Game machine
The gaming machine's control unit manages a special game state with distinct periods and lottery processes to discourage players from prolonging Assist Time preparation through incorrect switch operations, enhancing gameplay balance and enjoyment.
Patent Information
- Application Number
- JP2023100087
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-19
- Publication Date
- 2025-01-07
- Estimated Expiration
- 2043-06-19
AI Technical Summary
Some players exploit gaming machines by intentionally pressing stop switches in incorrect manners during Assist Time (AT) preparation to prolong the special game state and receive additional benefits, undermining the intended gameplay experience.
The gaming machine introduces a control unit that manages a special game state with a first and second period, allowing players to shift to the second period upon satisfying a condition, and executes one of two different lottery processes during AT preparation, with varying probabilities and benefits, discouraging incorrect switch operations.
This approach encourages appropriate gameplay by reducing the likelihood of players prolonging AT preparation through incorrect switch operations, maintaining a balanced and enjoyable gaming experience.
Smart Images

Figure 2025000302000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, gaming machines equipped with a special gaming state, AT (assist time) or ART (assist replay time), have been known (see Patent Document 1).
[0003] In this special game state, when an operation mode role (push order role) such as the so-called push order bell is won, the correct operation mode (e.g., correct push order, correct operation timing) is announced, and if the player performs the correct operation mode, the role is won.
[0004] In addition, when the special game state is AT, there are provided AT preparation and AT execution, which is executed after AT preparation and in which the net increase in game value is greater than that during AT preparation.
[0005] In such conventional gaming machines, when an AT start role (for example, a push order bell) is won during AT preparation, a navigation (assist) such as "×?? AT starts with two correct choices" may be announced. In the navigation, "?" indicates that one of the "?"s (the middle stop switch or the right stop switch) is the correct operation mode that should be operated first, and "×" indicates that it is not the correct operation mode (it is an incorrect operation mode).
[0006] Then, if the AT start role is won and the player presses the first stop switch in the correct operation mode of one of the two options, the game will transition to AT execution.
[0007] On the other hand, if the AT start role is won but the first stop switch is not pressed in the correct operation mode of one of the two options, the AT preparation will continue until the first stop switch is pressed in the correct operation mode when the AT start role is won in the next game or later. [Prior art documents] [Patent documents]
[0008] [Patent Document 1] JP 2022-100370 A Summary of the Invention [Problem to be solved by the invention]
[0009] In some gaming machines, when a so-called rare role such as a cherry is won during the game during which the AT is being prepared, a special process such as adding to the number of AT games or drawing a lottery to promote the AT is executed.
[0010] On the other hand, there may be players who abuse this type of gameplay by intentionally pressing the stop switch in an incorrect manner, causing the AT preparation to continue, in order to receive a beneficial process triggered by winning a rare role.
[0011] An object of the present invention is to provide a gaming machine that can encourage a player to play in an appropriate manner. [Means for solving the problem]
[0012] The present invention relates to a control unit capable of controlling progress of a game in a special game state in which information regarding an operation advantageous to a player can be notified; Equipped with The special gaming state includes a first period and a second period that is executed after the first period, The control unit is In the special gaming state, when an operation by a player in the first period satisfies a first condition, it is possible to transition to the second period, and During one game played during the first period until the first condition is satisfied, it is possible to execute one type of lottery processing among the different types of lottery processing, or another type of lottery processing; Among the different types of lottery processes, the probability of granting the benefit content and / or the benefit content that can be granted in one type of lottery process is different from the probability of granting the benefit content and / or the benefit content that can be granted in the other type of lottery process, It is an amusement machine. Effect of the Invention
[0013] According to the present invention, a gaming machine can be provided that can encourage a player to play in an appropriate manner. [Brief description of the drawings]
[0014] [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] FIG. 13A is a diagram illustrating a drawing table for a first drawing process, and FIG. 13B is a diagram illustrating a drawing table for a second drawing process. [Figure 10] FIG. 11 is a flow chart showing the flow of the operation process of the slot machine. [Figure 11] This is a flow chart showing the flow of the lottery process for adding the number of games during AT preparation. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] [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.
[0016] 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.
[0017] 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.
[0018] First, the card unit 7 connected to this slot machine 1 will be described below.
[0019] <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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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).
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] <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."
[0039] 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.
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.
[0046] The speaker 101 outputs predetermined BGM (background music), SE (sound effects), and voice.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] Information about which stop switches 40a, 40b, 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, the game result determination unit 612, the game status control unit 615, the medium management unit 620, etc., which will be described later.
[0054] 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.
[0055] The lever 42 functions as a start switch that receives an operation for spinning the reels 20a, 20b, and 20c.
[0056] The digital counter 43 digitally displays the number of credits of the game value, the amount of game value paid out (amount acquired), etc. The operator can check the amount of game value he / she possesses by checking the digital counter 43 during the game. This also enables the player to play the game without having to hold actual medals.
[0057] 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".
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] Furthermore, the counting button 44 may be provided with a lamp inside or around it that changes color before and after it is operated.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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.
[0069] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.
[0070] 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."
[0071] 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.
[0072] 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.
[0073] 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 possible winning roles differs depending on the set value. The set value is set by the store staff before the store opens.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] <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.
[0081] 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.
[0082] 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.
[0083] In the following, 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), which do not result in the payout of gaming value, along the valid line L.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] <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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] 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.
[0096] 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.
[0097] AT is a state in which an assist function is activated that notifies the player of the correct operation mode (correct operation sequence / 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, illumination unit 102, etc.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] <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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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
[0108] <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.
[0109] 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).
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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.
[0114] 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.
[0115] 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.
[0116] 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.
[0117] 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.
[0118] <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).
[0119] 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.
[0120] 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 example of a control unit), 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 a storage unit (ROM, RAM, RWM; the same applies below). These functions correspond to the functions of the game control unit.
[0121] 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.
[0122] 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.
[0123] <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.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] 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.
[0128] 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.
[0129] <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.
[0130] 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).
[0131] 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.
[0132] 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.
[0133] 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.
[0134] 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.
[0135] <Explanation of the Game Result Judgment 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.
[0136] 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.
[0137] <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.
[0138] 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).
[0139] 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.
[0140] <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.
[0141] 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.
[0142] 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).
[0143] 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.
[0144] 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.
[0145] 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.
[0146] The interval control unit 614 can transmit information regarding the game interval (whether it is a normal interval or an advantageous interval) to the performance control unit 630 or the like as information regarding the progress of the game.
[0147] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] 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.
[0156] The AT has an "AT in progress" (an example of the second period) during which, when an operation mode such as a push order bell is won, the correct operation mode is announced on the LCD screen 3 and speaker 101, etc., and the number of credits in the game value increases, and an "AT preparation" (an example of the first period) which is the preparation period leading up to the AT being in progress.
[0157] In addition, AT preparation is the same as AT execution, and in the AT of this embodiment, the main AT execution starts after AT preparation. Rather than suddenly transitioning from the general game state or CZ to the main AT execution, it is easier for players to understand the flow of the AT by going through AT preparation, which suggests that the main AT execution will start. Therefore, when AT preparation starts, a signal indicating that it is an AT is output from the external terminal of the gaming machine.
[0158] During AT execution, for example, the game value increases by a net increase of 3, and during AT preparation, for example, the game value increases by a net increase of 1. In other words, during AT execution, the AT is a period that is more advantageous to the player in terms of ball output performance than during AT preparation.
[0159] The game status control unit 615 can execute a first lottery process to draw an additional number of games for the AT until a specific number of games (for example, 5 games) has been consumed during preparation for the AT.
[0160] Specifically, in the first lottery process, if a rare symbol (e.g., strong cherry, weak cherry, watermelon, chance symbol, etc.) is won within five games after entering the AT preparation mode (and during the period when the AT is not being executed), a lottery to add to the number of games for the AT is executed on the lottery table in Figure 9(a).
[0161] In addition, the game status control unit 615 is capable of executing a second lottery process, which is an additional lottery that is less favorable than the first lottery process, after a specific number of games have been played during AT preparation, until the AT is being executed.
[0162] Specifically, in the second lottery process, if a rare role is won after 6 games (and during the period before the AT is being executed) during AT preparation, a lottery to add to the number of games in the AT is executed on the lottery table in Figure 9(b).
[0163] As shown in Figures 9(a) and 9(b), the probability for determining whether the number of AT games will be added, and if so, how many games, differs depending on the type of rare role.
[0164] In addition, the lower the probability of winning the role by the internal drawing, the rarer the role displayed in Fig. 9 is. For example, in this embodiment, strong cherries are set to have a lower probability of winning the role than weak cherries (i.e., strong cherries have a lower probability of appearing relative to the number of games played than weak cherries), so strong cherries are rarer than weak cherries. And the rarer the role, the higher the probability of winning the additional drawing when the role is won.
[0165] Also, comparing Figures 9(a) and 9(b), it can be seen that for each rare role, the lottery table in Figure 9(a) is more likely to add to the number of AT games than the lottery table in Figure 9(b).
[0166] That is, in the drawing table of FIG. 9(a), the expected value of the number of added games of AT (the total value of the number of added games x the probability of winning for each type of rare role) is higher than that of the drawing table of FIG. 9(b). For example, the expected value of the number of added games when a strong cherry is won in FIG. 9(a) is higher than the expected value of the number of added games when a strong cherry is won in FIG. 9(b). The same can be said for other roles (weak cherry, watermelon, chance eyes, etc.).
[0167] Thus, in the additional lottery table used in the additional lottery of this embodiment, the trigger for granting the benefit content (in the example of Figure 9, winning a rare role) and the benefit content (in the example of Figure 9, the number of games in the AT being added) are the same, but the probability of granting the benefit content (in the example of Figure 9, the probability of winning an additional number of games in the AT) is different.
[0168] When an additional draw is won in the first draw process or the second draw process, the game status control unit 615 increases the number of games in the AT by the corresponding number of games. In other words, the increase in the number of games in the AT here means that the number of games in the AT determined by the additional draw during AT preparation is added to the initial number of games in the AT that is set when the AT starts to be executed in a state where no additional draw is performed. When multiple additional draws are performed during AT preparation, each of the results of the multiple additional draws is added to the initial number of games, and the AT can be continued for at least the number of games after the addition.
[0169] During AT preparation, if a role that is a condition for starting AT execution (for example, a center push bell or a right push sequence bell; hereinafter referred to as an "AT starting role") is won, a navigation message will be displayed on the liquid crystal screen 3 and speaker 101 to make it easier to win the role until the AT is actually running.
[0170] Specifically, when the AT start role is selected as a result of the internal drawing during AT preparation, a message "×?? Hit the 2-choice!" is displayed on the liquid crystal screen 3 as shown in Fig. 1. The message "Hit the 2-choice!" may be announced from the speaker 101.
[0171] "X" is an example of an "incorrect operation mode", and when the stop switch 40 corresponding to "X" (in the above example, the left stop switch 40a) is pressed first, it means that the AT starting role will not be won.
[0172] In addition, "?" indicates that when the correct stop switch 40 corresponding to "?" (in the above example, the middle stop switch 40b and the right stop switch 40c) (whichever is correct, in this embodiment, is predetermined depending on whether the AT start role is the middle press bell or the right press bell) is pressed first, the AT start role will be won.
[0173] Therefore, the navigation of the operation mode displayed as "×??" includes one incorrect pressing sequence "×", so the stop switch 40 that should be pressed first has two options. (1) If no navigation is displayed, or (2) When "???" is displayed, which gives no clue as to which stop switch 40 should be pressed first, Compared to this, it can be said that it is easier for players to win the AT starting role.
[0174] In the following, the effect of notifying the navigation of the operation mode including the incorrect button press "X" (in the example of FIG. 1, "X?? Guess the two choices!") is referred to as "operation mode navigation effect".
[0175] Also, in this embodiment, an AT start role (e.g., a center push bell or a right push bell) that is won by first pressing the middle stop switch 40b or the right stop switch 40c has a higher probability of winning than a so-called forward push bell, which can be won by first pressing the left stop switch 40a.
[0176] Specifically, in the slot machine 1 of this embodiment, in all game states (including the general game state, CZ, and AT), a bias is set in the probability of winning the role of the push order bell (forward push bell, center push bell, and right push bell). The winning probability of the role of the center push bell = winning probability of the role of the right push bell > winning probability of the role of the forward push bell is set. In this embodiment, the center push bell and the right push bell are set as the AT start role.
[0177] In addition, although one of the "?"s in the operation mode navigation presentation (for example, "×??") is the correct button press, the player may not always guess the correct button press. In some cases, the player may unintentionally repeatedly press the "?" that is the incorrect button press.
[0178] If such cases occur consecutively, the time spent in AT preparation will increase accordingly, and it will take a long time to transition to AT execution. Also, as mentioned above, in this embodiment, the net increase during AT preparation is lower than during AT execution, so if the time spent in AT preparation is long, the net increase will be low, which may cause the player to become frustrated.
[0179] Therefore, in this embodiment, when an operation mode navigation presentation is performed, an upper limit (a so-called ceiling) is set for the number of times a player may fail to press the stop switch 40 in the correct order (hereinafter referred to as the "number of incorrect answers").
[0180] The upper limit number may be determined by drawing lots, or may be predetermined, such as 5 times. In this embodiment, the upper limit number is a preset value of 10 times.
[0181] The game status control unit 615 counts (measures) the number of times that the operation mode navigation presentation is notified but the player fails to guess the correct button press sequence as the number of incorrect answers.
[0182] Then, when the number of incorrect answers reaches the upper limit (10 times), even if the next AT start role is won, the presentation control unit 630 does not notify the operation mode navigation presentation, and the game status control unit 615 sets the AT status to AT in progress regardless of the order in which the player presses the stop switches 40a, 40b, 40c.
[0183] However, even when an upper limit is set as in this embodiment, if the player presses the stop switch 40 from the "X" button, which is an incorrect button sequence, the game status control unit 615 will not count that play as an incorrect answer (or will initialize the incorrect answer count to 0 (zero)). This is a function as a penalty for pressing the left stop switch 40a in a manner that may be considered intentional, despite the player knowing that "X" is an incorrect button sequence.
[0184] In addition, when the AT starts, the game state control unit 615 initializes (resets) the number of incorrect answers counted up to that point. In this way, the number of incorrect answers is counted during one AT preparation, and is not counted across multiple AT preparations.
[0185] In addition, when the AT start role is won, the game status control unit 615 determines whether the stop switch 40 has been pressed in the correct pressing order based on the information transmitted from the stop switch 40.
[0186] As described above, in this embodiment, the game state control unit 615 can execute the first lottery process that is advantageous to the player until five games have passed since the AT preparation started (an example of the second condition), and can execute the second lottery process that is disadvantageous to the player in the games during the AT preparation thereafter (six games or more after the AT preparation started) (continue the second lottery process). Therefore, even if the AT start role (center push bell or right push bell) is won, it is possible to suppress the player from intentionally preventing the AT start role from winning and prolonging the period during which the player can receive benefits (AT preparation).
[0187] In this embodiment, the chance to change the type of the add-on lottery table (5 games have passed since the AT preparation started) is set to half the upper limit number of times (10 times) of the operation mode navigation performance. This is to give the player hope for an add-on by drawing a rare role for the first 5 games or so, to restrain irregular button presses for the next 5 games, and to provide a relief measure for not pressing the correct button sequence until the upper limit number of times is reached. This allows the overall game balance to be maintained.
[0188] In addition, apart from the above processing, during the execution of the AT, the game status control unit 615 can execute a lottery to add to the number of games in the AT using one of the lottery tables in Figures 9(a) and (b), or a lottery table different from the lottery tables in Figures 9(a) and (b), triggered by, for example, winning the push order bell three times in a row (however, the type of push order bell does not matter), winning a specified role (for example, a rare role), etc.
[0189] Returning to FIG. 6, if the AT lottery is not won in the general gaming state or the CZ, the gaming state control unit 615 sets the second gaming state to the general gaming state.
[0190] 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.
[0191] 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.
[0192] In addition, when the game state control unit 615 transitions the second game state to the AT, it first starts the AT preparation, and when the AT start role is won during the AT preparation, it starts the AT execution. In addition, when the game state control unit 615 terminates the AT execution, it transitions the second game state to the general game state or CZ.
[0193] In addition, during the advantageous period, the game state control unit 615 selects one mode from among a plurality of types of modes related to the progress of the game (for example, a normal mode in which it is difficult to win the AT lottery, a high-probability mode in which it is easy to win the AT lottery) for the second game state. Then, the game state control unit 615 executes an AT lottery (or an AT bonus lottery) with an AT winning probability (or a bonus probability) associated with the selected mode.
[0194] 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.
[0195] <RT state control unit 616> The RT state control unit 616 can carry out the game progress using one RT state among a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) that the flag of the replay wins as a winning flag is 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.
[0196] 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.
[0197] Note that the RT state control unit 616 can transmit information regarding the RT state (which RT state among RT0, RT1 in which the winning probability of the replay is higher than RT0, etc.) as information regarding the progress of the game to the effect control unit 630 and the like.
[0198] <Error determination unit 617> The error determination unit 617 determines whether or not various errors have occurred. Examples of various errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit of the number of credits, etc.
[0199] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is sent from the main control unit 61 to each of the game value control unit 62 and the sub control unit 63 as information regarding the error.
[0200] 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 101 of the content of the error that has occurred.
[0201] <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.
[0202] 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.
[0203] 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.
[0204] <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.
[0205] 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.
[0206] 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.
[0207] 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.
[0208] 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.
[0209] 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.
[0210] 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.
[0211] 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.
[0212] The media management unit 620 starts calculating the favorable zone difference number when the game zone transitions again to the favorable zone.
[0213] 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.
[0214] This information regarding the range (MY) is transmitted to the function operation unit 621 and is used for the complete function described later.
[0215] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.
[0216] 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.
[0217] <Function Activation Unit 621> The function operation unit 621 receives information about the range (MY) transmitted from the medium management unit 620.
[0218] 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.
[0219] 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.
[0220] 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.
[0221] 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.
[0222] 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.
[0223] 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.
[0224] Moreover, 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.
[0225] 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.
[0226] <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).
[0227] The RAM and RWM of the sub-control unit 63 store various data related to performance control.
[0228] 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.
[0229] <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.
[0230] 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.
[0231] In addition, when the AT is being executed, the performance control unit 630 executes the AT performance using a performance lottery table dedicated to the AT.
[0232] Specifically, the performance control unit 630 executes the performance during AT preparation using a performance drawing table dedicated to the AT preparation, and executes the performance during AT execution using a performance drawing table dedicated to the AT execution.
[0233] In addition, when an AT start role (for example, a center push bell or a right push bell) is won during AT preparation, the performance control unit 630 notifies the liquid crystal screen 3 of the operation mode navigation performance of "x??" in order to make it easier to start the AT. Furthermore, at this time, the speaker 101 may be made to announce a voice such as "Win the 2 choices!"
[0234] <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.
[0235] 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).
[0236] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0237] 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).
[0238] 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.
[0239] Next, the interval control unit 614 causes the game to proceed in the normal interval (step S104).
[0240] The game state control unit 615 allows the game to proceed in the normal game state (step S105).
[0241] 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).
[0242] If the game zone is not a favorable zone (S106: NO), the process returns to step S104.
[0243] 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).
[0244] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).
[0245] When the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.
[0246] 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).
[0247] 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.
[0248] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.
[0249] 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).
[0250] 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.
[0251] 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).
[0252] If the AT ends (S112: YES), the process returns to step S105.
[0253] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.
[0254] 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).
[0255] 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).
[0256] Next, in response to the power-off operation by the store staff, when the power of the slot machine 1 is turned off (step S115), the medium management unit 620 initializes the range (MY) to 0 (zero), and the function operation unit 621 releases the complete function (step S116). When the slot machine 1 is only restored from power-off, the range (MY) is initialized and the complete function is released, but the advantageous section and the advantageous section difference count are carried over.
[0257] Next, in response to the power restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). Thereafter, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.
[0258] <Flow of the additional game number lottery process during AT preparation> Next, with reference to FIG. 11, the flow of the additional game number lottery process during AT preparation will be described.
[0259] First, when the game state control unit 615 is in the advantageous section and in the general game state or the CZ state, it determines whether or not it has won the AT in the result of the AT lottery (step S201).
[0260] When it has not won the AT (S201: NO), the process of S201 is repeated until it wins the AT when in the advantageous section and in the general game state or the CZ state.
[0261] On the other hand, when it has won the AT (S201: YES), the game state control unit 615 starts the AT process and sets the state of the AT to being in preparation for the AT (step S202). Also, the game state control unit 615 starts counting the number of games from the start of being in preparation for the AT until it becomes during the AT execution when it starts being in preparation for the AT.
[0262] Next, as a result of the internal drawing, it is determined whether or not the AT start role (in this embodiment, the center push bell or the right push bell) has been won (step S203).
[0263] When the AT start role is won (S203: YES), the performance control unit 630 notifies the liquid crystal screen 3 of the operation mode navigation performance (step S210).
[0264] Next, it is determined whether the stop switch 40 (the middle stop switch 40b or the right stop switch 40c) has been operated in the correct pressing order (step S211).
[0265] If the stop switch 40 is not operated in the correct pressing order (S211: NO), the game status control unit 615 counts the number of incorrect answers (step S212). Specifically, the game status control unit 615 increments the number of incorrect answers by 1 when the stop switch 40 (40b or 40c) corresponding to "?", which is not the correct pressing order, of "×??" is pressed first. However, the game status control unit 615 does not increment the number of incorrect answers when the stop switch 40a corresponding to "×" of "×??" is pressed first. Thereafter, the process proceeds to step S206 described later.
[0266] On the other hand, if the stop switch 40 is operated in the correct push order (S211: YES), the game status control unit 615 sets the AT status to AT in progress (step S217). In addition, the game status control unit 615 initializes the number of incorrect answers to 0 (zero). Then, the process ends.
[0267] Returning to step S203, if the combination was not an AT start combination (S203: NO), it is determined whether or not a rare combination was won in the internal lottery at that time (step S204).
[0268] If the rare combination is not won (S204: NO), the process proceeds to step S206 described later.
[0269] On the other hand, if the rare combination is won (S204: YES), the game status control unit 615 executes the first lottery process (step S205). Specifically, the game status control unit 615 executes a lottery for adding the number of games of the AT on the lottery table of FIG. 9(a) based on the type of the rare combination that has been won.
[0270] Next, the gaming state control unit 615 judges whether or not five games have passed since the AT preparation started (step S206).
[0271] If five games have not passed since the AT preparation started (S206: NO), the process returns to step S203.
[0272] On the other hand, if five games have passed since the AT preparation started (S206: YES), it is determined whether or not the AT start role has been won as a result of the internal lottery during the subsequent play (step S207).
[0273] If the winning combination is not the AT start combination (S207: NO), it is determined whether or not a rare combination has been won in the internal drawing at that time (step S208).
[0274] If the rare combination is not won (S208: NO), the process returns to step S207.
[0275] On the other hand, if the rare combination is won (S208: YES), the game status control unit 615 executes the second lottery process (step S209). Specifically, the game status control unit 615 executes a lottery for adding the number of games of the AT on the lottery table of FIG. 9(b) based on the type of the rare combination that has been won. After that, the process returns to step S207.
[0276] On the other hand, if the AT start role is won (S207: YES), the performance control unit 630 notifies the liquid crystal screen 3 of the operation mode navigation performance (step S213).
[0277] Next, it is determined whether or not the stop switch 40 has been operated in the correct pressing order (step S214).
[0278] When the stop switch 40 is operated in the correct push order (S214: YES), the game status control unit 615 sets the AT status to AT in progress (step S217). In addition, the game status control unit 615 initializes the number of incorrect answers to 0 (zero). After that, the process ends.
[0279] On the other hand, if the stop switch 40 is not operated in the correct pressing sequence (S214: NO), the game state control unit 615 counts the number of incorrect answers (step S215).
[0280] Next, the game status control unit 615 judges whether or not the number of incorrect answers has reached 10 (step S216).
[0281] When the number of incorrect answers reaches 10 (S216: YES), the presentation control unit 630 will not notify the operation mode navigation presentation even if the AT start role is won in the subsequent games. In addition, the game status control unit 615 sets the AT status to AT in progress (step S217), regardless of the pressing order of the stop switch 40 pressed by the player after the AT start role is won. In addition, the game status control unit 615 initializes the number of incorrect answers to 0 (zero).
[0282] On the other hand, if the number of incorrect answers has not reached 10 (S216: NO), the process returns to step S207. This is how the lottery process for adding the number of games during AT preparation of the present invention is executed.
[0283] In summary, the slot machine 1 of the present invention has the following features: A game state control unit 615 capable of controlling the progress of a game in a special game state (AT) in which information regarding operations advantageous to a player (push order navigation) can be notified; Equipped with The AT has a first period (AT preparation) and a second period (AT execution) that is executed after the first period. The game status control unit 615 is In the AT, when the operation by the player during the AT preparation satisfies the first condition (for example, the AT start role is won and the player wins the AT start role in the correct button press order), it is possible to transition to the AT execution, and During one game performed during AT preparation until the first condition is satisfied, it is possible to execute one type of lottery process (first lottery process) or another type of lottery process (second lottery process) among the different types of lottery processes; Among the different types of lottery processes, the probability of granting and / or the benefit content (e.g., an increase in the number of games in the AT) that may be granted in the first lottery process is different from the probability of granting and / or the benefit content that may be granted in the second lottery process.
[0284] <Effects of the Invention> In the past, there were gaming machines that, when a so-called rare role such as a cherry is won during a game during AT preparation, a benefit process such as an increase in the number of AT games or a lottery for an AT promotion is executed. On the other hand, it is possible that a player may abuse this type of game feature by intentionally pressing the stop switch 40 in an incorrect pressing sequence to stay during AT preparation, thereby accumulating rare role wins and receiving a benefit process.
[0285] In contrast to this, in the slot machine 1 of the present embodiment, during the AT preparation, a period in which the first lottery process can be executed and a period in which the second lottery process can be executed are provided.
[0286] In this embodiment, the first lottery process and the second lottery process are executed exclusively during one game during AT preparation. That is, during one game during AT preparation, if the first lottery process is executed, the second lottery process is not executed, and if the second lottery process is executed, the first lottery process is not executed.
[0287] Here, the probability of granting the benefit content (the probability of winning the additional number of games in the AT) is different between the lottery table used in the first lottery process and the lottery table used in the second lottery process.
[0288] The lottery table used in the first lottery process is more advantageous to the player than the lottery table used in the second lottery process.
[0289] With this configuration, if the player continues to avoid winning the AT start role, the second drawing process, which is relatively more disadvantageous than the first drawing process, will be used to draw an additional number of games in the AT. Therefore, even if the player wins the AT start role (center push bell or right push bell), it is possible to prevent the player from intentionally avoiding the winning of the AT start role (the AT starting) by operating in a different push order from the correct push order.
[0290] As described above, according to the present invention, a gaming machine can be provided that can encourage a player to play in an appropriate manner.
[0291] [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.
[0292] In addition, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.
[0293] Not limited to the above embodiment, the first drawing process and / or the second drawing process may be a drawing of points related to an additional drawing. In this case, for example, when 100 points are accumulated by the first drawing process, an additional drawing of the number of games of the AT is executed.
[0294] Furthermore, the first lottery process and / or the second lottery process is not limited to a lottery for adding the number of games in the AT, but may be a lottery for adding the number of game values acquired in the AT, or a lottery for adding the number of assists, etc.
[0295] In other words, in the first lottery process and / or the second lottery process, parameters related to the extension of the length of the AT (number of games, difference in play value, number of assists, points related to additional lottery) can be the subject of additional lottery.
[0296] In the above embodiment, an example is described in which the correct order of pressing "?" (stop switch) of "x??" is determined in advance by the winning combination, but the present invention is not limited to this. When the AT start combination is a combination in which the same pattern is formed whether the middle stop switch or the right stop switch is pressed first, which stop switch should be pressed first may be determined by a predetermined drawing that is executed separately when the AT start combination is won.
[0297] In the above embodiment, an example is described in which the state of the AT is set to AT execution when the first stop switch pressed is in the correct pressing order, but the present invention is not limited to this. For example, the stop switch that should be pressed first is announced (e.g., "Press left!"), but the player needs to guess which stop switch should be pressed second (middle or right), and if the second stop switch pressed is in the correct pressing order, the state of the AT may be set to AT execution.
[0298] In addition, whether or not the AT state is set to AT execution may be determined not only by the order in which the stop switches are pressed, but also by, for example, the operation timing of the stop switch that should be pressed first (for example, the timing at which the "red 7" stops within the reel window).
[0299] Also, in the above embodiment, the AT starting role is a center push bell or a right push bell as described above, but it is not limited to this and may be a replay or a rare role.
[0300] In this case, if the AT starting role is a replay (a replay that wins regardless of which stop switch is pressed), the performance control unit can prevent the operation mode navigation performance from being displayed on the LCD screen.
[0301] On the other hand, if the AT starting role is a rare role, the performance control unit displays "!!!" or "Good Opportunity-Good Opportunity-Good Opportunity" on the LCD screen, outputs the sound "Chance!" to the speaker, or executes a performance in which the display frame of the reel window is surrounded by an effect.
[0302] In the above embodiment, the lottery tables were presented in which the benefit contents (the number of games in the AT is added) are the same, but the probability of granting the benefit contents (the probability of winning the additional number of games in the AT) is different, but the present invention is not limited to this. For example, the benefit contents (AT promotion lottery, AT stock lottery probability, AT end pullback lottery probability, ST recovery rate) may be different depending on the lottery table, and the opportunity for granting the benefit contents (for example, winning role, number of games played) may be different.
[0303] In addition, as different types of lottery processing, during AT preparation until the first condition is satisfied (for example, the player wins the AT starting role), a lottery may be executed to determine the content of the benefit that may be granted during play other than during AT preparation (for example, play after AT preparation has ended), which is either (1) during AT execution, (2) at the end of the AT, and / or (3) during the execution of the next CZ that may occur.
[0304] Specifically, if the benefit applies while the AT is in progress, a draw to add to the number of games in the AT will be done on two or more different lottery tables; if the benefit applies at the end of the AT, a draw to pull back to the AT will be done on two or more different lottery tables; and if the benefit applies while the CZ is in progress, the AT draw will be done on two or more different lottery tables.
[0305] In the above embodiment, the period during which the first lottery process is executed is set to 5 games after the AT preparation is started, but the present invention is not limited to this. The game state control unit can also determine the number of games during which the first lottery process is executed based on the operation content of the player, for example, during the advantageous zone and the general game state.
[0306] For example, in the case of a slot machine in which it is recommended that the left stop switch be pressed first during normal play (during the advantageous zone and general game play state) (a slot machine equipped with so-called biased bells, such that the probability of winning a role with a center push bell and / or a right push bell is greater than the probability of winning a role with a forward push bell), if the center or right stop switch is pressed first during normal play, the game play state control unit can shorten the period during which the first lottery process is executed to less than five games.
[0307] In a slot machine equipped with such a biased bell, when a so-called irregular push of the center push or right push is performed as the first stop during normal play, the number of cases in which the center push bell or right push bell wins and the game value can be paid out is greater than that of the normal push bell, and the payout value may be higher than the original design value. Therefore, in a slot machine equipped with a biased bell, the game state control unit can shorten the period during which the first lottery process is executed as a penalty based on the irregular push during normal play.
[0308] In addition, if the probability of winning the role of the center push bell = the probability of winning the role of the right push bell > the probability of winning the role of the forward push bell is set, then the forward push (= left push) is recommended as the first stop during normal times. The reason why such biased bells are adopted is that by recommending the forward push, it becomes more difficult for bells to win during normal times, lowering the rotation base, and it becomes possible to create a wave of balls in the AT.
[0309] In addition, the game state control unit may start the period in which the first lottery process is executed from a game in the middle of the AT preparation, instead of from the start of the 5 games from the start of the AT preparation. In this case, the lottery process may be executed in various ways, such as executing the second lottery process in the 3 games after the start of the AT preparation, executing the first lottery process in the 5 games thereafter, and executing the second lottery process in the game after that.
[0310] Also, without being limited to the above embodiment, the period during which the first lottery process is executed may be determined based on a set value. In this case, the period during which the first lottery process is executed may be fixedly determined by the set value, or may be determined by a lottery based on the set value. For example, when the set value is high (set value is 4 to 6), the period during which the first lottery process is executed can be lengthened (easier to be lengthened), and when the set value is low (set value is 1 to 3), the period during which the first lottery process is executed can be shortened (easier to be shortened).
[0311] In addition, the game status control unit can also perform a lottery for each game and determine whether to execute the first lottery process or the second lottery process.
[0312] Also, as in the above embodiment, the upper limit of the number of incorrect answers may be fixed, but the upper limit of the number of incorrect answers may be changed depending on the game mode or the set value, etc. Also, for example, in a slot machine equipped with a biased bell, the game state control unit may increase the upper limit of the number of incorrect answers every time an irregular push is performed during the advantageous zone and the general game state.
[0313] In addition, without being limited to the above embodiment, whether the stop switch is pressed in the correct pressing order may be determined not by information from the stop switch but by information on the payout of the game value from the media management unit. This is because, when the center push bell or the right push bell wins, it is possible to know whether the pressing order was correct or not by the number of payouts of the game value.
[0314] In addition, the probability of winning the AT may be high not only during AT preparation, but also in the lottery processing up to a certain number of games during the CZ (an example of a first lottery processing), and low in the lottery processing after a certain number of games during the CZ (an example of a second lottery processing).
[0315] Furthermore, the probability of winning the AT (including the probability of winning the CZ) may be high in the lottery process (an example of a first lottery process) up to a specific number of games (e.g., 100 games) after the transition to the advantageous zone, and the probability of winning the AT may be low in the lottery process (an example of a second lottery process) after the specific number of games during the advantageous zone.
[0316] In this case, when the second lottery process is being carried out, the player will transition to the normal zone based on meeting the conditions for transitioning to the normal zone (for example, when a three-choice push order bell is hit and the ``???'' operation mode navigation is announced, the player presses the correct push order three times in a row, or when a specific rare role is won), and then the player will transition again to the advantageous zone (for example, by playing several games in the normal zone, or by winning a specific role), creating a gameplay in which the player can once again benefit from the advantageous first lottery process (in other words, when the second lottery process is being carried out, it becomes the so-called stuck zone).
[0317] In the above embodiment, an example of the control unit is a game state control unit, but the present invention is not limited to this. For example, the control unit may be a presentation control unit, and the presentation patterns during AT execution may be more abundant (for example, the expectation of notification of setting suggestion presentation is high) in the lottery process up to a specific number of games during AT preparation (one example of a first lottery process), and the presentation patterns during AT execution may be less abundant (for example, the expectation of notification of setting suggestion presentation is low) in the lottery process after the specific number of games (second lottery process).
[0318] In addition, in the above embodiment, when the number of incorrect answers reaches the upper limit number of times, even if the AT start role is won, the performance control unit 630 does not notify the operation mode navigation performance, but the present invention is not limited to this. For example, when the number of incorrect answers reaches the upper limit number of times and the AT start role is won, the performance control unit 630 notifies the operation mode navigation performance, but the game state control unit may set the AT state to AT execution regardless of which stop switch the player presses.
[0319] In addition, when the number of incorrect answers reaches the upper limit, the game status control unit may set the AT status to AT in progress at that time without being triggered by the winning of the AT starting role.
[0320] Furthermore, as the different lottery processes, instead of the two types (first lottery process and second lottery process) as in the above embodiment, three or more types may be prepared.
[0321] In addition, the first condition may be, for example, the player winning the push order bell twice in a row, winning a "bar" by pushing in the wrong direction, or the player operating the effect button at a specified timing.
[0322] The game status control unit can also count the number of games played during AT preparation while counting the number of incorrect answers. In this case, the game status control unit can start the AT if the number of incorrect answers reaches the upper limit before the number of games during AT preparation reaches a predetermined value, and can start the AT if the number of incorrect answers reaches the upper limit after the number of games during AT preparation reaches a predetermined value, and can enter a higher AT or grant the player the right to an additional special zone.
[0323] Alternatively, the game status control unit may start the AT when the number of incorrect answers reaches an upper limit after the number of games in preparation for the AT reaches a predetermined value, and may start the AT when the number of incorrect answers reaches an upper limit before the number of games in preparation for the AT reaches a predetermined value, and may also be able to enter a higher AT or grant the player the right to an additional specialized zone.
[0324] Also, unlike the above embodiment, the game status control unit can count the number of times the stop switch corresponding to "x" is pressed separately from the number of incorrect answers. In this case, if the number of times the stop switch corresponding to "x" is pressed is large when the operation mode navigation presentation is output, the game status control unit can initialize or subtract the number of incorrect answers accordingly. In this case, the number of incorrect answers will effectively take longer (further) to reach the upper limit, which can be a penalty for the player.
[0325] In addition, when the operation mode navigation presentation is output, if the stop switch corresponding to "x" is pressed many times, the game status control unit can increase the upper limit of the number of incorrect answers. In this case, too, it can be a substantial penalty for the player.
[0326] Also, differently from that, when the operation mode navigation performance is output, if the stop switch corresponding to "x" is pressed many times, the performance during AT execution may be changed. In this case, for example, a performance in which a character that appears during the performance during AT execution gets angry is executed.
[0327] 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.
[0328] 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).
[0329] 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.
[0330] 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).
[0331] 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.
[0332] Further, the slot machine in the above embodiment is a medal-less machine having a play area, but the 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.
[0333] 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. [Explanation of symbols]
[0334] 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 progress of a game in a special game state in which information regarding an operation advantageous to a player can be notified; Equipped with The special gaming state includes a first period and a second period that is executed after the first period, The control unit is In the special gaming state, when an operation by a player in the first period satisfies a first condition, it is possible to transition to the second period, and During one game played during the first period until the first condition is satisfied, it is possible to execute one type of lottery process among the different types of lottery processes or another type of lottery process; Among the different types of lottery processes, the probability of granting the benefit content and / or the benefit content that can be granted in one type of lottery process is different from the probability of granting the benefit content and / or the benefit content that can be granted in the other type of lottery process. Amusement machine.
2. an internal lottery unit capable of determining one winning flag from among a plurality of winning combination flags based on an operation of a start switch by the player; Further equipped with The role includes an operation mode role in which a correct operation mode of the stop switch is defined, The control unit, in the first period, Counting the number of times that the first condition is not satisfied despite the fact that the operation mode role is won, and transitioning the special game state to the second period in a game after the number of times the first condition is not satisfied reaches the upper limit number of times; 2. The gaming machine according to claim 1.
3. the benefit content that can be granted in the one type of lottery process is more advantageous to the operator in the progress of a game than the benefit content that can be granted in the other type of lottery process; The control unit executes the other type of lottery process after the game in which the one type of lottery process has been executed during the first period.
2. The gaming machine according to claim 1.
4. The control unit, during the same first period, When the second condition is satisfied in a state in which the one type of lottery process can be executed, the other type of lottery process can be executed, and In a game after the state in which the other type of lottery process can be executed is reached, the state in which the other type of lottery process can be executed is continued.
2. The gaming machine according to claim 1.
5. an internal lottery unit capable of determining one winning flag from among a plurality of winning combination flags based on an operation of a start switch by the player; Further equipped with The role includes an operation mode role in which a correct operation mode of the stop switch is defined, The first condition is that, when the operation mode role is won as a result of the internal lottery, the operator operates the stop switch in the correct operation mode.
2. The gaming machine according to claim 1.
6. A notification unit capable of notifying an operation mode navigation performance including at least an incorrect operation mode other than the correct operation mode when the operation mode role is won; Further equipped with The control unit, in the first period, Counting the number of times that the first condition is not satisfied even though the operation mode role is won, In a game after the number of times that the first condition is not satisfied reaches the upper limit number of times, the special game state is shifted to the second period, and When the operation mode role is won, if the operator operates the stop switch in the incorrect operation mode, the number of times the first condition is not satisfied is not counted.
6. The gaming machine according to claim 5.
7. The benefit content that can be granted in the one type of lottery process and the benefit content that can be granted in the other type of lottery process are the same, The probability of granting the benefit content that may be granted in the one type of lottery process is different from the probability of granting the benefit content that may be granted in the other type of lottery process.
2. The gaming machine according to claim 1.
8. An internal lottery unit capable of determining one winning flag from among a plurality of winning combination flags based on an operation of a start switch by the player; A notification unit capable of notifying information regarding game progress; Further equipped with The role includes an operation mode role in which a correct operation mode of the stop switch is defined, The special game state is an AT or ART in which the correct operation mode can be notified to the notification unit when the operation mode role is won, The first period is a preparation period for AT or ART, The second period is an execution period of AT or ART.
2. The gaming machine according to claim 1.
Citation Information
Patent Citations
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