Game machine
The gaming machine dynamically adjusts ending effects based on remaining advantageous section differences, addressing the repetitive nature of conventional systems to enhance player engagement.
Patent Information
- Application Number
- JP2023099052
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-16
- Publication Date
- 2024-12-26
- Estimated Expiration
- 2043-06-16
AI Technical Summary
Conventional gaming machines have a fixed and repetitive ending effect, leading to player boredom due to the lack of variety in the ending experience.
A gaming machine that allows for variable and dynamic ending effects by transitioning between a non-ending mode and an ending mode based on the number of remaining advantageous section differences, selecting multiple performance configurations in real-time to maintain player engagement.
The solution provides a dynamic and engaging ending experience that varies in length and content, preventing player boredom and reducing the need for extensive pre-prepared ending scenarios.
Smart Images

Figure 2024179838000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] For example, gaming machines equipped with AT (Assist Time) or ART (Assist Replay Time), which are special game states in which a navigation system can be activated to notify the player of the correct button press sequence when a so-called push order role (a role in which a predetermined pattern is aligned when a player operates the stop switch in the correct button press sequence) is won, have been known (see Patent Document 1).
[0003] In conventional gaming machines, when a special gaming state such as an AT is being executed, if a transition condition is satisfied, a so-called ending presentation is displayed.
[0004] This ending performance is displayed when the end of the AT is near. The length of time that this ending performance is output is determined in advance.
[0005] In addition, the conditions for transitioning to the ending presentation are fixed and predetermined, such as when a special game state such as AT is being executed and the remaining difference to the upper limit of the game value that can be obtained during the advantageous zone (for example, the advantageous zone difference number such as 2400) is less than 150, or when the number of remaining games in the advantageous zone is less than 50 games. [Prior art documents] [Patent documents]
[0006] [Patent Document 1] Patent Publication No. 2021-118928 Summary of the Invention [Problem to be solved by the invention]
[0007] However, in the conventional gaming machines, only one predetermined type of ending presentation is output, and there is a risk that the ending presentation may seem monotonous to the player.
[0008] In addition, some gaming machines repeat the same video content during the ending performance. In such a conventional gaming machine, the ending performance may feel repetitive, and players may become bored with it.
[0009] An object of the present invention is to provide a gaming machine capable of executing an ending presentation that is unlikely to tire the player. [Means for solving the problem]
[0010] The present invention relates to A control unit capable of controlling the progress of a game in either a normal game state or a special game state that is more advantageous than the normal game state as a game state related to ball output performance; A performance control unit capable of causing a performance device to notify a performance according to a game progress; Equipped with The special game state includes at least a first state and a second state that can be transitioned from the first state and can execute an ending performance; The performance control unit: During the execution of the special game state after the game in which it has been decided to transition to the second state, or during the execution of the special game state after the game in which the transition to the second state has been made, a construction process for constructing a presentation configuration to be notified by a presentation process executed in the second state can be executed; and It is possible to notify the performance of the constructed performance configuration to the performance device. It is an amusement machine. Effect of the Invention
[0011] According to the present invention, it is possible to provide a gaming machine that can execute an ending presentation that is unlikely to tire the player. [Brief description of the drawings]
[0012] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 2 is a block diagram illustrating a schematic configuration of a slot machine and a card unit. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] A diagram explaining the state transition of a game area. [Diagram 5] FIG. 2 is a diagram illustrating state transitions in a first game state. [Figure 6] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 7] This is a diagram explaining the range (MY) and the favorable zone difference number. [Figure 8] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 9] (a) is a diagram explaining the time charts for non-ending mode and ending mode, (b) is a diagram explaining the parts which are the units of performance, and (c) to (e) are diagrams explaining the output order of the parts which are the units of performance. [Figure 10] FIG. 11 is a flow chart showing the flow of the operation process of the slot machine. [Figure 11] FIG. 11 is a flow chart showing the flow of an ending construction process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figs. 1 to 11. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the gist of the present invention. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.
[0014] As shown in FIG. 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the amount of gaming value is managed by electronic data (hereinafter referred to as "gaming value data"), without using physically existing medals.
[0015] Unlike conventional slot machines, this slot machine 1 does not require the insertion of real medals, and real medals are not paid out. In the slot machine 1, electronic data of pseudo game media is used as game value data to play the game. Such a slot machine 1 is called a medal-less machine, a Smart Slot (registered trademark), a slot machine with a sealed reel, etc.
[0016] First, the card unit 7 connected to this slot machine 1 will be described below.
[0017] <Card unit 7 configuration> As shown in FIG. 2, the card unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.
[0018] Moreover, the card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals as real objects.
[0019] In addition, the card unit 7 can mainly perform a game value lending process associated with the transfer of game value data to the slot machine 1, as described below, and conversely, a card 70 ejection process associated with the transfer of game value data from the slot machine 1.
[0020] Moreover, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management section 620 (described later) of the slot machine 1.
[0021] The card unit 7 also includes a lending button 71. When an operator inserts a bill into the card unit 7 and then operates the lending button 71, a lending signal is generated and transmitted to the medium management unit 620.
[0022] In this specification, "operator" refers to all of the following: players who are playing a game, users who have finished playing (including users walking around the store), and store staff; however, where necessary, they may be referred to individually as "store staff" or "players," etc.
[0023] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided, as shown in FIG.
[0024] The cash management mechanism 73 introduces bills inserted through an opening (not shown) for inserting cash into the inside of the card unit 7, and detects and accumulates the bills.
[0025] The card management mechanism 74 guides and stores the card 70 inserted through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the eject button 72 is operated.
[0026] The card unit side control unit 75 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 75 controls the operation of the cash management mechanism 73 and the card management mechanism 74, lends gaming value, authenticates the card 70, reads data from and writes data to the card 70, and performs other operations.
[0027] The operation processing of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 73, and a process of adding the play value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.
[0028] The operation processing of the card management mechanism 74 includes processing for operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, processing for operating the card management mechanism 74 so that the card 70 is ejected in response to the operation of the eject button 72, and the like.
[0029] The lending process of the gaming value includes a process of transmitting the gaming value data of the amount to be lent to the slot machine 1 (the medium management unit 620 mounted on the gaming value control unit 62 described later) in response to the operation of the lending button 71. At that time, a process of subtracting the gaming value data of the amount to be lent from the gaming value data of the remaining loan balance temporarily stored in the RAM in the card unit 7 is also performed.
[0030] In the authentication process of card 70, when a PIN is entered via the display panel when card 70 is inserted into the opening, it is determined whether the entered PIN matches the PIN written on the card. If the card unit side control unit 75 determines that the two match, it allows the authenticated card 70 to be continued to be used, but if it determines that the two do not match, it may not allow the authenticated card 70 to be continued to be used (it may restrict its use).
[0031] In the process of reading data from the card 70, if game value data has been written on the card 70, this is read and temporarily stored in the RAM as the loan balance.
[0032] In the process of writing to the card 70, when the counting button 44 of the slot machine 1 is operated and the game value data is transferred to the card unit 7, the game value data is temporarily stored in the RAM, and then, when the ejection button 72 is operated, the game value data is written to the card 70.
[0033] When the eject button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.
[0034] As a result, when the ejection button 72 on the card unit 7 is operated, the card 70 on which at least one of the game value data and the loan balance data owned by the player is written is ejected from the opening.
[0035] The card unit 7 is also connected to be able to communicate with a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. From the card unit 7 to the hall computer and the unit management computer, various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc., described later), transition of the quantity of game value, number of games played, ratio of roles, etc., is sent.
[0036] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine in which a game can be played without using medals, which are real objects. In the slot machine 1 of this embodiment, a game is played using game value data as electronic data, instead of medals, which are real objects. In the following, the term "game value" may be used in addition to "game value data" as a term corresponding to the conventional "medals."
[0037] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front side of the cabinet 10. This front door 100 is locked while a game is in progress.
[0038] A transparent reel window 200 is provided in the center of the front door 100. From this reel window 200, the operator can visually confirm a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20, which will be described later.
[0039] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the rear of the paper in FIG. 1). A key for locking or unlocking the front door 100 and the cabinet 10 is inserted into the keyhole. Since the front door 100 and the cabinet 10 remain locked during play, the player cannot access the inside of the cabinet 10.
[0040] In addition, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the cabinet 10, and the store staff does not need to replenish actual medals during play. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not, in principle, lock / unlock the front door 100 and the cabinet 10.
[0041] When store staff are to change settings, check settings, perform maintenance, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10. This allows the store staff to access the inside of the housing 10.
[0042] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for producing various effects during a game.
[0043] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.
[0044] The speaker 101 outputs predetermined BGM (background music), SE (sound effects), and voice.
[0045] The illumination unit 102 is composed of LEDs and the like, and 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.
[0046] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom portion 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom portion 104 is designed to allow the operator to place personal belongings, etc.
[0047] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and a performance button 46.
[0048] Near each switch of the operation unit 4, a sensor is provided which detects the operation by the player and outputs an operation signal to the control unit 6.
[0049] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept an operation for stopping the rotation of the corresponding reel 20a, 20b, 20c while the reel 20a, 20b, 20c is rotating. That is, when the stop switch 40a is operated, the rotation of the reel 20a stops, when the stop switch 40b is operated, the rotation of the reel 20b stops, and when the stop switch 40c is operated, the rotation of the reel 40c stops.
[0050] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate that the stop switches 40a, 40b, and 40c are in an inoperative state by emitting a color (e.g., red) from the time the lever 42 is operated until the reels 20a, 20b, and 20c reach a steady rotation state. The lamps can also indicate that the stop switches 40a, 40b, and 40c are in an operable state by emitting a color different from the above color (e.g., blue) from the time the reels 20a, 20b, and 20c reach a steady rotation state until the stop switches 40a, 40b, and 40c are operated.
[0051] The bet switch 41 is used when the operator bets a game value. The credited game value and the amount of the bet game value are managed by the slot machine 1 (the media management unit 620). In the following, the term "credited game value" refers to the game value (game value data) managed by the media management unit 620.
[0052] The lever 42 functions as a start switch that receives an operation for spinning the reels 20a, 20b, and 20c.
[0053] The digital counter 43 digitally displays the number of credits of the game value, the amount of game value paid out (amount acquired), etc. By checking the digital counter 43, the player can check the amount of game value he / she owns while playing. This also enables the player to play without having to hold actual medals.
[0054] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal drawing". In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data". For example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals".
[0055] The counting button 44 can receive an operation by an operator for transferring the gaming value data from the media management unit 620 to the card unit 7. When the counting button 44 receives an operation by the operator, a transfer signal is generated in the counting button 44.
[0056] After the counting button 44 is operated, for example, by raising or lowering the lever 42, an arbitrary amount of game value data designated by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer an arbitrary amount of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, an arbitrary amount of game value data designated by the operator may be transferred to the slot machine 1 by the operator operating a button on the card unit 7 side.
[0057] In addition, the amount of subtraction from the managed game value data when the count button 44 is operated once may be determined in advance, for example, to be "1" or "50." In addition, while the count button 44 is continuously operated (while it is being operated), the credited game value may continue to be subtracted.
[0058] In this embodiment, the counting button 44 is disposed at a position visible to the operator of the slot machine 1. The visible position is a position that the operator can touch without unlocking and opening the front door 100, and in this embodiment, it is the front of the cabinet 10.
[0059] 1, the counting button 44 is disposed on the side of the operation unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 44 is a button related to the card unit 7, and also makes the flow of operations from when the counting button 44 is operated until the card 70 is discharged from the card unit 7 smoother.
[0060] Furthermore, the counting button 44 may be provided with a lamp inside or around it that changes color before and after it is operated.
[0061] The cancel button 45 can receive an operation by an operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 receives an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data in the betting state as a non-betting state.
[0062] For example, when the cancel button 45 is operated when the bet game value is 1 or more, the media management unit 620 updates the bet game value to "0" and adds the game value data bet until it becomes "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the bet game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet release process that returns the bet game value to the number of credits by transitioning the betting state to a non-betting state.
[0063] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet is placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is disposed near the bet switch 41.
[0064] The effect button 46 is a button used by the player to set the volume, check game data, and set various menu settings related to the game when playing a game. The effect button 46 may be operated by the operator during the game depending on the effect. When the effect button 46 is operated during the game, a change occurs in the effect.
[0065] The effect button 46 also includes a lamp that can emit light in various colors and patterns. The lamp is turned on when the effect button 46 is in an operable state, and is turned off when the effect button 46 is in an invalid state. When the operation of the effect button 46 is triggered to output a winning notification effect of a special combination or an advantageous game state such as AT, the lamp can also flash at high speed in a color different from the normal lighting, such as red or rainbow colors.
[0066] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.
[0067] The reset button 51 is operated to release various errors and initialize the RAM constituting the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game zone is set to the "normal zone."
[0068] The setting change button 52 is a button that is operated by a store staff member when any one of a plurality of setting values is set in the slot machine 1. For example, when the power supply of the slot machine 1 is switched from OFF to ON while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.
[0069] During a game or while waiting to play, the cabinet 10 and the front door 100 are locked, and therefore the reset button 51 and the setting change button 52 cannot be touched by anyone other than those authorized to unlock them (for example, a store staff member who has a key). In principle, the cabinet 10 and the front door 100 are unlocked only when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.
[0070] The set value is a value that represents the payout rate, which indicates the ratio of the total number of game values paid out to the total number of game values inserted into the slot machine 1. The set set value affects the internal lottery. And the probability of winning at least some of the winning combinations differs depending on the set value. The set value is set by the store staff before the store opens.
[0071] 2, the slot machine 1 includes a reel unit 2 and a control unit 6. The reel unit 2 and the control unit 6 are disposed inside a cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.
[0072] 1 and 2, the spinning reel unit 2 includes three spinning reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The spinning reel unit 2 is disposed inside the housing 10 in a position corresponding to the position of the reel window 200.
[0073] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether or not a combination of patterns displayed on a pay line L (described later) is a predetermined combination of patterns, and thus the game progresses.
[0074] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.
[0075] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c rotate once in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that advance within 190 ms is 127.
[0076] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.
[0077] <The flow of the game by the operator> The operator bets the game value on the slot machine 1 by using the credited game value by operating the bet switch 41. When a predetermined number of game values (e.g., 3) is bet on the slot machine 1, the pay line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.
[0078] In this embodiment, an example is described in which a predetermined number (for example, 3) of game values that can be played once is automatically bet by pressing the bet switch 41 once.
[0079] FIG. 1 shows an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining the winning combination. In this embodiment, when a MAX BET (3 bets) is made, one line L is activated.
[0080] In this specification, the term "winning" refers not only to the alignment of symbols that result in the payout of gaming value, such as bells and watermelons, along the valid line L, but also to the alignment of symbols that correspond to specific roles, such as replays, chance symbols, and special roles (bonuses / so-called real bonuses) that do not result in the payout of gaming value, along the valid line L.
[0081] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and increase / decrease processing of game value data.
[0082] Specifically, when the lever 42 is operated (lever on) in a state in which a game can be started, an internal drawing to determine a winning flag is performed, and the reels 20a, 20b, and 20c start to rotate. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is executed according to the combination (winning combination) of symbols that are aligned (winning) on the pay line L. This ends one game.
[0083] At least a portion of the information regarding the progress of the game until these specified game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a specified role, the spinning of the reel, etc.) is managed by the main control unit 61.
[0084] <About game status> During play, the type of play area is set as shown in Figure 4, and one of a number of play states is set as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are performed.
[0085] The game state includes a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for the purpose of distinction for the sake of convenience.
[0086] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Fig. 5. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.
[0087] The special role non-carryover state refers to a state in which a special role (for example, a type 1 BB, which is a role continuous operation device for a type 1 special role) has not been won by an internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a predetermined condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.
[0088] The bonus internal state is 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 bonus internal state is 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 effective line L, and the special role has not yet been won. In addition, if the winning of the 1st type BB is in a carried over state, no further drawing of the 1st type BB will be performed.
[0089] The special role implementation state refers to a state in which a special role has been won by an internal lottery and no payout of gaming value has been made in excess of a predetermined amount.
[0090] During a game of the slot machine 1, the operator continues the game without winning the special role carried over, with the first game state remaining in the special role carried over state.
[0091] The slot machine 1 in this embodiment is an AT (assist time) machine. In the AT machine, for example, before the store opens, the first game state is set to a bonus internal state by the operation of the store staff, and under this state, the operator enjoys playing by transitioning to the second game state.
[0092] The second gaming state is one of the normal gaming state, AT (an example of a special gaming state), and CZ (a chance zone, an example of a special gaming state), as shown in Fig. 6. In the second gaming state, the normal gaming state, AT, and CZ are mutually exclusive.
[0093] The general game state is a state other than AT and CZ, that is, a state in which the assist function (for example, operation sequence navigation) does not occur (or is unlikely to occur). For example, after the RAM is cleared or after the AT (or CZ) ends, etc., until the AT lottery (or CZ lottery) is won, the second game state is set to the general game state.
[0094] AT is a state in which an assist function is activated that notifies the player of the correct operation mode (correct press order / correct operation timing) of the stop switches 40a, 40b, 40c for roles other than the special roles won by internal lottery via the LCD screen 3, speaker 101, and illumination unit 102, etc.
[0095] When the game zone is a favorable zone, the AT lottery is performed according to the winning combination (rare combination, number of winning combinations of a predetermined combination, etc.) by the internal lottery. When the AT is won by the AT lottery (the AT transition signal is generated) while the game zone is a favorable zone, the second game state transitions from the general game state to the AT.
[0096] In the AT of this embodiment, various game features can be provided. For example, the AT continues until the number of stocks in the AT becomes 0 (zero) or the number of remaining games in the AT becomes 0 (zero), and during the execution of the AT, a benefit (for example, an additional number of games in the AT) can be obtained by winning a predetermined role (for example, a bell) a predetermined number of times in succession, or points can be accumulated by winning a predetermined role (for example, a rare role).
[0097] The second game state transitions from the AT to the general game state when a predetermined number of games have passed since the start of play in the AT, when the number of stocks in the AT becomes 0 (zero), when the total number of game values paid out since the start of play in the AT reaches a predetermined number, when an assist is executed a predetermined number of times, or when an assist for a specific role (for example, a push order bell) is executed a predetermined number of times, etc. This ends the AT.
[0098] The CZ is an example of a special gaming state, different from the modes described below, and is a zone in which one can temporarily reside when not in the general gaming state or the AT, and which suggests the likelihood of winning the AT.
[0099] In addition, the CZ is entered when certain conditions are met, such as when the CZ lottery based on the winning combination in the internal lottery is won, when the number of games played in the advantageous zone reaches a predetermined number of games, when the points accumulated as the game progresses reach a predetermined value, etc. During this CZ, the probability of winning the AT is higher than in the general game state, making it easier for the second game state to transition to the AT.
[0100] <About the game area> The above-mentioned game zone is a state (zone) for determining whether or not the processing related to the instruction function is performed. As shown in FIG. 4, the game zone is composed of 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.
[0101] Processing related to the instruction function includes, for example, processing to exercise the instruction function (providing assistance), drawing of modes (modes in which the AT winning probability is determined, or modes in which the AT additional winning probability is determined), mode transition processing, CZ drawing processing, CZ processing, AT drawing processing (including processing related to the continuation of the AT), AT processing, etc.
[0102] A mode is a zone in which a player can stay in any of the normal game state, CZ, and AT. For example, in FIG. 6, a mode (e.g., low probability mode, high probability mode, heaven mode) may be prepared for each of the normal game state, CZ, and AT. Also, the player can stay in the same mode during the advantageous zone, not limited to the normal game state, CZ, and AT.
[0103] In the normal zone, the processing related to the instruction function cannot be executed, but the processing for transition to the advantageous zone is executed when the transition condition to the advantageous zone is satisfied. Note that while the game zone is the normal zone, the second game state is the general game state.
[0104] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state proceeds in a general gaming state (including high probability mode and heaven mode) and an advantageous zone in which the second gaming state proceeds in a CZ or AT. The advantageous zone is maintained in the gaming zone from when the gaming zone transitions to the advantageous zone until a predetermined end condition is met.
[0105] The possible combination patterns of the game sections and the second game states in the slot machine 1 can be summarized as follows: A pattern in which the game zone is the normal zone and the second game state is the normal game state A pattern in which the game zone is a favorable zone and the second game state is a general game state (including high probability mode and heaven mode). - The pattern where the game zone is a favorable zone and the second game state is a CZ A pattern where the game zone is a favorable zone and the second game state is an AT state
[0106] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a gaming value control unit 62, and a sub-control unit 63.
[0107] Each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).
[0108] The connection relationship and communication process of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be described below with reference to Fig. 8. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are mounted on different boards.
[0109] The main control board P1 on which the main control unit 61 is mounted, and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, and two-way serial communication is possible.
[0110] The information and commands transmitted from the main control board P1 to the game value control board P2 include outer end information, whether or not settings are being changed, commands related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting a bet cancellation process when the cancel button 45 is operated, a request for the transfer of game value when the counting button 44 is operated, and the like.
[0111] The information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function (described later) has been activated, information that the number of credits has reached an upper limit (a value used to prompt the operator to transfer credits because there are too many credits), information regarding the presence or absence of a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.
[0112] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is performed from the main control board P1 to the sub-control board P3. Information and commands transmitted from the main control board P1 to the sub-control board P3 include information on game value (for example, game value bet / payout information, total game value acquired during AT), information on the start / end of game, information on the start / end of device operation, information on various errors, etc.
[0113] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but serial communication is carried out in one direction from the game value control board P2 to the sub-control board P3.
[0114] The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands regarding advance notification before the complete function is activated, information regarding the transfer of game value (for example, information indicating that transfer has started, transfer in progress, transfer completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit number backup error has occurred.
[0115] As the game progresses, when functions of the operation unit 4, such as the lever 42 and the stop switches 40a, 40b, and 40c, are activated, one-way serial communication is performed from the main control unit 61 to the operation unit 4 and the like.
[0116] <Description of main control unit 61> The ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reel 20, ball output control, transfer request).
[0117] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of a game) required for the progress of a game.
[0118] The main control unit 61 functions as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617 through the operation of the CPU of the main control unit 61 using the storage unit (ROM, RAM, RWM; the same applies below). These functions correspond to the functions of the game control unit.
[0119] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control executed by the main control unit 61 includes, for example, an internal lottery process, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as communication connection monitoring between the slot machine 1 and the card unit 7, error processing, and the like.
[0120] The game data includes the current number of games, as well as data indicating the game status (which state or section each game state and game section is in). The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.
[0121] <Internal lottery section 610> The internal drawing unit 610 performs an internal drawing based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag. Specifically, the internal drawing unit 610 performs an internal drawing based on an internal drawing table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state and the RT state when the lever 42 is operated.
[0122] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information regarding the progress of a game) can be used by the reel control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.
[0123] The internal lottery table shows information on possible winning combinations in an internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table according to a combination of the RT state and the type of bonus when the lever 42 is operated.
[0124] In addition, the information on the winning combinations shown in the internal lottery table is set with one or more winning combinations corresponding to the combinations in association with each other. The winning combinations include losing winning combinations where no game value is paid out, as well as operation mode winning combinations (e.g., cherry, watermelon, push order lip, push order bell) where game value is paid out if the operation mode of the stop switches 40a, 40b, and 40c is correct.
[0125] When an operation mode role is won and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role is won and multiple game values (e.g., 8) according to the role can be acquired. If the stop switch 40 is not operated according to the correct operation mode even though the operation mode role is won, the operation mode role will not be won or another role (such as a so-called 1-coin role) will be won.
[0126] In addition, the operation mode role is also won and established during the general game state (for example, other than AT and CZ). However, when the operation mode role is won during the general game state, the correct operation mode is not basically notified, so the operation mode role is missed or the number of payouts of the game value is 1. On the other hand, during the AT, the correct operation mode is notified, so there is a high possibility that multiple (for example, 8) game values will be paid out.
[0127] <Rotary reel control unit 611> The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, 20c, or rotation stop control to stop the rotation.
[0128] Specifically, when the lever 42 is operated while all the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all the reels 20a, 20b, and 20c. As described above, when the stop switch 40 (e.g., 40c) corresponding to the reel 20 (e.g., 20c) that is rotating is operated, the reel control unit 611 stops the rotation of the reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).
[0129] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c so that a combination of symbols corresponding to a role indicated by a winning flag (excluding a special role flag), which is the internal lottery result, is positioned on the pay line L of the reel 20, thereby winning the role.
[0130] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operation of the lever 43 by the operator. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game.
[0131] In addition, in the case of the control of the rotation stop by the operator during the game, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination obtained by the internal drawing and the position of the rotation reels 20a, 20b, 20c corresponding to the operated stop switch 40a, 40b, 40c. The pull-in control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. The kick-off control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the non-winning combination are not aligned on the pay line L.
[0132] In addition, when a special role is won, the reel control unit 611 can, based on the operation of the lever 42 immediately before the special role is won and the operation of the stop switch 40 immediately after the special role is won, spin and stop the reel 20 but prevent the special role from being won.
[0133] <Explanation of the gaming result determination unit 612> The game result determination unit 612 determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops. The result of the game is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.
[0134] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, and the like.
[0135] <Explanation of the setting value control unit 613> The set value control unit 613 progresses the game using one of a plurality of set values (for example, 1 to 6) with different advantageous degrees of control over the progress of the game, based on the operation of the setting change button 52 by the store staff. This set value is set for each slot machine 1. Information on the set value set by the set value control unit 613 (set value signal) can be used by the internal lottery unit 610, the performance control unit 630, etc.
[0136] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine odds, the probability of winning a specific minor role such as the push order bell (also called the common bell), the probability of winning the CZ, the probability of winning the AT, etc., differs. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine odds).
[0137] The slot machine 1 may further include a setting key. The setting key is a switching key to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.
[0138] <Section control unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.
[0139] When the game zone is a normal zone, if the transition condition to the advantageous zone is satisfied, the zone control unit 614 sets (transitions) the game zone to the advantageous zone. Examples of the transition condition include playing a game immediately after the game that transitioned to the normal zone, winning a zone transition lottery, etc. When a zone transition lottery is executed, when a predetermined lottery target role (for example, a rare role such as a cherry or a chance eye) is won, a lottery is held to determine whether or not to hold a zone transition lottery, and if the result is a win, the zone transition lottery is held.
[0140] Furthermore, when the gaming zone is a favorable zone, the zone control unit 614 determines whether to maintain the favorable zone state or to transition to a normal zone (whether to end the favorable zone).
[0141] Specifically, the zone control unit 614 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including a case where the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of transition to the advantageous zone (advantageous zone difference described later) reaches +2400. The forced termination condition may be, for example, that the zone control unit 614 transitions the second gaming state from the AT to the general gaming state when the gaming zone is an advantageous zone, or that the game enters the CZ, which is a pull-back zone, after the AT ends but the AT cannot be pulled back in the CZ and the game transitions to the general gaming state.
[0142] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (particularly the player) can earn a maximum gaming value of 1000+2400=3400.
[0143] Furthermore, when the slot machine 1 is powered on, or the RAM is cleared, the interval control unit 614 sets the game interval to the normal interval regardless of the immediately preceding game interval.
[0144] The interval control unit 614 can transmit information about the game interval (whether it is a normal interval or an advantageous interval) to the performance control unit 630 as information about the progress of the game. This allows the performance control unit 630 to obtain information about the difference in number and the number of games until the advantageous interval ends, and whether or not the advantageous interval has ended, as described later.
[0145] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.
[0146] Specifically, the game state control unit 615 sets the first game state to any one of a special role non-carryover state, a bonus internal state, and a special role implementation state, and sets the second game state to any one of a general game state, AT, and CZ.
[0147] The gaming state control unit 615 sets the first gaming state to a special role non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.
[0148] Then, when a special role is won by the internal drawing but the special role is not won, the gaming state control unit 615 sets the first gaming state to the bonus internal state.
[0149] When a predetermined condition is met in the bonus internal state (for example, when the RAM is cleared or a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to a special role non-carryover state.
[0150] In the special role non-carryover state, when a special role is won (from this point until the special role is won, the state is the bonus internal state) and the special role is won, the game state control unit 615 transitions the first game state from the special role non-carryover state to the special role implementation state via the bonus internal state.
[0151] In addition, when a special combination is won in the bonus internal state, the gaming state control unit 615 transitions the first gaming state from the bonus internal state to the special combination implementation state.
[0152] In addition, in the special role implementation state, if a predetermined condition is satisfied or if the gaming value is paid out in excess of a predetermined amount, the gaming state control unit 615 transitions the first gaming state from the special role implementation state to a special role non-carryover state.
[0153] 6, the game state control unit 615 determines whether to set the second game state to the AT based on the result of the AT drawing. Specifically, when the AT drawing, which is performed when the game zone is an advantageous zone, is won, the game state control unit 615 sets the second game state to the AT.
[0154] On the other hand, if the AT lottery is not won, the gaming state control unit 615 sets the second gaming state to the general gaming state.
[0155] In addition, when the AT ends, the gaming state control unit 615 transitions the second gaming state from the AT to a general gaming state or a CZ.
[0156] In this way, the gaming state control unit 615 can transition the second gaming state between the general gaming state and the CZ, between the CZ and the AT, and between the AT and the general gaming state.
[0157] Also, the game state control unit 615 selects one of a plurality of modes (for example, a normal mode in which it is difficult to win the AT lottery, or a high probability mode in which it is easy to win the AT lottery) related to the progress of the game for the second game state during the advantageous zone. Then, the game state control unit 615 executes the AT lottery (or the AT additional lottery) with the AT winning probability (or the additional probability) associated with the selected mode.
[0158] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the effect control unit 630 and the like.
[0159] <RT state control unit 616> The RT state control unit 616 can carry out the game progress using one RT state out of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) at which the flag of replay is established as a winning flag determined in advance, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) wins.
[0160] In the present embodiment, the RT state control unit 616 makes the RT state different in each of the special combination execution state, the non-carry-over state of the special combination, and the bonus internal state. As another example, the RT state control unit 616 can maintain the same RT state between the non-carry-over state of the special combination and during the bonus, and not transition the RT state during the bonus in which the AT is executed.
[0161] Note that the RT state control unit 616 can transmit information regarding the RT state (which RT state among RT0, RT1 with a higher replay winning probability than RT0, etc.) as information regarding the progress of the game to the effect control unit 630 and the like.
[0162] <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of the various errors include backup abnormality, communication abnormality between the main control board P1 and the game value control board P2, connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like.
[0163] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted as error-related information from the main control unit 61 to each of the game value control unit 62 and the sub-control unit 63.
[0164] As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 102 of the content of the error that has occurred.
[0165] <Explanation of the gaming value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of the game value.
[0166] The RAM and RWM of the game value control unit 62 store game data (information regarding the progress of a game) required for managing the game value.
[0167] Through the operation of the CPU of the gaming value control unit 62 using the memory unit, the gaming value control unit 62 functions as a medium management unit 620 and a function operation unit 621.
[0168] <Explanation of Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.
[0169] The media management unit 620 receives an input request (a request to input a predetermined amount of gaming value) or a payout request (a request to pay out a predetermined amount of gaming value) from the main control unit 61, and executes the following processing.
[0170] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.
[0171] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is won based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of game value paid out based on the type of winning combination.
[0172] Furthermore, the media management unit 620 calculates the difference in game value (an example of information regarding the progress of the game), which is the cumulative value obtained by subtracting the number of game value bets from the number of game value payouts, regardless of whether the game is in a normal zone or an advantageous zone, and regardless of whether the game is in a normal game state or a special game state (CZ, AT), as shown in Fig. 7. The difference in game value is used for calculating the difference in advantageous zones and for determining whether the complete function is activated, as described below.
[0173] In addition, the media management unit 620 calculates the advantageous zone difference number, which is the difference in game value in the advantageous zone (from when the game zone transitions from the normal zone to the advantageous zone to when it transitions back to the normal zone), as shown in Figure 7.
[0174] In this embodiment, when the advantageous zone difference number becomes +2400, the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, when the difference number becomes -300 after the start of play in the advantageous zone and the game transitions to the AT, the media management unit 620 initializes the advantageous zone difference number when 2700 is paid out thereafter (in this case, the advantageous zone difference number becomes +2400). When the advantageous zone difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the zone control unit 614. As a result, the zone control unit 614 transitions the game zone to the normal zone.
[0175] In addition, the media management unit 620 can initialize the favorable zone difference number to 0 (zero) when the favorable zone ends as a specified termination condition is met other than when the favorable zone difference number becomes +2400.
[0176] The media management unit 620 starts calculating the favorable zone difference number when the game zone transitions again to the favorable zone.
[0177] 7, the media management unit 620 calculates a range (MY) which is the difference between the maximum and minimum values of the difference number using the difference number of the game value, which is the cumulative value obtained by subtracting the number of bets on the game value from the number of payouts of the game value since the slot machine 1 was last powered on. Unlike the advantageous zone difference number and the difference number of the game value described above, this range (MY) is calculated for all game zones (advantage zones and normal zones), that is, continuously as long as the power of the slot machine 1 is kept on.
[0178] This information regarding the range (MY) is transmitted to the function operation unit 621 and is used for the complete function described later.
[0179] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.
[0180] The number of bets, the number of credits, the difference, and the like of the gaming value calculated by the media management unit 620 are transmitted to the gaming status control unit 615, the performance control unit 630, and the like as information regarding the progress of the game.
[0181] In addition, the media management unit 620 calculates the remaining difference up to the upper limit of the advantageous zone difference number at the time when the ending display condition is established. This information on the remaining difference number is transmitted to the game state control unit 615, the performance control unit 630, etc.
[0182] <Function Activation Unit 621> The function operation unit 621 receives information about the range (MY) transmitted from the medium management unit 620.
[0183] Then, when the range (MY) becomes equal to or greater than the first range, for example 18500, the function activation unit 621 generates information regarding a pre-notification indicating that activation of the complete function is imminent.
[0184] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing (the machine will be in a state where play is not possible) unless the power is turned off and on by store staff.
[0185] The operation related to the game here means the operation for playing one game, and includes the operation of the bet switch 41 for betting game value as an operation for starting the spinning reel 20. When the complete function is activated, such an operation related to the game cannot be accepted, so even if the bet switch 41 is operated while the complete function is activated, the bet processing of the game value is not performed.
[0186] Note that, for example, information regarding advance notification is transmitted to the performance control unit 630 for each game while this information is being generated by the function operation unit 621. As a result, the performance control unit 630 performs advance notification.
[0187] Furthermore, when the range (MY) falls below the first range of 18500, the function activation unit 621 stops generating information related to advance notification. As a result, the performance control unit 630 stops providing advance notification.
[0188] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 630. In this way, by making the information regarding the advance notification a flag format, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 630.
[0189] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.
[0190] The function activation unit 621 cancels the complete function when the store staff turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being turned off, not only is the complete function cancelled, but the range (MY) is reset to 0 (zero). Therefore, no advance notice is given, and playing with the slot machine 1 becomes possible in a state where the conditions for reactivating the complete function are no longer met.
[0191] <Explanation of the sub-control unit 63> The ROM of the sub-control unit 63 stores programs and various data indirectly related to the progress of the game (for example, control of the presentation of the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the sound output of the speaker 101).
[0192] The RAM and RWM of the sub-control unit 63 store various data related to performance control.
[0193] The sub-control unit 63 functions as a performance control unit 630 through operation of the CPU of the sub-control unit 63 using the memory unit.
[0194] <Direction control unit 630> By executing a performance lottery, the performance control unit 630 determines at least one of the following as the performance pattern: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.
[0195] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) transmitted from the main control unit 61, and executes the performance lottery using the selected performance lottery table.
[0196] When the AT is being executed, the performance control unit 630 executes the AT performance using a performance selection table dedicated to the AT. As a result, various patterns of performance can be executed while the AT is continuing.
[0197] In addition, the AT of this embodiment is provided with a non-ending mode (an example of a first state) that is executed in the game after the transition during AT execution, and an ending mode (an example of a second state) that can be transitioned to from the non-ending mode and in which an ending performance can be executed.
[0198] The ending performance is a performance to suggest the end of the currently running AT, is related to the content (subject) of the slot machine 1, and has performance content that allows the player to guess that the AT will end. During the ending performance, information related to the remaining length until the AT ends may be continuously displayed. Such information includes the remaining difference until the AT ends, the number of games remaining until the AT ends, and the number of assists for the push order role that may be displayed until the AT ends. For example, such information is displayed as "10 games remaining until the AT ends."
[0199] The effect control unit 630 selects an effect (effect video) to be displayed during the non-ending mode, using an effect selection table prepared for the non-ending mode.
[0200] In addition, the performance control unit 630 executes the ending mode when the ending display condition (an example of a transition condition) is satisfied while the non-ending mode is being executed, as shown in Fig. 9(a). Note that the non-ending mode and the ending mode are both modes that are executed when the AT is being executed, and therefore, are modes that can be executed during the advantageous zone.
[0201] In this embodiment, the ending display condition is a variable condition, rather than a fixed condition such as "the remaining difference up to the upper limit of the advantageous zone difference number" as in conventional gaming machines.
[0202] The ending display condition is, for example, while a non-ending mode is being executed, - You have won the lottery to enter the ending mode. The specified conditions for transitioning to the ending mode have been met (during the AT, the push order bell has been hit 100 times, the push order bell or the push order-independent bell has been hit 5 times in a row, a rare role has been hit 10 times, the points accumulated during the AT have reached a specified value, or some other task has been accomplished). In an AT where a set is made up of a set number of games (e.g. 30 games) and the continuation rate for the set is set, the continuation judgment is missed, but the number of consecutive (consecutive) games in the set up to that point exceeds the set number (e.g. 25 times). The number of remaining games in the AT has reached a specified number. The remaining number of AT stocks has reached 0 (zero). When the remaining difference in the number of sheets up to the upper limit of the advantageous zone difference is used as a condition, for example, the winning of the ending entry lottery that is executed when the remaining difference in sheets becomes a predetermined value (150 sheets) or less. etc.
[0203] The ending display condition may be determined by drawing lots from among the multiple conditions, or the condition that is met the earliest may be adopted as the ending display condition.
[0204] In this manner, in this embodiment, the length of the ending mode (the number of games in which the ending mode is executed) may change depending on the timing at which the ending display condition is satisfied. That is, for example, even if the ending display condition is a winning lottery for entering the ending, the number of games in which the ending mode is executed may change depending on whether the remaining difference to the upper limit of the advantageous zone difference number is 100 or 200 at the time of the winning lottery.
[0205] Therefore, in the slot machine 1 of this embodiment, the following control is executed.
[0206] The performance control unit 630 selects two or more performance parts from a plurality of performance parts (an example of a performance unit) prepared for the ending mode, and constructs an ending performance in real time at that point in time based on the remaining difference up to the upper limit of the advantageous zone difference number at the time when the ending display condition is met (information indicating the state until the advantageous zone end condition is met / an example of information indicating the state until the end condition is met).
[0207] In this embodiment, four performance parts are provided, as shown in Figure 9(b): part A (an example of a starting unit), part B (an example of an intermediate unit), part C (an example of an intermediate unit), and part D (an example of an end unit).
[0208] Note that these parts do not mean layer parts such as only the characters appearing in that part or only the background, but rather consist of video for one game or several games.
[0209] Part A is a unit of performance that is first notified after the ending mode is entered, and is prepared in advance. Part A is, for example, a video that is displayed while about 30 game points are obtained (displayed for about 10 games).
[0210] Part D is a unit of effect to be notified last in the ending mode, and is prepared in advance. Part D is, for example, a moving image that is displayed while about 30 game points are obtained (displayed for about 10 games).
[0211] Part B and / or Part C are prepared in advance as a unit of presentation that may be announced between Part A and Part D. Part B and Part C are, for example, moving images that are displayed while about 45 game points are obtained (displayed for about 15 games).
[0212] Part B is a part that may be reported after part A.
[0213] Also, part C is a part that may be notified after part A (only when part B is not notified) or part B.
[0214] As described above, in this embodiment, the ending display condition that is satisfied changes from time to time. Therefore, the number of games until the advantageous zone ends changes depending on the ending display condition that is satisfied. In other words, in the slot machine 1, the length of the ending mode (the number of games executed in the ending mode) also changes from time to time depending on the ending display condition that is satisfied.
[0215] Furthermore, when the ending mode is started (or when the start of the ending mode is decided), the slot machine 1 of this embodiment can change the configuration of the ending presentation, as shown in Figures 9(c) to 9(e), depending on the state until the end of the advantageous zone.
[0216] Specifically, the performance control unit 630 selects two or more parts from among parts A to D depending on the remaining difference from the start of the ending to the upper limit of the advantageous zone difference number, and constructs the ending performance in real time (assembles and builds the elements).
[0217] When the remaining difference number until the upper limit of the advantageous zone difference number is small (for example, the remaining difference number is 55 to 65), the performance control unit 630 always selects parts A and parts D as shown in Fig. 9(c), and constructs a performance configuration in the order of parts A and parts D. Note that when parts A and parts D are selected, a lottery for selecting parts (hereinafter referred to as "parts lottery") is not executed.
[0218] Also, when the remaining difference number up to the upper limit of the advantageous zone difference number is medium (for example, the remaining difference number is 100 to 110), the performance control unit 630 constructs a performance configuration in the order of part A, part B (or part C), and part D, as shown in Fig. 9(d). In this case, whether part B or part C is selected is determined by a part drawing.
[0219] Furthermore, when the remaining difference number up to the upper limit of the advantageous zone difference number is large (for example, the remaining difference number is 145 to 155), the performance control unit 630 selects all of parts A to D as shown in Fig. 9(e) and constructs a performance configuration in the order of parts A, parts B, parts C, and parts D. Note that no part drawing is performed when parts A to D are selected.
[0220] In addition, in order to avoid any incongruity in the content, videos, etc., in each part, especially in the joints between each part (for example, the first three games and / or the last three games), at least one of the characters, background screen, text font / size, image type / size, color, etc. displayed in each part is unified.
[0221] For example, the character appearance positions and backgrounds are the same for at least "the last few games of part A" and "the first few games of part D". This allows parts A and D to be connected without creating a sense of incongruity in the story flow in the ending mode when the remaining difference number until the upper limit of the advantageous zone difference number is small and a performance configuration is constructed with two parts A and D. Parts B, C, etc. can also have the same character appearance positions and background type as parts A and D.
[0222] During the ending mode, the length of the ending mode may change slightly depending on the type of winning combination, or when the operator operates the stop switches 40a-40c in an incorrect operation mode (incorrect push order). In this case, the performance control unit 630 can adjust the progress of the animation of each part (playback speed, or when to move to the next frame, etc.) depending on at least one of the remaining difference up to the upper limit of the advantageous zone difference number, the winning combination, and the occurrence of a push order error.
[0223] Specifically, if the length of the ending performance constructed by a combination of parts (hereinafter referred to as the "number of games based on the combination of parts") is longer than the length allocated as the length for which the ending performance is to be output (hereinafter referred to as the "number of games in which the ending mode should be executed"), the performance control unit 630 can thin out part of the part configuration (for example, some frames of the video; the same applies below).
[0224] On the other hand, if the number of games based on the combination of parts is less than the number of games for which the ending mode should be executed, the performance control unit 630 can change the frame layout of a part of the configuration of the parts in the middle, thereby preventing the same performance configuration from being repeated endlessly after the ending performance has been completed as in the past. This makes it possible to adjust the display time of the ending mode in real time.
[0225] As described above, the presentation configuration notified in the ending mode changes in various ways based on the remaining difference number up to the upper limit of the advantageous zone difference number when transitioning to the ending mode, so that the player can see various types of ending presentations. In this way, in this embodiment, the presentation configuration of the ending presentation is variable, so that it is possible to prevent the player from getting bored with the ending presentation.
[0226] <Basic operation process flow of slot machine 1> The flow of basic operational processing of the slot machine 1 will be described with reference to FIG.
[0227] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 621 determines whether or not the slot machine 1 is in a playable state (whether or not the complete function is activated) (step S101).
[0228] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0229] On the other hand, when the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 display the amount of credited game value on the digital counter 43 and accept the operation of the bet switch 41, the lever 42, etc. by the operator, on the condition that game value data is transmitted from the card unit 7. This causes the slot machine 1 to enter a game start state (step S102).
[0230] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game regardless of whether it is a normal zone or an advantageous zone.
[0231] Next, the interval control unit 614 causes the game to proceed in the normal interval (step S104).
[0232] The game state control unit 615 allows the game to proceed in the normal game state (step S105).
[0233] Next, the zone control unit 614 determines whether the gaming zone has become a favorable zone because the conditions for transitioning to the favorable zone have been met, or whether the gaming zone is a favorable zone because the state of the favorable zone has been maintained (step S106).
[0234] If the game zone is not a favorable zone (S106: NO), the process returns to step S104.
[0235] On the other hand, if the game zone is an advantageous zone (S106: YES), the media management unit 620 counts the advantageous zone difference number (in a game that has transitioned to an advantageous zone, counting of the advantageous zone difference number starts) (step S107). After this, the zone control unit 614 continues counting the advantageous zone difference number while the game zone is an advantageous zone (in both the general game state and the CZ or AT).
[0236] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).
[0237] When the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.
[0238] On the other hand, when the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 advances the game in the AT (step S109).
[0239] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) is 19000 or more.
[0240] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.
[0241] On the other hand, if the complete function does not operate (S110: NO), the section control unit 614 determines whether the favorable section difference number is +2400 or more (step S111).
[0242] If the favorable zone difference number becomes +2400 or more (S111: YES), the zone control unit 614 transitions the game zone to a normal zone, the game status control unit 617 ends the AT, and the media management unit 620 initializes the favorable zone difference number to zero (0), and then the processing returns to step S104.
[0243] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game status control unit 615 determines whether or not to end the AT (step S112).
[0244] If the AT ends (S112: YES), the process returns to step S105.
[0245] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.
[0246] Returning to step S110, if the complete function has been activated (S110: YES), the function activation unit 621 controls the operator to be unable to proceed with the game on the slot machine 1 (step S113).
[0247] Next, in response to the operation of the count button 44, the medium management section 620 and the card unit 7 transmit and receive necessary information to execute a transfer process (step S114).
[0248] Next, in response to the power being turned off by the store staff member's power-off operation to turn off the power of the slot machine 1 (step S115), the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). Note that, when the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is cancelled, but the advantageous zone and the advantageous zone difference number are carried over.
[0249] Next, in response to a power-off restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.
[0250] <Ending construction process flow> Next, the flow of the ending construction process will be described with reference to FIG.
[0251] First, the performance control unit 630 executes a non-ending mode during the execution of the AT (step S201).
[0252] Next, the production control unit 630 determines whether or not an ending display condition is met during execution of the non-ending mode (step S202).
[0253] If the ending display condition is not met (S202: NO), the process returns to step S201.
[0254] On the other hand, if the ending display condition is met (S202: YES), the performance control unit 630 acquires information on the remaining difference number up to the upper limit of the advantageous zone difference number at that time from the media management unit 620 (step S203).
[0255] Next, the performance control unit 630 selects two or more parts from among the four parts A to D based on a predetermined rule (parts are drawn by lottery, if necessary) according to the acquired information on the remaining difference (step S204). At this time, the performance control unit 630 always selects parts A and D.
[0256] Next, the production control unit 630 uses the selected parts to create a production configuration in real time (step S205).
[0257] Next, the production control unit 630 executes the ending mode according to the constructed production configuration (step S206).
[0258] Next, it is determined whether the advantageous period has ended (step S207).
[0259] If the advantageous period has not ended (S207: NO), the process returns to step S206.
[0260] On the other hand, if the advantageous zone has ended (S207: YES), the performance control unit 630 ends the ending mode and ends the AT performance (step S208). Through the above steps, the ending construction process of the present invention is executed.
[0261] In summary, the slot machine 1 of the present invention has the following features: A game state control unit 615 capable of controlling the game progress in any one of the game states related to the ball output performance, namely, a normal game state, a CZ more advantageous than the normal game state, and an AT more advantageous than the normal game state; A performance control unit 630 capable of displaying a performance on the liquid crystal screen 3 according to the progress of the game; Equipped with The AT includes at least a first state (non-ending mode) and a second state (ending mode) to which a transition can be made from the non-ending mode and which can execute an ending performance; The production control unit 630 is During the execution of the AT after the game in which it has been decided to transition to the ending mode, or during the execution of the AT after the game in which the game has transitioned to the ending mode, it is possible to execute a construction process that constructs a presentation configuration (combination of parts) that is notified by the presentation process executed in the ending mode, and It is possible to display the effects of the constructed effect configuration on the liquid crystal screen 3.
[0262] <Effects of the Invention> In conventional gaming machines, only one pattern of ending performance is prepared, and when the ending display condition is met, only that one pattern of ending performance is displayed. Therefore, there is a risk that players will quickly become bored with the ending performance.
[0263] In addition, although the length of each video (presentation composition) varies, multiple types of videos with roughly the same displayed content are prepared in advance, and an ending presentation can be created by selecting one consecutive pattern from multiple types depending on the number of games remaining in the advantageous zone.
[0264] In this case, for example, pattern 1 consisting of 5 games of video A, 5 games of video B, and 5 games of video C, and pattern 2 consisting of 4 games of video a (almost the same content as video A), 4 games of video b (almost the same content as video B), and 4 games of video c (almost the same content as video C) are prepared, and it is expected that pattern 1 or pattern 2 will be selected depending on the number of games remaining in the advantageous zone.
[0265] However, even in this case, only one pattern (with substantially the same content) is selected from a plurality of prepared patterns, and it is thought that the player may easily become bored.
[0266] Furthermore, in the conventional method, it is necessary to prepare the endings for all patterns in advance, which increases the number of development steps and also increases the capacity.
[0267] In addition, in the case where the condition for transitioning to the ending performance is related to the remaining difference number up to the upper limit of the advantageous zone difference number as in the case of conventional gaming machines, the following problem may occur. In other words, even if the ending performance has ended, if the remaining difference number up to the upper limit is not 0 (zero), a loop performance with the same configuration is output endlessly. Therefore, there is a risk that the player will easily become bored.
[0268] In contrast, in the slot machine 1 of this embodiment, two or more of the multiple prepared presentation configurations are selected based on a predetermined rule (parts drawing, if necessary) according to the remaining difference up to the upper limit of the advantageous zone difference number at the time when the ending display condition is established. Therefore, even if the remaining difference number is the same, the presentation configuration selected at each time is different, and the patterns of the ending mode can be diversified.
[0269] In particular, in the slot machine 1, as described above, the ending display condition is not fixed but variable. Therefore, the length of the ending mode can change depending on the type of ending display condition. According to the function of the present invention, it is possible to easily change the length of the ending mode depending on the ending display condition that has been met.
[0270] This makes it possible to provide a gaming machine that can execute an ending presentation that players are unlikely to tire of.
[0271] [Other embodiments] The various control means and processing procedures described in the above embodiments 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 changing the gist of the present invention. In addition, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or in appropriate combinations.
[0272] In addition, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.
[0273] In the above embodiment, an example is described in which the ending mode is executed until the end of the advantageous zone, but the present invention is not limited to this. For example, the ending mode may be displayed for a period from the game after it is determined that the AT will end (one example of an ending display condition) until the AT actually ends, depending on the number of games (or the upper limit number of wins in the AT) until the AT actually ends. In this case, even if the AT ends, the zone control unit does not have to end the advantageous zone.
[0274] Furthermore, in a gaming machine equipped with an AT that continues a set according to a continuation rate (for example, a set consisting of a group of 30 games in which the AT is executed), an ending mode may be executed when the AT continuation judgment is missed but the AT that continued up to that point meets certain conditions (for example, if the number of sets that have continued up to that point is several sets or more, if it has passed through the highest AT addition specialized zone or special zone, or if a special effect has been output during the AT).
[0275] In addition, in the present invention, the composition of the ending performance can be changed in various ways. For example, a plurality of animation parts over three games, two games, and one game are prepared in advance, and the performance control unit can determine a combination of parts that meets the condition of the length until the end of the advantageous zone by drawing lots or by a selection process that uniquely selects parts. In this way, it is possible to construct ending performances with completely different stories.
[0276] Furthermore, for example, with regard to part D, a normal version of part D and a shortened version of part D (which has almost the same content as the normal version of part D, but has fewer frames of video for several games than the normal version of part D) may be prepared. In this case, the performance control unit can select either the normal version of part D or the shortened version of part D by drawing lots or by a selection process that uniquely selects a part, in accordance with the timing of the end of the ending mode. This makes it possible to prevent the same performance (loop performance) from being repeated endlessly after one round of ending performances has been completed.
[0277] In the above embodiment, four types of performance units, Part A to Part D, are prepared, but Part A to Part G (seven types) or Part A to Part J (ten types) may be prepared. When Part A to Part G (seven types) are prepared as performance units, Part A (an example of a starting point unit) and Part G (an example of an ending point unit) are always selected, but Part B to Part F (an example of an intermediate unit) are arbitrarily selected by part drawing depending on the period until the ending performance is completed. This allows even more diverse performance patterns to be generated.
[0278] Alternatively, parts that have been selected so far may be excluded from the selection targets, and a part may be selected from among the parts that have not been excluded.
[0279] Also, without being limited to the above embodiment, the performance control unit may be able to select other parts in real time after selecting part A when transitioning to the ending mode, depending on the remaining difference number up to the upper limit of the advantageous zone difference number (or the occurrence of a winning combination, a push order error, etc.). In other words, in this case, the performance control unit does not need to select all parts at once when transitioning to the ending mode.
[0280] As a further modification, when the remaining difference number to the upper limit of the advantageous zone difference number becomes small due to consecutive winning push order combinations for the selected and constructed parts, the performance control unit can exclude the already selected parts from the selection targets. In this case, for example, parts A, parts B, and parts D were selected when the ending mode was switched to, but the performance control unit can exclude part B from the selection targets depending on the remaining difference number.
[0281] Also, in this case, in case the player misses out on the operation mode role, as mentioned above, connecting parts for 1 to 3 games are prepared, and the performance control unit may be able to appropriately select the connecting parts depending on the remaining difference number up to the upper limit of the advantageous zone difference number.
[0282] Furthermore, without being limited to the above embodiment, the time required from the start to the end of notification of each part may be fixed.
[0283] In the above embodiment, the bonus is described as a continuous operation device for a first type special feature, but the present invention is not limited to this. The bonus may be at least one of the following: a first type special feature, a continuous operation device for a first type special feature, a second type special feature, or a continuous operation device for a second type special feature.
[0284] In addition, while the above embodiment describes an example in which the slot machine is an AT machine, the slot machine may also be an ART (Assisted Replay Time) machine, or it may be a bonus-only slot machine that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART).
[0285] In addition, a signal indicating the type of game zone may be sent from the zone control unit to a digital counter, so that the digital counter can display whether or not the game zone is an advantageous zone, for example, by whether or not a dot is displayed.
[0286] Also, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3000 games, the zone control unit may forcibly shift the game zone from the advantageous zone to the normal zone. Also, the slot machine may not have a game zone (advantageous zone and normal zone).
[0287] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the game value may be used to determine whether or not to activate the complete function.
[0288] In addition, the part lottery may be related to a set value. For example, if the set value is an odd number, part B is likely to be selected, and if the set value is an even number, part C is likely to be selected. This allows a setting suggestion to be made depending on the type of part that appears.
[0289] In the non-ending mode during the AT, multiple scenarios are prepared in advance, and the probability of winning the part lottery may be changed depending on which scenario is followed. For example, if scenario A is followed in the AT, part B is more likely to be selected, and if scenario B is followed in the AT, part C is more likely to be selected.
[0290] Also, it may be possible to determine what scenario was selected based on the type of parts selected last. Also, if the likelihood of scenario selection changes depending on the setting value, it may indirectly suggest a setting, such as selected parts = selected scenario = setting suggestion.
[0291] In addition, in the above embodiment, an example is described in which the performance control unit acquires information on the remaining difference number up to the upper limit of the advantageous zone difference number at that time from the media management unit when the ending display condition is established, but the present invention is not limited to this. For example, regardless of whether the ending display condition is established or not, the performance control unit can also acquire information on the remaining difference number up to the upper limit of the advantageous zone number for each game.
[0292] Furthermore, while the slot machine in the above embodiment was a medal-less machine equipped with a play area (i.e., a favorable area and a normal area), a slot machine to which the present invention is applied does not have to have a play area, and does not have to be a medal-less machine.
[0293] In addition, although the embodiment describes an example of a so-called smart slot machine, the present invention is not limited thereto. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed.
[0294] In addition, the above embodiment is described as an example of a slot machine, but the present invention is not limited to this. The gaming machine to which the present invention can be applied can be a so-called sealed pinball gaming machine, that is, a smart pachinko (registered trademark) equipped with a handle, a pinball launching device, a board, an electric tulip, etc. This is because the smart pachinko (registered trademark) also has the same problems as the slot machine, which is a medal-less machine.
[0295] In this case, for example, A control unit capable of controlling the progress of a game in either a normal game state or a special game state which is more advantageous than the normal game state and has a specified ending condition as a game state related to ball output performance; A performance control unit capable of executing performance processing according to game progress; Equipped with The special gaming state includes at least a first state (before the right is generated) and a second state (three-time right) to which the first state (before the right is generated) can be shifted and in which the player can stay until the end condition is satisfied and the special gaming state is ended; The performance control unit: During the execution of the special game state after the game in which it has been decided to transition to the second state (three rights), or during the execution of the special game state after the game in which the game has transitioned to the second state (three rights), a construction process can be executed to construct in real time a presentation configuration to be output by the presentation process executed in the second state (three rights), and It is possible to output the performance of the constructed performance configuration. It can be a pachinko. [Explanation of symbols]
[0296] 1. Slot machines (amusement machines) 61 Main control unit 610 Internal lottery unit (control unit) 611 Rotating reel control unit 612 Game result judgment unit 613 Setting value control section 614 Section Control Unit (Control Unit) 615 Game status control unit (control unit) 616 RT state control unit (control unit) 617 Error Judgment Unit 62 Game value control unit 620 Media Management Department 621 Functional operation part 63 Sub-control section (control section) 630 Production Control Unit
Claims
1. A control unit capable of controlling the progress of a game in either a normal game state or a special game state that is more advantageous than the normal game state as a game state related to ball output performance; A performance control unit capable of causing a performance device to notify a performance according to a game progress; Equipped with The special game state includes at least a first state and a second state that can be shifted from the first state and can execute an ending performance; The performance control unit: During the execution of the special game state after the game in which it has been decided to transition to the second state, or during the execution of the special game state after the game in which the game has transitioned to the second state, a construction process for constructing a presentation configuration to be notified by the presentation process executed in the second state can be executed; and It is possible to notify the performance of the constructed performance configuration to the performance device. Amusement machine.
2. The control unit is Furthermore, it is possible to control the progress of the game in either an advantageous zone in which the processing related to the instruction function can be executed and an end condition is set, or a normal zone in which the processing related to the instruction function cannot be executed but the transition processing to the advantageous zone can be executed; In the normal section, only the normal gaming state can be executed, and In the advantageous zone, the general gaming state and the special gaming state can be executed.
2. The gaming machine according to claim 1.
3. The second state can be stayed until the advantageous zone ends.
3. The gaming machine according to claim 2.
4. The performance control unit executes the construction process based on information indicating a state until the end condition is satisfied.
4. The gaming machine according to claim 3.
5. Several production units are prepared in advance, The performance control unit, in the construction process, constructs the performance configuration by combining two or more performance units selected from the plurality of performance units.
2. The gaming machine according to claim 1.
6. Each of the plurality of performance units has a fixed or variable required time from the start to the end of the notification.
6. The gaming machine according to claim 5.
7. The plurality of performance units include a start unit that is prepared in advance to be notified first after the second state is reached, an end unit that is prepared in advance to be notified last in the second state, and one or more intermediate units that can be notified between the start unit and the end unit; The performance control unit selects at least the start point unit and the end point unit as the performance configuration in the construction process.
6. The gaming machine according to claim 5.
8. Each of the plurality of performance units has at least one of the following elements determined in advance: an object to be notified during the performance unit, a background screen to be notified during the performance unit, a font and / or a size of a character to be notified during the performance unit, a type of an image to be notified during the performance unit, and a color to be notified during the performance unit; The start point unit and the end point unit have at least one of the elements that match each other.
8. The gaming machine according to claim 7.
9. A plurality of transition conditions from the first state to the second state are prepared.
2. The gaming machine according to claim 1.
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