, the slot machine 1 includes a reel unit 2, a control unit 6, a RAM clear button 71, and a setting change button 72. The reel unit 2, the control unit 6, the RAM clear button 71, and the setting change button 72 are disposed inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.
[0032] As shown in Fig. 1 and Fig. 2, the reel unit 2 includes three reels 20 and three stepping motors 21. The reel units 2 are arranged inside the housing 10 in correspondence with the positions of the reel windows 200. As shown in Fig. 3, each reel 20 has a plurality of symbols arranged at intervals along the circumferential direction of the reel 20. A stepping motor 21 is provided corresponding to each reel 20, and drives the corresponding reel 20.
[0033] The stepping motor 21 stops the rotation of the reel 20 corresponding to the operated stop switch 40 within 190 ms after the stop switch 40 is operated while the reel 20 is rotating. The stepping motor 21 makes one rotation in 504 steps. As a result, the reel 20 rotates at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.
[0034] The rotation and stopping of the reel 20 and the stepping motor 21 are controlled by a reel control unit 611 (described later) in the control unit 6.
[0035] The RAM clear button 71 is a button for accepting an operation for initializing the RAM constituting the control unit 6. The setting change button 72 is a button that is pressed by a store staff member when setting one of multiple setting values in the slot machine 1.
[0036] The setting value is a value that represents the payout rate, which indicates the ratio of the total number of medals paid out from the hopper unit 50 to the total number of medals inserted into the slot machine 1. The set setting value affects the internal lottery. This is because the probability of winning various roles, such as replays and bells, differs depending on the setting value. The setting value is set by the store staff before the store opens.
[0037] <The flow of play by the player> The player presses the effect button 46 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3, as necessary.
[0038] A player inserts medals into the medal insertion slot 41 or operates the bet switch 42 to use medals stored (credited) to bet medals on the slot machine 1. When a predetermined number of medals are bet on the slot machine 1, the pay line L is activated. After that, the lever 43 can be operated, i.e., the game can start.
[0039] FIG. 1 illustrates an example in which the active lines L are composed of three lines: a line sloping downward to the right, a line sloping upward to the right, and a middle line. The active lines L are virtual lines for determining winning combinations. In this embodiment, when a MAX BET (3 coins bet) is made, the three active lines L are activated.
[0040] In the following, "winning" is not only when a combination that pays out medals, such as bells or watermelons, lines up on the winning line L, but also when symbols corresponding to specific combinations, such as special replays, chance symbols, and bonuses, line up on the winning line L.
[0041] In this embodiment, one game (one play) refers to a series of actions in which the player operates the bet switch 42, the lever 43, and the stop switch 40 to obtain a game result, including the process of paying out medals.
[0042] Specifically, when the lever 43 is operated (lever on) in a state in which a game can be started, an internal drawing is performed to determine a winning flag, and each reel 20 starts to rotate. In this state, when any of the stop switches 40 is operated, the reel 20 corresponding to the operated stop switch 40 stops. When all the reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (winning combination) that is aligned (winning) on the pay line L. This ends one game.
[0043] The player repeats the above game. As the game is repeated, the game progresses, and the display on the liquid crystal screen 3 and the sound output from the speaker 102 change in accordance with the progress of the game.
[0044] <About game status> During the game, the game zones and game states are set, and an internal lottery is performed based on the set game zones and game states. The game states include a first game state and a second game state, as shown in Figures 4 and 5. Note that the first game state and the second game state are not exclusively established game states, but are merely classified states for the purpose of distinction for the sake of convenience.
[0045] The first game state includes a special role non-carryover state, a special role carryover state, and a special role implementation state, as shown in Fig. 4. The special role non-carryover state, the special role carryover state, and the special role implementation state are in an exclusively established relationship.
[0046] The special role non-carryover state refers to a state in which the winning of the special role (Type 1 BB and Type 2 BB) won by the internal lottery is not carried over. The special role non-carryover state is set when a predetermined condition is met, such as when the RAM is initialized using the RAM clear button 71, or when the number of medals paid out after transitioning to the special role implementation state exceeds a predetermined number (for example, 180 medals). When a special role is won in the special role carryover state (i.e., when the predetermined condition is met), the first game state is temporarily set to the special role non-carryover state.
[0047] The special role carryover state refers to a state in which a special role has been won by the internal lottery, but the winning of the special role has been carried over. In other words, the special role carryover state refers to a state in which the flag of the special role has been won by the internal lottery, but the pattern indicating the special role has not been aligned on the valid line L, and therefore the special role has not yet won.
[0048] Here, the first type BB is a device that operates consecutively with respect to a first type special role, such as a big bonus. The second type BB is a special role that may be won when three coins are bet. The second type BB is a device that operates consecutively with respect to a second type special role, such as a special role that may be won when two coins are bet. In the case of special roles, if the winning of any special role (for example, the first type BB) is carried over, the drawing of other special roles (for example, the second type BB) is not conducted.
[0049] When a special role is won while the first gaming state is a special role non-carry-over state, the first gaming state transitions from the special role non-carry-over state to a state in which the winning of the special role that has been won is carried over (special role carry-over state).
[0050] When the winning special role is won, the first game state transitions from the special role carryover state to the special role implementation state, temporarily passing through the special role non-carryover state. When the first game state transitions to the special role implementation state due to the winning of the first type BB or the second type BB, the special role implementation state is maintained until the number of medals paid out by the first type BB or the second type BB exceeds a predetermined number.
[0051] In more detail, the special role implementation state includes a type 1 BB implementation state, a type 2 BB implementation state, and an RB implementation state. If an RB is won by an internal lottery during a type 1 BB implementation state in which a type 1 BB is being implemented, the special role implementation state transitions from the type 1 BB implementation state to the RB implementation state. If 12 games are played or a specific role is won 8 times in the RB implementation state, the special role implementation state transitions to the type 1 BB implementation state. The special role implementation state is an example of a "bonus state".
[0052] The second gaming state is a state for determining the effects to be performed during the game, and includes a normal gaming state, a premonition state, and an AT state, as shown in FIG. 5. The normal gaming state, the premonition state, and the AT state are mutually exclusive. The AT state is an example of the first state.
[0053] The general game state is a state that is not an AT state, that is, a state in which the assist function does not occur. For example, the second game state is set to the general game state from after the RAM is cleared or after the AT ends until the AT lottery is won. As an example, when the game zone is an advantageous zone, the AT lottery is performed according to the winning combination (rare combination, etc.) by the internal lottery.
[0054] The premonition state is a state in which a suggestive effect that suggests the expectation of a transition to the AT state can be executed. That is, in this embodiment, after it is determined to transition to the AT state, the premonition state is played a predetermined number of games before the transition to the AT state. Here, the premonition state may be played for a predetermined number of games, or may be played for a number of games determined by drawing. In this embodiment, the premonition state includes a true premonition state and a false premonition state. The true premonition state is an example of the second state.
[0055] The suggestive effect that suggests the degree of expectation regarding the transition to the AT state is an effect intended to make the player have the expectation that the transition to the AT state may occur. The suggestive effect executed in the real premonition state and the suggestive effect executed in the false premonition state have the same content. By executing the same content of the effect, the playability is improved by knowing what kind of pattern is stopped and displayed in the reel window 200, since the result of the AT win is not known until the announcement effect is executed when a predetermined pattern that announces the transition to the AT state is stopped and displayed in the reel window 200, or the AT non-win announcement effect is executed at the end of the premonition state.
[0056] The suggestive performances include the following: For example, unlike the normal effects that are performed in the general gaming state, it includes effects that create anticipation for the AT state (continuous effects, effects that connect the effects performed in the AT state with normal effects). Also, for example, the frame of the liquid crystal screen 3 or the background color displayed on the liquid crystal screen 3 may be changed (ranked up) in the order of "white ⇒ blue ⇒ green ⇒ red ⇒ rainbow" in accordance with a predetermined timing of the progression of the premonition state, thereby increasing the expectation. Note that it may be easy to change to rainbow colors (rank up) in a real premonition state, and difficult to change to rainbow colors (rank up) in a false premonition state. Also, instead of changing the color, it may be possible to change the character displayed on the liquid crystal screen 3 to a rare character (rank up), or to increase the number of characters displayed on the liquid crystal screen 3 (rank up). In addition, for example, in the case of a combination of effect A, which has a low expectation of transitioning to the AT state, and effect B, which has a high expectation of transitioning to the AT state, effect B is more likely to be selected in a real premonition state, and effect A is more likely to be selected in a false premonition state.
[0057] This premonition state is a state to which the player transitions from the general gaming state when the AT is won in the AT lottery while the gaming area is in a favorable area, and it is determined that the player will transition to the AT state. In this premonition state, when a predetermined pattern that notifies the transition to the AT state is displayed in a stopped state in the reel window 200, the suggestive performance ends and a notification performance that the transition to the AT state has been confirmed can be executed. Then, after the notification performance, the game transitions to the AT state. Here, the suggestive performance and the notification performance are performed by the performance control unit 630 based on a signal from the main control unit 61, which will be described later.
[0058] In addition, if a predetermined pattern indicating a transition to the AT state is not displayed in the reel window 200 and the premonition state ends after a predetermined number of games are played, a notification effect is executed to the effect that a transition to the AT state has been confirmed in the game that has reached the predetermined number of games, and then the transition to the AT state occurs.
[0059] The false premonition state is a state to which a player transitions from the general gaming state when the AT is not won in the AT drawing while the gaming area is in a favorable area.
[0060] In the false premonition state, even if a predetermined symbol indicating a transition to the AT state is stopped and displayed in the reel window 200, the suggestion effect does not end. Also, in the false premonition state, since the AT lottery has not been won, even if a predetermined number of games have been played, the notification effect indicating that the transition to the AT state has been confirmed is not executed, and the game returns to the general game state. Also, at the end of the false premonition state after the predetermined number of games have been played, an AT non-win notification effect is executed to notify the player that the AT lottery has not been won and / or that the game was in a false premonition state.
[0061] In addition, in the false premonition state, for example, an internal drawing is performed by operating the lever 43 while a predetermined number of games are played. If a specific role such as a rare role is won in the internal drawing, an AT drawing is performed, and if the AT is won in the AT drawing, the player can transition to the real premonition state even in the middle of the false premonition state. In other words, the premonition contents are rewritten from the false premonition state to the real premonition state.
[0062] In addition, during this premonition state, if the internal drawing by the internal drawing unit 610 wins a combination that can stop a predetermined symbol that notifies a transition to the AT state on the reel window 200 (for example, a push order replay), the operation mode of the stop switch 40 that can stop the predetermined symbol is notified to the player. It is preferable to determine whether to execute such a notification by drawing. In addition, during the false premonition state, if the internal drawing by the internal drawing unit 610 wins a combination that can stop a predetermined symbol that notifies a transition to the AT state on the reel window 200, the operation mode of the stop switch 40 that cannot stop the predetermined symbol is notified to the player. Here, the operation mode of the stop switch 40 that can stop the predetermined symbol includes notifying the push order of the stop switch 40 that can stop the predetermined symbol (for example, the order of center, right, left) and notifying the timing of pressing the stop switch 40 that can stop the predetermined symbol. In addition, the operation manner of the stop switch 40 which cannot stop the predetermined pattern includes notifying the order in which the stop switch 40 which cannot stop the predetermined pattern is pressed (for example, in the order of center, right, left) and notifying the timing for pressing the stop switch 40 which cannot stop the predetermined pattern.
[0063] The AT state is a state in which an assist function (AT function) is operating, which notifies the player of the correct pressing order (correct operation order) of the stop switch 40 for a role other than a special role won by an internal lottery via the liquid crystal screen 3 or the speaker 102. When a predetermined number of games have elapsed since the start of play in the AT state, or when the total number of medals paid out since the start of play in the AT state reaches a predetermined number, the second game state transitions from the AT state to the general game state. This ends the AT state.
[0064] <About the game area> The above-mentioned game zone is a zone for determining whether or not the process related to the assist function is performed. As shown in FIG. 6, the game zone has a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.
[0065] The normal zone is a zone where assist function-related processing and AT lottery cannot be performed, but a lottery for transition to the advantageous zone is performed. As a result of playing in the normal zone, the game zone transitions from the normal zone to the advantageous zone depending on the internal winning hand. Note that while the second game state is the general game state, the game zone can be the normal zone.
[0066] The advantageous zone is a zone in which the assist function-related processing and AT lottery can be executed. The advantageous zone includes an advantageous zone in which the second gaming state proceeds in a general gaming state and an advantageous zone in which the second gaming state proceeds in an AT state. The advantageous zone is maintained as the gaming zone from the time the gaming zone transitions to the advantageous zone until a predetermined end condition is met.
[0067] <Control Unit Configuration> 2, the control unit 6 mainly includes a main control unit 61 and a sub-control unit 63. The main control unit 61 performs control for progressing the game, such as control of the internal lottery and the spinning reel 20. The sub-control unit 63 performs control related to the presentation, based on a signal transmitted from the main control unit 61 or the pressing of the presentation button 46.
[0068] The main control unit 61 and the sub-control unit 63 each include a CPU, a RAM, and a ROM. The ROM of the main control unit 61 and the sub-control unit 63 stores programs necessary for game progress. The RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, data indicating which game state and game zone each state or zone is in, the results of an internal lottery, etc. The RAM of the sub-control unit 63 stores various data related to presentation control, etc.
[0069] When the CPU reads out and executes the programs in the ROM, the main control unit 61 functions as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a medium management unit 613, a game progress control unit 614, a section control unit 615, and a game state control unit 616. The sub-control unit 63 functions as a performance control unit 630.
[0070] - Internal lottery section - The internal lottery unit 610 performs an internal lottery based on the operation of the lever 43, and sets one flag of a plurality of role flags as a winning flag to win. Specifically, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number acquired when the lever 43 is operated, based on the first game state when the lever 43 is operated, etc. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal is transmitted from the internal lottery unit 610 to the reel control unit 611, the game progress control unit 614, etc.
[0071] The internal lottery table shows information on roles that may be awarded by an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to a combination of the RT state at the time of operating the lever 43, whether or not a special role (bonus) is in progress, and the setting value. The role information shown in the internal lottery table includes one or more combinations of symbols associated with roles corresponding to the combinations. The roles include losing roles that do not result in the payout of medals, as well as push order roles that result in the payout of medals.
[0072] When playing in the AT state, the push order role may be won by an internal lottery. If the push order role is won and the stop switch 40 is pressed in the correct push order, the push order role wins and multiple medals (e.g., 8 medals) according to the role are paid out. If the stop switch 40 is not pressed in the correct push order even though the push order role is won, the push order role will not win or another role (such as a 1-coin role) will win.
[0073] In addition, the push order role can be won even during the normal game mode. If the push order role is established during the normal game mode, the correct push order is not announced, so the push order role may be missed or only one medal may be paid out. During the AT state, the correct push order is announced, so multiple medals (for example, 8 medals) are paid out.
[0074] -Rotary reel control unit- The spinning reel control unit 611 controls the driving of the stepping motor 21 based on the operation of the lever 43 or each stop switch 40, and performs spin start control to start the rotation of each spinning reel 20 or spin stop control to stop the rotation.
[0075] Specifically, when the lever 43 is operated while all of the reels 20 have stopped spinning, the reel control unit 611 starts the rotation of all of the reels 20. When the stop switch 40 corresponding to at least one reel 20 is operated while the reel 20 is spinning, the reel control unit 611 stops the rotation of the reel 20 corresponding to the operated stop switch 40.
[0076] In the spin stop control, the spin reel control unit 611 can stop the spin of the spin reel 20 based on the operation of the stop switch 40 so that the combination of symbols corresponding to the role indicated by the winning flag is placed on the pay line L of the spin reel 20, thereby winning the role.
[0077] In addition, in the spin stop control, the spin reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the spin reel 20 at the time of operation of each stop switch 40. Pull-in control is control that stops the spin of the spin reel 20 by pulling in the symbols corresponding to the winning combination onto the pay line L. Kick-out control is control that stops the spin of the spin reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.
[0078] -Game result judgment section- The game result determination unit 612 determines the game result based on the results of the internal lottery and the spin stop control of the spin reel 20. The game result means the result of determining whether or not the winning combination has been awarded based on the symbols that have lined up on the pay line L. Specifically, when the combination of symbols that have stopped on the pay line L matches a predetermined combination of symbols, the game result determination unit 612 determines that the winning combination has been awarded.
[0079] In addition, the game result determination unit 612 determines whether a predetermined symbol notifying the transition to the AT state is stopped and displayed in the reel window 200 during the premonition state before the transition to the AT state. Here, whether the symbol stopped and displayed in the reel window 200 is a predetermined symbol is determined based on whether the stop shape of the symbol of the rotating reel 20 that is stopped first among the multiple rotating reels 20 is a specific stop shape. When the rotating reel 20 that is stopped first is the left rotating reel 20A, the specific stop shape is, for example, when the symbols of replay, cherry, and bar of the left rotating reel 20A are stopped and displayed in the reel window 200 as shown in FIG.
[0080] -Media Management Department- The medium management unit 613 controls the increase and decrease of the number of credits, and controls the medal payout operation by the hopper unit 50.
[0081] Specifically, when medals are bet, the medium management unit 613 decreases the number of credits according to the number of medals bet, and when medals are credited, the medium management unit 613 increases the number of credits.
[0082] When a winning combination obtained by an internal lottery is won based on the player's operation, the media management unit 613 increases the number of credits based on the number of medals paid out based on the type of winning combination.
[0083] Furthermore, the medium management unit 613 controls the hopper unit 50 based on the game result determined by the game result determination unit 612 as well as an operation signal output by operating the settlement switch 45 .
[0084] Specifically, medals obtained by winning a winning combination are first stored as credits. If the number of credits exceeds the upper limit (for example, 50 medals) as a result of storing medals, the medals exceeding the upper limit are paid out from the hopper unit 50. Also, if the settlement switch 45 is operated when there is one or more medals stored, at least a part of the stored medals are paid out from the hopper unit 50.
[0085] Furthermore, the medium management unit 613 calculates the difference in number of medals, which is the cumulative value of the number of medals paid out minus the number of medals bet, during the advantageous zone, and / or the range (MY), which is the difference between the maximum and minimum values of the difference in number of medals. The difference in number of medals and / or the range (MY) are transmitted to the zone control unit 615. The medium management unit 613 resets the difference in number of medals and / or the range (MY) after the advantageous zone ends.
[0086] -Game progress control unit- The game progress control unit 614 controls the game progress based on the operation of the player. At that time, the game progress control unit 614 controls the game progress by the player based on the setting value set by the store staff.
[0087] Furthermore, when the RAM clear button 71 is pressed, the game progress control unit 614 resets the game data by initializing the RAM of the main control unit 61. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.
[0088] -Section Control Unit- The zone control unit 615 sets one of a plurality of game zones (normal zone and advantageous zone) when the player plays.
[0089] Specifically, when the gaming zone is a normal zone, the zone control unit 615 performs a zone transition drawing to determine whether to maintain the normal zone state or transition to an advantageous zone. When a specific lottery target role is won, a drawing is performed to determine whether to perform a zone transition drawing, and if the result is a win, a zone transition drawing is performed. When the zone transition drawing is won, the zone control unit 615 sets (transitions) the gaming zone to an advantageous zone.
[0090] The winning probability of the section transition lottery may be different depending on the set value. For example, the winning probability of the predetermined lottery target role may be different depending on the set value, or the winning probability of the section transition lottery performed when the predetermined winning target role is won may be different.
[0091] In addition, the interval control unit 615 forcibly transitions the play interval from the advantageous interval to the normal interval when the number of games played in the advantageous interval reaches 4,000, or when the difference in the number of medals during the advantageous interval reaches 2,400.
[0092] In addition, when the game data is reset, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.
[0093] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.
[0094] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to a general game state or an AT state.
[0095] 4, when a predetermined condition such as clearing the RAM of the main control unit 61 is satisfied, the game state control unit 616 sets the first game state to a special role non-carryover state. Immediately after a special role is won by an internal lottery, the game state control unit 616 sets the first game state to a special role carryover state. When the special role is won, the game state control unit 616 sets the first game state to a special role implementation state.
[0096] Also, as shown in FIG. 5, the gaming state control unit 616 judges whether or not to set the second gaming state to the AT state (i.e., whether or not the AT has been won) based on the result of the AT drawing. If the AT drawing is won during the advantageous zone, the gaming state control unit 616 sets the second gaming state to the AT state. Conversely, if the AT drawing is not won, the gaming state control unit 616 can set the second gaming state to the general gaming state. Also, when the AT ends, the gaming state control unit 616 transitions the second gaming state from the AT state to the general gaming state.
[0097] -Direction Control Department- The performance control unit 630 displays a performance image selected from a plurality of types of performance images on the liquid crystal screen 3 based on the progress of the game, and outputs sound effects and background music corresponding to the performance image from the speaker 102. For example, when an AT or a bonus is won, the performance control unit 630 selects a performance pattern for displaying that fact on the liquid crystal screen 3, and controls the display on the liquid crystal screen 3 and the sound output of the speaker 102 according to the performance pattern.
[0098] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to announce the correct push order for each successive winning push order role (assist function).
[0099] In addition, when the notification conditions for the effect suggesting the setting value are met during play, the effect control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the effect. The player can use this effect as one of the materials to understand the setting value of the slot machine 1 currently being played. Notification conditions include when a rare combination is won, when a bonus game ends, when an AT ends, etc.
[0100] Furthermore, in the premonition state, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to perform a suggestive performance suggesting the expectation of a transition to the AT state and a notification performance that the transition to the AT state has been confirmed. Then, when the performance control unit 630 determines during this premonition state that the stop pattern of the symbols on the first of the multiple spinning reels 20 to be stopped is a specific stop pattern, it ends the suggestive performance and executes a notification performance in which text such as "AT confirmed" is displayed on the liquid crystal screen 3 while a freeze occurs in which the operation of the second stop switch 40 is not accepted.
[0101] In addition, if the premonition state is consumed up to a predetermined number of games during the premonition state without determining that the stopping pattern of the pattern of the first rotating reel 20 to stop among the multiple rotating reels 20 is a specific stopping pattern, the performance control unit 630 executes a notification performance when the premonition state ends.
[0102] In addition, the performance control unit 630 executes an AT non-winning notification performance in which a word such as "Too bad" is displayed on the liquid crystal screen 3 at the end of the false premonition state.
[0103] The process of progressing the present premonition state of the slot machine 1 will be described with reference to Fig. 8. The process described below is implemented by the CPUs of the main control unit 61 and the sub-control unit 63 executing a predetermined program.
[0104] First, in step st1, the section control unit 615 judges whether or not it has been decided to transition to the AT state. In this embodiment, it is decided to transition to the AT state by winning the AT lottery. If it is judged that it has been decided to transition to the AT state (YES in step st1), the process proceeds to the next step st2. On the other hand, if it is not judged that it has been decided to transition to the AT state (NO in step st1), this process ends, and although not shown, it is possible to transition to a false premonition state and execute a performance of the false premonition state. In the performance of the false premonition state, it is announced that the AT has not been won.
[0105] In step st2, the section control unit 615 starts the premonition state. In response to this, the performance control unit 630 starts a suggestive performance. Then, the process proceeds to the next step st3.
[0106] In step st3, the game result determination unit 612 determines whether or not a predetermined symbol is displayed in a stopped state in the reel window 200. If it is determined that the predetermined symbol is displayed in a stopped state in the reel window 200 (YES in step st3), the game result determination unit 612 proceeds to the next step st4. On the other hand, if it is not determined that the predetermined symbol is displayed in a stopped state in the reel window 200 (NO in step st3), the game result determination unit 612 proceeds to the next step st5.
[0107] In step st4, the performance control unit 630 terminates the present premonition state midway. Accordingly, even if the premonition state is still in progress, the performance control unit 630 stops the suggestive performance at the time when the predetermined symbol is stopped and displayed in the reel window 200, and executes the notification performance of the AT win. Then, proceed to the next step st5.
[0108] In step st5, the section control unit 615 transitions from this precursor state to the AT state, and then ends the process.
[0109] On the other hand, in the above-mentioned step st3, if it is not determined that the predetermined symbols are stopped and displayed in the reel window 200 (NO in step st3), the process proceeds to step st10.
[0110] In step st10, the section control unit 615 judges whether or not a predetermined number of games in this premonition state has been played (a predetermined number of games has been reached). If it is not judged that the number of games in this premonition state has been played (a predetermined number of games has been reached) (NO in step st10), the process returns to step st3 described above. On the other hand, if it is judged that the number of games in this premonition state has been played (a predetermined number of games has been reached) (YES in step st10), the process proceeds to the next step st11.
[0111] In step st11, the performance control unit 630 executes a notification performance of the AT winning. The notification performance executed here is different from the notification performance executed in the above-mentioned step st4. Then, proceed to the above-mentioned step st5.
[0112] To summarize the above, the slot machine 1 (gaming machine) has a premonition state (second state) in which, before transitioning to an AT state (first state) different from the special role implementation state (bonus state), a suggestive effect can be executed to indicate the degree of expectation regarding transition to the AT state (first state), and when a predetermined pattern other than a pattern capable of transitioning to the special role implementation state (bonus state) is displayed frozen in the reel window 200 during the premonition state (second state), which indicates a transition to the AT state (first state), the suggestive effect can be terminated and a notification effect can be executed to the effect that the transition to the AT state (first state) has been confirmed. In addition, the process of the present disclosure of advancing the announcement performance that was supposed to be executed at the end of the performance of the main premonition state (second state) and terminating the suggestive performance of the main premonition state (second state) midway is different from the process of terminating the suggestive performance of the main premonition state (second state) midway and transitioning to a special role implementation state (bonus state) when a special role is won by an internal lottery during the main premonition state (second state). Here, in the process of advancing the announcement performance of the present disclosure, after the end of the AT state (first state) to which the transition is made after the announcement performance, the main premonition state that was terminated midway is not resumed, and transitions to a general game state. This is because the flag indicating that the state is the main premonition state that is internally held is erased by the transition to the AT state, and the AT that has already been won, which was the cause of the transition to the main premonition, has ended. In addition, in the process of terminating the suggestive performance of the premonition state (second state) and transitioning to the special role implementation state (bonus state) when a special role is won by an internal lottery during the premonition state (second state), the premonition state that was terminated midway may be resumed after the transition to the special role implementation state (bonus state) ends. This is because the AT has not yet transitioned to the winning AT, and the internally held flag indicating that it is in the premonition state has not been erased.
[0113] <Effects of the Invention> According to this embodiment, a gaming machine can be provided in which the presentation control is performed to enhance the interest of the player. The timing of announcing the winning of the AT lottery can be changed by referring to the result of the drawing. And, by ending the suggestive presentation midway and executing the announcement presentation, an interesting announcement presentation can be provided. Also, by ending the suggestive presentation of the premonition state when a predetermined pattern is stopped and displayed in the reel window 200 during the premonition state, and executing the announcement presentation to notify that the transition to the AT state has been confirmed, it is possible to provide a presentation as if the player had suddenly acquired the transition to the AT state by operating the stop switch 40.
[0114] In addition, in this embodiment, when a predetermined pattern is displayed in the actual premonition state to which the transition to the AT state is decided, the suggestive performance is terminated midway and the announcement performance is executed. This makes it possible to prevent the suggestive performance from being terminated midway and the announcement performance from being executed in the case of a false premonition state in which the transition to the AT state is not decided.
[0115] In this embodiment, if a predetermined symbol is not stopped and displayed in the reel window 200, an announcement effect is executed when the present premonition state ends. In this embodiment, in the present premonition state, an announcement effect is executed at the end of the presentation of the present premonition state, but the timing of the announcement effect is determined by referring to the symbol stopped and displayed in the reel window 200 in the game during the present premonition state, and the announcement effect that was supposed to be executed at the end of the presentation of the present premonition state is brought forward, and the suggestion effect of the present premonition state is terminated midway. This makes it possible to produce an effect in which, when a predetermined symbol is stopped and displayed in the reel window 200, the player suddenly acquires a transition to the AT state by operating the stop switch 40.
[0116] [Other embodiments] The various control means and processing procedures described in the above embodiment are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without departing from the spirit of the present invention.
[0117] In the above embodiment, the explanation of the transition of the RT state is omitted. In the AT machine, the game is played in the AT under the condition that the predetermined combination is won but not won, and under that condition, the RT state does not transition. However, it goes without saying that the RT state can transition under the condition that the predetermined combination is not carried over.
[0118] In the above embodiment, the case where the bet switch 42 is provided is illustrated, but the bet switch 42 may be omitted.
[0119] The general game state of the embodiment may include a CZ. The first state of the embodiment may be a CZ, and the second state may be a CZ transition precursor state that indicates the expectation of transition to a CZ. The first state of the embodiment may be an AT state, and the second state may be a CZ. In the embodiment, the AT and bonus are exemplified as advantageous game states, but the advantageous game state may include an ART. The CZ is a game state in which the probability of entering the AT and the probability of replaying are higher than in the case of not being a CZ. The ART is a game state in which the probability of replaying is higher than in the general game state, and the correct push order of the push order role is notified. The probability of entering at least one of the AT, CZ, and ART may change depending on the set value. The performance of the AT, CZ, and ART may change depending on the set value.
[0120] Depending on the specifications of the slot machine 1 model, the advantageous game state or advantageous zone, such as an AT, may end at any time before the advantageous zone reaches a maximum of 4,000 games or before the difference in the number of medals during the advantageous zone reaches 2,400.
[0121] In addition to images, the effects suggesting the setting value may also include special patterns that can be seen through the reel window 200 when the rotation of the reel 20 is stopped.
[0122] In the above embodiment, the gaming machine is an AT type slot machine, but the gaming machine may be an ART type slot machine or other type of machine other than the AT machine.
[0123] In addition, when the gaming zone is an advantageous zone and a specific condition is satisfied, the medium display unit 44 may display that the gaming zone is an advantageous zone. Specifically, a part of the seven segments on the medium display unit 44 may be lit to notify that the gaming zone is an advantageous zone.
[0124] The notification effect that the transition to the AT state has been confirmed and the AT non-winning notification effect that notifies the player that the AT lottery was not won may also serve as other notifications or suggestions to the player. For example, the character that performs the notification effect may notify the player of the suggestion or confirmation of the setting value, or the suggestion or confirmation of the stay mode.
[0125] If the notification effect that the transition to the AT state has been confirmed doubles as other notifications or suggestions to the player, such notifications or suggestions may not be given to the player in the actual premonition state to which the transition is made by winning the AT in the AT drawing during the false premonition state. Also, if the notification effect that the transition to the AT state has been confirmed doubles as other notifications or suggestions to the player, such notifications or suggestions may be given to the player in the actual premonition state to which the transition is made by winning the AT in the AT drawing during the false premonition state.
[0126] A plurality of types of premonition states may be provided, and the contents of the suggestive effects may differ for different types of premonition states. In addition, instead of ending the above-mentioned suggestive effects midway and performing the announcement effects in all premonition states, in the case of a specific premonition state determined in advance, the premonition state may be ended by displaying a predetermined symbol in the reel window 200 in a stopped state, and the announcement effects may be performed. In addition, whether the premonition state is ended and the announcement effects are performed by displaying a predetermined symbol in the reel window 200 in a stopped state may be set according to the type of the suggestive effects. For example, in the case where the suggestive effects are effects that are performed according to a scenario that spans a plurality of games in the premonition state, even if a predetermined symbol is displayed in the reel window 200 in a stopped state, the suggestive effects may not be ended, and the announcement effects may not be performed until a predetermined number of games in the premonition state are played. By configuring in this way, it is possible to allow the player to enjoy the contents of the effects that are performed according to the scenario to the end. On the other hand, if the suggestive performance is a collection of performances that are completed in one game, when a predetermined pattern is displayed in a stopped state in the reel window 200, the suggestive performance may be terminated midway and may not need to be executed to the end.
[0127] In the above embodiment, whether or not a predetermined symbol notifying a transition to the AT state is determined based on whether the stop shape of the symbol of the first rotating reel 20 to be stopped among the multiple rotating reels 20 is a specific stop shape, but this is not limited thereto. For example, whether or not a predetermined symbol is determined based on whether the stop shapes of the symbols of the first and second rotating reels 20 to be stopped among the multiple rotating reels 20 are a specific stop shape. For example, the specific stop shape when the first rotating reel 20 to be stopped is the left rotating reel 20A and the second rotating reel 20 to be stopped is the right rotating reel 20C is a case where the symbols of red 7, replay, and cherry on the left rotating reel 20A and the symbols of watermelon A, bell, and red 7 on the right rotating reel 20C are stopped and displayed in the reel window 200 as shown in FIG. Also, whether or not a predetermined symbol is determined based on whether the stop shapes of the symbols of all rotating reels 20 to be stopped are a specific stop shape. By configuring in this way, it is possible to determine whether a specific stop pattern is present at various stages when the multiple rotating reels 20 stop. Also, it is possible to diversify the timing for ending the suggestion effect and the timing for executing the notification effect.
[0128] In the above embodiment, when the stop form of the symbols on the reel 20 is determined to be a specific stop form during the premonition state, the suggestive effect is ended, and a notification effect is executed in which characters such as "AT confirmed" are displayed on the liquid crystal screen 3 while a freeze occurs in which the next operation of the stop switch 40 is not accepted. However, the timing of the end of the suggestive effect and the notification effect is not limited to this. For example, when the stop form of the symbols on the reel 20 is determined to be a specific stop form during the premonition state, the suggestive effect may be continued until the last reel 20 to be stopped is stopped, and after the last reel 20 to be stopped is stopped, a notification effect in which characters such as "AT confirmed" are displayed on the liquid crystal screen 3 may be executed. In addition, the notification effect is not limited to being executed in the game in which the stop form of the symbols on the reel 20 is determined to be a specific stop form, and may be executed in the next game.
[0129] In the above embodiment, this premonition state is entered when it is determined that a transition to the AT state will occur as a result of the AT being won in the AT drawing, but the transition to this premonition state may occur from the game following the AT being won in the AT drawing, or may occur when further specified conditions are met after the AT is won.
[0130] In the above embodiment, when a predetermined symbol is stopped and displayed in the reel window 200 during the main premonition state, a process is executed to bring forward the announcement effect that was supposed to be executed at the end of the effect of the main premonition state. The process of the above embodiment is different from the process of transitioning to the AT state without rewriting to the main premonition state (so-called AT direct hit) when a rare combination (a fixed combination that determines the winning of the AT lottery, such as a middle cherry) is won during the false premonition state, or a freeze effect occurs due to the winning of the rare combination. In other words, the announcement of the AT winning performed by the AT direct hit during the false premonition state is different from the announcement effect of the above embodiment.
[0131] In the above embodiment, the transition to the AT state occurs via a premonition state (main premonition state), but there may also be cases where the transition occurs from general gameplay to the AT state (so-called direct AT hit) without passing through the premonition state.
[0132] In the above embodiment, if the AT is won in the AT drawing, it is determined that the player will transition to the AT state, and the player will transition to the premonition state. However, even if the AT is not won in the AT drawing, it may be determined that the player will transition to the AT state by playing the so-called ceiling number of games, and the player may transition to the premonition state.
[0133] In the above embodiment, the suggestion effect executed in the real premonition state and the suggestion effect executed in the false premonition state have the same content, but this is not limited to this, and suggestion effects with different contents may be executed.
[0134] In the above embodiment, the announcement effect executed in step st4 in FIG. 8 and the announcement effect executed in step st11 have different effect contents, but this is not limited thereto, and the effects may have the same content.
[0135] In the above embodiment, the slot machine 1 is exemplified as a type in which medals, which are physical media, are inserted and paid out. However, medals are not inserted and paid out, and the number of game values corresponding to the number of medals may be provided to a type of slot machine (medalless machine) that manages the number of game values corresponding to the number of medals on data. In such a medalless machine, the number of game values owned is managed for each player, and when the bet button is pressed, a bet is made from the number of medals owned. Therefore, the hopper unit 50 may not be included. The game values owned by the player may be managed on the slot machine, or may be managed on a game value lending machine electrically connected to the slot machine. The medalless machine may be called a "smart pachislot" (registered trademark), a "managed game machine", or an "enclosed game machine".
[0136] Even when these other embodiments are adopted, the effects of this embodiment are exhibited. In addition, this embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. Furthermore, among the multiple embodiments of this embodiment, one embodiment alone can be implemented. Note that the slot machine 1 according to this embodiment can be implemented with only the content described in claim 1 in the claims, and can also be implemented with the content of claim 1 combined with other claims. [Explanation of symbols]
[0137] 1. Slot machines (amusement machines) 20 spin reels 200 Reel Window
Claims
Claim 1 A gaming machine comprising a second state in which a suggestion effect that suggests the degree of expectation regarding the transition to the first state can be executed before transitioning to the first state that is different from the bonus state; In the second state, when a specific stop form, which is a predetermined symbol that indicates the transition to the first state other than the symbol that enables the transition to the bonus state, is stopped and displayed in the reel window as the stop form of the symbol on the first rotating reel to stop among the plurality of rotating reels, or as the stop forms of the symbols on the first and second rotating reels to stop among the plurality of rotating reels, even if the remaining rotating reels among the plurality of rotating reels are still rotating, the suggestion effect is terminated, and a notification effect indicating that the transition to the first state has been determined is executable.