Game machine

The gaming machine addresses the challenge of managing the difference counter by implementing a process that adjusts the counter value based on game progress, ensuring appropriate processing and preventing issues like buffer overflow.

JP2025070047AActive Publication Date: 2025-05-02ENTERRISE CO LTD
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Patent Information

Application Number
JP2023180079
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-19
Publication Date
2025-05-02
Estimated Expiration
2043-10-19

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in appropriately managing the difference counter, which tracks the difference between input and output game values, leading to potential processing issues.

Method used

A gaming machine is designed with a management process that adjusts the difference counter value based on game progress, including processes for maintaining the counter value within specific limits during game value input and output.

Benefits of technology

This solution enables appropriate processing of the difference counter, preventing issues like buffer overflow and ensuring seamless game progression.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of executing appropriate processing of a difference number counter.SOLUTION: A slot machine 1 is capable of executing management processing for managing a value of a difference number counter according to the progress of a game, is capable of executing first processing for changing the value of the difference number counter in a first direction in response to the fact that a game value is fed and second processing for changing the value of the difference number counter in a second direction opposite to the first direction in response to the fact that a game value is put out in the management processing, and is capable of executing processing to maintain the value of the difference number counter at a first limit value in the case where, in the first processing, the value of the difference number counter when changing the value in the first direction in response to the fact that a game value is fed exceeds the first limit value in the first direction in the value of the difference number counter in the first direction.SELECTED DRAWING: Figure 11
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Description

[Technical field]

[0001] The present disclosure relates to gaming machines. [Background technology]

[0002] It is known that gaming machines manage the difference between the number of inserted gaming values ​​and the number of paid-out gaming values ​​by using a difference counter (see, for example, paragraphs 0146 to 0148 of Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-6007 A Summary of the Invention [Problem to be solved by the invention]

[0004] The present disclosure provides a gaming machine capable of appropriately processing a difference number counter. [Means for solving the problem]

[0005] A first aspect is a gaming machine capable of executing a management process for managing the value of a difference number counter in accordance with the progress of a game, and in the management process, a first process for changing the value of the difference number counter in a first direction in accordance with the insertion of gaming value, and a process for changing the value of the difference number counter in a second direction opposite to the first direction in accordance with the payment of gaming value, and in the first process, a process for maintaining the value of the difference number counter at the first limit value when the value of the difference number counter is changed in the first direction in accordance with the insertion of gaming value exceeds a first limit value of the difference number counter in the first direction. Effect of the Invention

[0006] According to the present disclosure, it is possible to provide a gaming machine capable of appropriately processing a difference number counter. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 2 is a block diagram showing 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] FIG. 2 is a diagram illustrating state transitions in a first game state. [Diagram 5] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 6] A diagram explaining the state transition of a game area. [Figure 7] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 8] 10 is a flowchart showing the flow of one game in the slot machine 1 of the present embodiment. [Figure 9] 13 is a flowchart showing a common process for stopping all reels. [Figure 10] 11 is an explanatory diagram regarding a value of a difference number counter according to the embodiment; FIG. [Figure 11] 13 is a flowchart showing a management process of a difference number counter. [Figure 12] 13 is an explanatory diagram regarding a value of a difference number counter in a modified example. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] [Embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present disclosure will be described with reference to the drawings. In the following description, "connection" includes a case where connection targets are directly connected to each other and a case where connection targets are indirectly connected to each other via another board, device, etc.

[0009] In this embodiment, the slot machine 1 is a reel type gaming machine that handles the quantity of game value (number of medals) as electronic data without using physically existing medals. Unlike conventional slot machines, the slot machine 1 does not require inserting and paying out actual medals, and allows the game to proceed using pseudo game media converted into electronic data as game value data. Such a slot machine 1 is called a medal-less machine, SmaSlo (registered trademark), or a sealed reel gaming machine.

[0010] The pseudo game medium, i.e., the game value, increases or decreases as the game progresses. Therefore, the player can play the game without having to hold real medals, and can check the amount of game value he or she has while playing by looking at the credit display on the slot machine 1.

[0011] Fig. 1 is a front view of the above-mentioned slot machine 1. As shown in Fig. 2, this slot machine 1 is communicably connected to a card unit 9. In the following, the card unit 9 will first be described.

[0012] The card unit 9 (corresponding to an external device) is a device capable of executing processes relating to lending of gaming value to the slot machine 1 and returning of gaming value from the slot machine 1.

[0013] Although not shown, the outer surface of the card unit 9 is provided with an opening for inserting cash, an opening for inserting / ejecting a card, a display panel capable of displaying instructions for inputting a PIN number and a loan balance, a game value loan button, and a card ejection button. Inside the card unit 9, in addition to an I / F for communication with the slot machine 1, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided as shown in FIG. 2.

[0014] The cash management mechanism 91 introduces and detects bills inserted through the cash insertion opening into the card unit 9, and accumulates them.

[0015] The card management mechanism 92 introduces and stores a card inserted through a card insertion / ejection opening, and ejects the card from the insertion / ejection opening when a card ejection button is operated.

[0016] The card unit side control unit 93 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 93 controls the operation of the cash management mechanism 91 and the card management mechanism 92, lends gaming value, authenticates cards, and reads and writes data from and to cards.

[0017] The operation processing of the cash management mechanism 91 includes a process of operating the cash management mechanism 91 so that the inserted banknote is introduced into the card unit 9, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 91, 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.

[0018] The operation processing of the card management mechanism 92 includes processing for operating the card management mechanism 92 so that an inserted card is introduced into the card unit 9, processing for operating the card management mechanism 92 so that a card is ejected in response to operation of the card ejection button, and the like.

[0019] The lending process of the gaming value includes a process of transmitting data of the gaming value to be lent in response to the operation of the lending button to the slot machine 1. At the time of this transmission, a process of subtracting the gaming value to be lent from the gaming value data of the remaining lending balance temporarily stored in the RAM in the card unit 9 is also performed.

[0020] The card authentication process includes a process for determining whether or not the input PIN matches the PIN written on the card when the PIN is input via the display panel when the card is inserted into the insertion / ejection opening. If the card unit side control unit 93 determines that they match, it allows the authenticated card to be continued to be used, but if it determines that they do not match, it may not allow the authenticated card to be continued to be used (restrict use).

[0021] The process of reading data from the card includes a process of reading the gaming value data, if any, written on the card and temporarily storing it in RAM as the loan balance.

[0022] The writing process to the card includes a process of receiving the game value data transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card ejection button. When the card ejection button is operated and game value data has already been written to the card, the card unit side control unit 93 adds the game value received from the slot machine 1 to the data and writes it to the card (update process).

[0023] As a result, when the card ejection button on the card unit 9 is operated, a card on which at least one of the data of the game value and the loan balance owned by the player is written is ejected from the card insertion / ejection opening.

[0024] The card unit 9 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. For example, 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.), changes in the amount of game value, the number of games played, and the ratio of roles, is sent from the card unit 9 to the hall computer and the unit management computer.

[0025] <Slot machine configuration> As shown in Fig. 1, a slot machine 1, which is a medal-less machine, has a cabinet 10. A front door 100 is provided on the front side of the cabinet 10.

[0026] A keyhole is provided near the right end of the front door 100 as viewed from the front. A key for locking or unlocking the front door 100 and the housing 10 can be inserted into the keyhole. Since the front door 100 and the housing 10 are kept locked during play, the player cannot access the inside of the housing 10. In addition, since the slot machine 1 is a medal-less machine, there is no need to provide a selector or hopper device inside the housing 10, and the operation of the store staff to replenish real medals during play is omitted. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not unlock the front door 100 and the housing 10 in principle. When the store staff performs setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 can be rotated relative to the housing 10. This allows the store staff to access the inside of the housing 10.

[0027] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, a player can see a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20a, 20b, and 20c, which will be described later.

[0028] A liquid crystal screen 3, a speaker 102, and an illumination unit 103 for performing various effects during a game are provided above the reel window 200. The liquid crystal screen 3, the speaker 102, and the illumination unit 103 correspond to a notification unit.

[0029] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.

[0030] The speaker 102 outputs predetermined BGM (background music), SE (sound effects), and voice.

[0031] The illumination unit 103 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.

[0032] An operation unit 4 is provided below the reel window 200. The operation unit 4 is provided in a position where the player can see and touch it. The operation unit 4 includes a plurality of stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a medium display unit 43, a game information display unit 44, a cancel button 45, a counting button 46, and a performance button 47.

[0033] The stop switches 40a, 40b, and 40c are provided corresponding to the reels 20a, 20b, and 20c, respectively. The stop switches 40a, 40b, and 40c each accept an operation for stopping the rotation of the reels 20a, 20b, and 20c while the reels 20a, 20b, and 20c are rotating.

[0034] A lamp may be provided inside each of the stop switches 40a, 40b, 40c. The lamp can indicate, for example, by emitting a color that indicates that the stop switches 40a, 40b, 40c are in an inoperative state from when the lever 42 is operated until each of the reels 20a, 20b, 20c reaches a steady rotation state. The lamp can also indicate, by emitting a color different from the above color, that the stop switches 40a, 40b, 40c are in an operable state from when each of the reels 20a, 20b, 20c reaches a steady rotation state until the stop switches 40a, 40b, 40c are operated.

[0035] The bet switch 41 is used when betting a game value. In this embodiment, a case where a predetermined number of game values ​​(for example, three coins) that can be played once is automatically bet by pressing the bet switch 41 once is illustrated.

[0036] The lever 42 functions as a start switch that accepts an operation to rotate each of the reels 20a, 20b, and 20c. For the reels 20a, 20b, and 20c to start, a "wait condition" must be met that requires an interval of at least a minimum play time (about 4.1 seconds) between the start of the reels 20a, 20b, and 20c in the previous game and the start of the reels 20a, 20b, and 20c in the next game. Therefore, when the lever 42 is operated, each of the reels 20a, 20b, and 20c starts after this wait condition is met.

[0037] The medium display unit 43 displays the amount of gaming value (hereinafter also referred to as the number of credits) managed by the medium management unit 620 of the slot machine 1, the amount of gaming value paid out, etc., and is composed of, for example, multiple seven segments.

[0038] 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 that the game value is increased by an amount corresponding 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.

[0039] In this embodiment, the number of credits is provided with a credit upper limit. This credit upper limit is not related to the operation process of the complete function described later, and is used in a notification process for urging the player to transfer the game value to the card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Medium Management Unit-".

[0040] The game information display unit 44 displays information related to the game other than the information displayed on the medium display unit 43, and is composed of LEDs, lamps, 7-segment displays, etc. The information displayed by the game information display unit 44 includes the number of bets of the game value in one game, whether or not a special role is being implemented, whether a replay (replay) has been won, and if an operation mode role is won during AT or ART, a code corresponding to the correct operation mode of the operation mode role.

[0041] The cancel button 45 can accept an operation to change a betted game value to a non-betted state. For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 described later updates the betted game value to "0" and adds the betted game value immediately before it becomes "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the betted game value. In other words, the cancel button 45 can be said to be a button for causing the media management unit 620 to execute a bet release process that returns the betted game value to the number of credits by transitioning the bet state to a non-bet state.

[0042] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet has been placed but the lever 42 has not yet been operated, and is invalid 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.

[0043] The counting button 46 can receive an operation for transferring data of the game value managed by the media management unit 620 of the slot machine 1 from the media management unit 620 to the card unit 9. For example, when the counting button 46 is operated when the managed game value is 1 or more, the media management unit 620 subtracts the managed game value toward 0. The data of the subtracted game value is transmitted to the card unit 9.

[0044] The amount of subtraction from the managed game value when the count button 46 is operated once may be determined in advance, for example, to be "1" or "50." Also, while the count button 46 is being operated continuously, the managed game value may continue to be subtracted.

[0045] In this embodiment, the counting button 46 is disposed on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until the card is discharged from the card unit 9 smoother.

[0046] Furthermore, the count button 46 may be provided with a lamp inside or around the button 46 that changes its luminous color before and after operation.

[0047] The effect button 47 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 47 may be pressed by the player during the game depending on the effect. When the effect button 47 is pressed during the game, a change occurs in the effect.

[0048] In addition, a lamp capable of emitting light in various colors and patterns may be provided inside the effect button 47. The lamp is turned on when the effect button 47 is in an operable state, and is turned off when the effect button 47 is in an invalid state. In addition, when the operation of the effect button 47 is triggered to output a winning notification effect of a special combination or advantageous game state such as AT, the lamp can also flash at high speed in a color different from that when it is normally lit, such as red or rainbow colors.

[0049] Near each switch of the operation unit 4, a sensor is provided for detecting the operation by the player and outputting an operation signal to the control unit 6.

[0050] 2, the slot machine 1 includes a spinning reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The spinning reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are disposed inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0051] As shown in Fig. 1 and Fig. 2, the reel unit 2 includes three reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The reel unit 2 is disposed in the housing 10 in a manner corresponding to the position of the reel window 200. As shown in Fig. 3, a plurality of patterns (symbols) are disposed on each of the reels 20a, 20b, and 20c at intervals along the circumferential direction of the reels 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided in correspondence with the reels 20a, 20b, and 20c, and drive the corresponding reels 20a, 20b, and 20c.

[0052] The stepping motors 21a, 21b, 21c stop the rotation of the reels 20a, 20b, 20c corresponding to the operated stop switches 40a, 40b, 40c within 190 ms after the stop switches 40a, 40b, 40c are operated while the reels 20a, 20b, 20c are rotating. The stepping motors 21a, 21b, 21c rotate once in 504 steps. As a result, the reels 20a, 20b, 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that advance within 190 ms is 127.

[0053] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control section 611 (described later) in the control section 6.

[0054] The reset button 71 is operated to release various errors or to 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 71 is pressed, the quantity of game value managed by the medium management unit 620 of the slot machine 1 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."

[0055] The setting change button 72 is a button pressed by a store staff member when setting one of a plurality of setting values ​​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 72 becomes operable, and the setting value can be set by operating the setting change button 72 in this state.

[0056] During a game or while waiting to play, the cabinet 10 and the front door 100 are locked, so that the reset button 71 and the setting change button 72 can only be touched by those who have the right to unlock them (for example, store staff who have the key). In principle, they are only unlocked when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 71 and the setting change button 72.

[0057] The set value is a value that represents the payout rate, which indicates the ratio of the total amount of paid-out game value to the total amount of game value inserted into the slot machine 1. The set set value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the set value. The set value is set by the store staff before the store opens.

[0058] <The flow of play by the player> The player presses the effect button 47 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3, as necessary.

[0059] The player operates the loan button of the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to bet the game value on the slot machine 1 using the game value managed by the media management unit 620. When a predetermined amount of game value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., the game can start.

[0060] FIG. 1 illustrates an example in which the active line L is composed of one line that slopes upward to the right. The active line L is a virtual line for determining the winning combination. In this embodiment, the active line L is activated when a MAX BET (3 coins bet) is placed.

[0061] In the following, "winning" is not only when a combination that pays out medals, such as bells or watermelons, aligns on the valid line L, but also when symbols corresponding to specific combinations, such as special replays, chance symbols, and special combinations (bonuses), align on the valid line L.

[0062] In this embodiment, one game (one play) refers to a series of actions in which the player operates the bet switch 41, the lever 42, and the stop switches 40a, 40b, and 40c to obtain the result of the play, including the internal lottery, the winning determination process, and the increase / decrease process of the play value.

[0063] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal drawing is performed to determine a winning flag, and each of the rotating reels 20a, 20b, and 20c starts to rotate. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c stops. When all the rotating reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is performed according to the combination (winning combination) of symbols that are aligned (winning) on ​​the pay line L. This ends one game.

[0064] The player repeats the above game. As the game progresses, the display on the liquid crystal screen 3, the sound output from the speaker 102, and the light emitted by the illumination unit 103 change in accordance with the progress of the game.

[0065] <About game status> During the game, the game zones and game states are set, and an internal lottery is performed based on the set game zones and game states. The game states include a first game state and a second game state, as shown in Figures 4 and 5. Note that the first game state and the second game state are not exclusively established game states, but are merely classified states for the purpose of distinction for the sake of convenience.

[0066] The first game state includes a special role non-carryover state (non-bonus internal state), a special role carryover state (inside the bonus) and a special role implementation state (during the bonus), as shown in Fig. 4. The special role non-carryover state, the special role carryover state and the special role implementation state are in an exclusively established relationship.

[0067] The special role non-carryover state refers to a state in which the special role (Type 1 BB and Type 2 BB) has not been won by the internal lottery and the winning of the special role has not been carried over. The special role non-carryover state is set when condition A is met, such as when the setting value is changed, the RAM is initialized, or the payout of the game value exceeds a specified number after transitioning to the special role implementation state.

[0068] The special role carryover state refers to a state in which a special role has been won by the internal lottery, but the winning of the special role has been carried over. In other words, the special role carryover state refers to a state in which the flag of the special role has been won by the internal lottery, but the pattern indicating the special role has not been aligned on the valid line L, and therefore the special role has not yet won.

[0069] Here, the type 1 BB is a device for continuously operating a special type 1 BB, and the type 2 BB is a device for continuously operating a special type 2 BB. For example, the number of bets on the game value when a type 1 BB becomes a candidate for winning when the number of bets is the maximum number "3", and the type 2 BB becomes a candidate for winning when the number of bets is less than the maximum number, so that the number of bets on the game value when a type 1 BB becomes a candidate for winning may be different from that of a type 2 BB. Also, the special role may be only a type 1 BB. Also, a type 1 BB cannot be won while a type 1 BB is carried over.

[0070] When a special role is won while the first gaming state is a special role non-carry-over state, the first gaming state transitions from the special role non-carry-over state to a state in which the winning of the special role that has been won is carried over (special role carry-over state).

[0071] When the winning special role is won (condition B), the first game state transitions from the special role carryover state to the special role implementation state. The special role implementation state refers to a state in which a special role (bonus) won by an internal lottery is won, and the payout of the game value exceeding a predetermined number has not been completed. For example, when the first game state transitions to the special role implementation state due to the winning of a type 1 BB or a type 2 BB, the special role implementation state is maintained until the number of payouts of the game value due to the type 1 BB or type 2 BB exceeds the predetermined number.

[0072] In more detail, the special role implementation state includes a type 1 BB implementation state, a type 2 BB implementation state, and a RB implementation state. If a RB is won by an internal lottery during a type 1 BB implementation state in which a type 1 BB is being implemented, the special role implementation state transitions from a type 1 BB implementation state to a type 1 BB implementation state. If 12 games are played or a specific role is won 8 times in the RB implementation state, the special role implementation state transitions to a type 1 BB implementation state.

[0073] As shown in FIG. 5, the second gaming state includes a general gaming state, a chance zone (hereinafter, sometimes referred to as CZ), and an AT state as a special gaming state. The special gaming state includes an AT state and a special role implementation state. The general gaming state, the CZ, and the AT state (special gaming state) are in an exclusive relationship.

[0074] The general game state is a state that is not a special game state such as an AT state or a special role implementation state, and is not a CZ state, that is, a state in which the assist function (instruction function) does not occur (or is unlikely to occur). For example, the second game state is set to the general game state from after the RAM is cleared or after the AT ends until the AT lottery is won. As an example, when the game zone is an advantageous zone, the AT lottery is held according to the winning role (rare role, etc.) by the internal lottery.

[0075] The AT state is a state in which an assist function (AT function) is working, which informs the player of the correct operation of the stop switches 40a, 40b, and 40c for roles other than the special role won by the internal lottery, via the liquid crystal screen 3, the speaker 102, and the illumination unit 103. If the AT is won by the AT lottery while the game zone is an advantageous zone, the second game state transitions from the general game state to the AT state. The second game state transitions from the AT state to the general game state when a predetermined number of games have passed since the game started in the AT state, when the total number of payouts of the game value since the game started in the AT state reaches a predetermined number, when a decision is made not to continue the AT in the continuation lottery in the AT state, when a decision is made to transition to the general game state in the fall lottery from the AT state to the general game state, etc. This ends the AT state.

[0076] The CZ is a second game state in which the expectation of transition to the AT state (special game state) is higher than that of the general game state. A high expectation of transition to the AT state includes direct, such as a high probability of transition from the CZ to the AT state, and indirect, such as increasing the probability of transition to the AT state afterwards. Therefore, the CZ can be said to be a state in which the game is more advantageous for the player than the general game state. Although the CZ and the AT state are common in that they are more advantageous for the player than the general game state, the AT state can be said to be even more advantageous than the CZ. The CZ can be entered when certain conditions are met, such as when the CZ lottery, which is based on the winning combination in the internal lottery, when the number of games played in the advantageous zone reaches a predetermined number of games, or when the points accumulated as the game progresses reach a predetermined value.

[0077] <About the game area> The above-mentioned game zone is a zone for determining whether or not the processing related to the instruction function is performed. As shown in FIG. 6, the game zone has a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.

[0078] Here, processing related to the instruction function includes processing to exercise the instruction function (provide assistance), lottery processing for a mode in which the AT winning probability is determined, processing to transition to that mode, CZ lottery processing, CZ processing, AT lottery processing, AT continuation processing, AT addition processing (including addition of the number of AT continuation games, addition of the difference in sheets, and addition of the number of sets), processing to fall from the AT state to the general game state, AT processing, and processing to transition from the advantageous zone to the normal zone.

[0079] The normal zone is a zone in which processing related to the instruction function cannot be executed, but a lottery for zone transition to the advantageous zone is conducted. When any condition for transition to the advantageous zone is satisfied in the normal zone, the game zone transitions from the normal zone to the advantageous zone. Note that while the second game state is the general game state, the game zone can be the normal zone.

[0080] 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 progresses in a general gaming state, an advantageous zone in which the second gaming state progresses in a CZ, and an advantageous zone in which the second gaming state progresses in an AT state. The gaming zone remains an advantageous zone from the time the gaming zone transitions to the advantageous zone until a specified end condition is met. The specified end condition will be described later in "- Zone Control Unit - ".

[0081] As a summary of the above, possible combination patterns of game sections and second game states in the slot machine 1 will now be listed. Pattern 1: The game zone is the normal zone, and the second game state is the normal game state Pattern 2: The game zone is a favorable zone, and the second game state is a general game state Pattern 3: The game zone is a favorable zone and the second game state is a CZ Pattern 4: The game zone is a favorable zone, and the second game state is an AT state As described above, when the game zone is a normal zone, no processing related to the instruction function can be performed, so it can be said that there is little advantage for the player. On the other hand, when the game zone is an advantageous zone, processing related to the instruction function can be performed, so the range of game progress is wider, and it can be said that there is an advantage for the player compared to the normal zone.

[0082] <Configuration of each control unit> 2, the control unit 6 mainly includes a main control unit 61, a game value number control unit 62, and a sub-control unit 63. The main control unit 61 performs control for progressing the game, such as interrupt processing such as timer interruption, and control of the internal lottery and the rotating reels 20a, 20b, and 20c. The game value number control unit 62 manages and processes game values, and controls communication with the card unit 9. The sub-control unit 63 performs control related to effects based on signals sent from the main control unit 61 and the pressing of the effect button 47.

[0083] The main control unit 61, the game value number control unit 62, and the sub-control unit 63 each include a CPU, a RAM, and a ROM. The ROM of the main control unit 61 stores programs and the like necessary for game progress, and the RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, as well as data indicating which game state and game section each state or section is in, and setting values. The ROM of the game value number control unit 62 stores programs and the like necessary for managing game values ​​and communicating with the card unit 9, and the RAM of the game value number control unit 62 stores the total number of game values ​​being managed, and the like. The ROM of the sub-control unit 63 stores programs and the like necessary for controlling presentation, and the RAM of the sub-control unit 63 stores various data and the like related to presentation control.

[0084] Here, the connection relationship and communication process of the main control unit 61, the game value number control unit 62, and the sub-control unit 63 will be described with reference to Fig. 7. In this embodiment, the main control unit 61, the game value number control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0085] 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 number control unit 62 is mounted are electrically connected by a harness, and two-way serial communication can be performed. Information and commands transmitted from the main control board P1 to the game value control board P2 include: outer end information, whether or not the setting is being changed, commands related to various errors, a bet request signal for the game value when the bet switch 41 is operated, a payout request signal for the game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, a transfer request for the game value when the count button 46 is operated, etc. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated, information that the number of credits has reached the upper limit, information on the presence or absence of a communication abnormality between the card unit 9 and the slot machine 1, various responses to requests from the main control board 61, etc.

[0086] 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.

[0087] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication is performed from the game value control board P2 to the sub-control board P3. Information and commands transmitted from the game value control board P2 to the sub-control board P3 include the MY value described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, transfer start, transfer in progress, transfer completed, etc.), information indicating the number of credits and the number of coins acquired, information indicating that the number of credits has reached the upper limit, and error information if a credit number backup error has occurred.

[0088] <Main control unit> Returning to Fig. 2, the main control unit 61 functions as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a game progress control unit 614, a section control unit 615, a game status control unit 616, and an error determination unit 617 by the CPU reading and executing the programs in the ROM.

[0089] - Internal lottery section - The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one flag among a plurality of role flags as a winning flag to win. Specifically, when the lever 42 is operated, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal can be used by the spinning reel control unit 611, the game progress control unit 614, etc.

[0090] The internal lottery table shows information on winning combinations that may be obtained by an internal lottery. Based on the internal lottery table, the internal lottery section 610 performs an internal lottery according to the RT state (not shown) when the lever 42 is operated, the type of special combination if in a specific combination implementation state (bonus), and a combination of set values. The information on the combinations shown in the internal lottery table includes one or more combinations of symbols associated with the combination of symbols. The winning combinations include losing combinations that do not result in the payment of game value, operation mode combinations that pay out game value when the operation mode of the stop switches 40a, 40b, and 40c is the correct operation mode, rare combinations, and the like.

[0091] The operation mode roles include a push order role in which the correct operation mode is determined only by the push order of the stop switches 40a, 40b, and 40c, a push order role that requires a certain timing for pressing the buttons in addition to the push order, and a certain timing for pressing the buttons in which the correct operation mode is determined only by the timing for the buttons to stop.

[0092] For example, if the push order role is won and the stop switches 40a, 40b, and 40c are pressed in the correct order, the push order role wins and multiple (e.g., 8 coins) game values ​​corresponding to the role are paid out. If the push order role is won but the stop switches 40a, 40b, and 40c are not pressed in the correct order, the push order role will not win or another role (such as a 1 coin role) will win.

[0093] In addition, operation mode roles such as push order roles are won not only in the AT state, but also in the general game state and CZ. If an operation mode role is established during the general game state, the correct operation mode is not notified, so the operation mode role may be missed or only one coin may be paid out. During the AT state, the correct operation mode is notified, so multiple (e.g., 8 coins) game values ​​are paid out.

[0094] -Rotary reel control unit- 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.

[0095] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, 20c are stopped, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, 20c. When the stop switch 40a, 40b, 40c corresponding to the rotating reel 20a, 20b, 20c is operated while at least one of the reels 20a, 20b, 20c is rotating, the reel control unit 611 stops the rotation of the reel 20a, 20b, 20c corresponding to the operated stop switch 40a, 40b, 40c.

[0096] In the spin stop control, the spin reel control unit 611 can stop the spin of the spin reels 20a, 20b, 20c based on the operation of the stop switches 40a, 40b, 40c so that the combination of symbols corresponding to the role indicated by the winning flag is positioned on the pay line L of the spin reels 20a, 20b, 20c, thereby winning the role.

[0097] In addition, in the spin stop control, the spin reel control unit 611 performs pull-in control or kick-off control according to the winning combination and the position of the spin reels 20a, 20b, 20c when each stop switch 40a, 40b, 40c is operated. The pull-in control is a control that stops the spin of the spin reels 20a, 20b, 20c by pulling in the symbols corresponding to the winning combination onto the pay line L. The kick-off control is a control that stops the spin of the spin reels 20a, 20b, 20c so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0098] In addition, while the special role is being carried over (within the bonus), the rotating reel control unit 611 stops the rotating reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c, but if the conditions for allowing the special role to be won are not met, it is possible to control the winning special role (bonus) so that it is not won.

[0099] -Game result judgment section- The game result determination unit 612 determines the game result based on the results of the internal lottery and the spin stop control of the reels 20a, 20b, and 20c. The game result means the result of determining whether or not the winning combination has been awarded based on the symbols that have lined up on the pay line L. Specifically, when the combination of symbols that have stopped on the pay line L matches a predetermined combination of symbols, the game result determination unit 612 determines that the winning combination has been awarded.

[0100] -Game progress control unit- The game progress control unit 614 controls the game progress based on the operation of the player. At that time, the game progress control unit 614 controls the game progress by the player based on the setting value set by the store staff.

[0101] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 initializes the RAM of the main control unit 61 to clear game data such as the first and second game states and game sections. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.

[0102] -Section Control Unit- The zone control unit 615 sets one of a plurality of game zones (normal zone and advantageous zone) when the player plays.

[0103] Specifically, when the gaming area is a normal area and the transition condition to the advantageous area is satisfied, the area control unit 615 sets (transitions) the gaming area from the normal area to the advantageous area.

[0104] In addition, when the game zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or to transition to a normal zone. For example, when the game zone is an advantageous zone, if a predetermined condition is satisfied, such as the second game state transitioning from an AT state to a general game state, the zone control unit 615 transitions the game zone from the advantageous zone to the normal zone even if the forced termination condition described later is not satisfied.

[0105] In addition, the zone control unit 615 forcibly shifts the game zone from the advantageous zone to the normal zone when a forced termination condition is met, including a case where the difference in the game value in the advantageous zone based on the amount of game value at the time of entering the advantageous zone reaches, for example, 2400 coins. The zone control unit 615 executes a termination determination process (see step ST105 in FIG. 9) in the advantageous zone for each game. The termination determination process is a process for determining whether or not the forced termination condition is satisfied. The termination process (see step ST106 in FIG. 9) is a process for terminating the advantageous zone during game play when the forced termination condition is satisfied. The difference in the game value in the advantageous zone changes as the game progresses in the advantageous zone, and is used to determine the forced termination condition. The forced termination condition in this embodiment does not have a restriction using the number of games played in the advantageous zone. Therefore, the gaming machine of this embodiment does not have a process for managing the number of games played in the advantageous zone.

[0106] In this embodiment, a limit value is set for the difference in game value obtained in the advantageous zone. The difference is the cumulative value of the amount of game value paid out minus the number of bets. The limit value for the difference in game value obtained in the advantageous zone is, as an example of the condition for forcibly terminating the advantageous zone, that the difference in game value during the advantageous zone based on the amount of game value at the time of entering the advantageous zone reaches, for example, 2400 coins (a predetermined limit value). Since the amount of game value at the time of entering the advantageous zone is used as the standard (for example, the difference is expressed as "0"), the predetermined limit value (2400 coins) can also be said to be a limit value for the increase in game value that becomes positive for a player who has been playing continuously since entering the advantageous zone. As a specific example, the first and second examples will be described. In the first example, assume that a losing state (a state in which the number of game values ​​betted is greater than the number of payouts) continues from the time of entering the advantageous zone, the difference becomes a negative value, and the bottom price (for example, -1000) is reached. Thereafter, assume that a winning state (a state in which the number of game values ​​betted is smaller than the number of payouts) continues, and the difference in game values ​​from the time of entering the advantageous zone returns to 0. If the winning state continues, the time when the difference in game values ​​from the time of entering the advantageous zone reaches the above-mentioned predetermined limit value of 2400 and the advantageous zone is forcibly terminated is the time when the difference in game values ​​from the time the bottom price is reached 3400. The balance of the player's game value is initially -1000, then +3400, and the condition for forcibly terminating the advantageous zone is met when the balance reaches a total of +2400. On the other hand, in the second example, if the winning state continues from the time of entering the advantageous zone, the difference in the game value from the time of entering the advantageous zone reaches 2400 coins and the advantageous zone is forced to end. The condition for the forced end of the advantageous zone is met when the player's game value balance reaches +2400 coins without ever becoming negative.

[0107] In this specification, the quantity of game value (e.g., the number of medals) may be expressed as "number", and the difference between the quantity of game value bet and the quantity of game value obtained as a result of playing may be expressed as "difference in number of medals". However, these expressions are not limited to gaming machines that use gaming media such as medals, and for convenience of explanation, the term "number" is also used in gaming machines that use the quantity of pseudo-game media converted into electronic data as the quantity of game value.

[0108] In addition, when the setting value is changed or the game data is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.

[0109] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.

[0110] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to any one of a general game state, a CZ state, and an AT state.

[0111] As an example, as shown in Fig. 4, when a predetermined condition such as clearing the RAM of the main control unit 61 or changing the settings is satisfied, the game state control unit 616 sets the first game state to a special role non-carryover state. Immediately after a special role is won by an internal lottery, the game state control unit 616 sets the first game state to a special role carryover state. When the special role is won, the game state control unit 616 sets the first game state to a special role implementation state.

[0112] Also, as shown in FIG. 5, the gaming state control unit 616 judges whether or not to set the second gaming state to the AT state (i.e., whether or not the AT has been won) based on the result of the AT drawing. If the AT drawing is won during the advantageous zone, the gaming state control unit 616 sets the second gaming state to the AT state. Conversely, if the AT drawing is not won, the gaming state control unit 616 can set the second gaming state to the general gaming state or CZ. Also, when the AT ends, the gaming state control unit 616 can transition the second gaming state from the AT state to the general gaming state or CZ.

[0113] Although not shown, the game state control unit 616 can control the transition of the RT state. The RT state is an internal state of the game in which the probability of winning the replay flag is predetermined. The slot machine 1 is provided with a plurality of RT states with different winning probabilities of the replay flag, and when the RT transition condition is satisfied in any RT state, the RT state is transitioned to another RT state. For example, during a special role carryover state in which the AT may be executed, the RT state is not transitioned and one RT state is maintained. In states other than the special role carryover state, the RT state may be transitioned.

[0114] --Error Judgment Section-- 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 9, reaching the upper limit of the number of credits, etc.

[0115] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is transmitted as information regarding the error from the main control unit 61 to each of the game value number control unit 62 and the sub-control unit 63. This allows the game value number control unit 62 to perform processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 to perform processing to notify the liquid crystal screen 3 or the speaker 102 of the content of the error that has occurred.

[0116] <Game value number control unit> The CPU reads out and executes the program in the ROM, whereby the game value number control unit 62 functions as a medium management unit 620 and a complete operation control unit 621.

[0117] -Media Management Department- The media management unit 620 performs increase / decrease processing and management processing of the gaming value (number of credits). For example, the media management unit 620 increases the game value being managed in response to the game value being transferred from the card unit 9. When a betting request for game value is received from the main control unit 61, the media management unit 620 judges whether or not betting processing is possible based on the game value being managed and the betting request. When the game value being managed is equal to or greater than the number of bets, the media management unit 620 judges that "betting is possible" and subtracts the amount of the bet from the game value being managed. When the game value being managed is less than the number of bets, the media management unit 620 judges that "betting is not possible" and performs processing to transmit that fact to the main control unit 61. When betting is not possible, the amount of game value being managed is maintained.

[0118] When a combination with a payout is won by the internal lottery and the combination wins, the media management unit 620 performs processing to increase the game value being managed by an amount corresponding to the type of winning combination.

[0119] When the cancel button 45 is operated, the media management unit 620 increases the gaming value being managed by the amount that has been bet. When the count button 46 is operated, the media management unit 620 transfers the data of the gaming value being managed to the card unit 9.

[0120] Furthermore, the media management unit 620 calculates the difference in gaming value, which is the cumulative value of the amount obtained by subtracting the number of bets from the amount of paid-out gaming value. Using this difference, the media management unit 620 calculates the following: (A) Difference in gaming value during each favorable zone (B) A range (hereinafter, MY value) that is the difference between the maximum and minimum difference numbers after the power of the slot machine 1 is turned on.

[0121] The above (A) is used to determine whether the conditions for the forced termination of the advantageous zone are met. The above (A) is calculated continuously from when the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone. Therefore, the above (A) is cleared when the zone transitions to the normal zone, and calculation starts again when the zone transitions back to the advantageous zone.

[0122] The above (B) is used to control the operation of the complete function described below. The above (B) continues to be calculated as long as the power of the slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power of the slot machine 1 is turned off, and calculation starts again when the power is turned on again.

[0123] The media management unit 620 also determines whether the game value being managed, that is, the number of credits, has reached the credit upper limit. When the number of credits has reached the credit upper limit, the main control unit 61 and the sub-control unit 63 are notified. As a result, the sub-control unit 63 performs a notification process using the liquid crystal screen 3, the speaker 102, and the illumination unit 103 to prompt the transfer of credit number data to the card unit 9 by operating the counting button 46. While this notification process is being performed, the main control unit 61 performs a game stop process to stop the progress of the game, such as making the bet switch 41 and the lever 42 in an inoperative state. The state in which this notification process and game stop process are being performed can be released when the number of credits falls below the credit upper limit by transferring the credit number data by operating the counting button 46.

[0124] In addition, when the number of credits reaches a value that is lower than the credit upper limit and is close to the credit upper limit value, a notification process for prompting the operation of the count button 46 may be performed without performing the game progress stop process.

[0125] -Complete operation control section- The complete operation control section 621 controls the operation of the complete function when the above-mentioned MY value becomes equal to or greater than the MY upper limit value (for example, equal to or greater than 19000).

[0126] The complete function is a function that stops a game and puts the slot machine 1 in a state where it is not possible to play. In the slot machine 1 where the complete function is in operation, the operation parts necessary for completing a game, such as the bet switch 41, the lever 42, and the stop switches 40a, 40b, and 40c, are in a state where they cannot accept any operation. Therefore, for example, no matter how many times the bet switch 41 is operated in the slot machine 1 where the complete function is in operation, no bet processing is performed. The operation of this complete function is maintained unless the power of the slot machine 1 is turned on and then off by the store staff. After the power of the slot machine 1 is turned on again, the operation of the complete function is released (the complete function is in an inactive state).

[0127] In addition, when the MY value becomes lower than the MY upper limit value but is close to the MY upper limit value (for example, 18,500 or more), the complete operation control unit 621 performs processing to send a pre-notification command indicating that the complete function is about to be activated to the sub-control unit 63.

[0128] <Sub-controller> The CPU reads and executes the program in the ROM, causing the sub-control unit 63 to function as a performance control unit 630 (corresponding to a notification control unit).

[0129] -Direction Control Department- The performance control unit 630 displays a performance image selected from a plurality of types of performance images on the liquid crystal screen 3 based on the progress of the game, outputs sound effects and background music corresponding to the performance image from the speaker 102, and causes the illumination unit 103 to emit light in a light-emitting pattern corresponding to the performance image. For example, when an AT or a bonus is won, the performance control unit 630 selects a performance pattern for displaying that fact on the liquid crystal screen 3, and controls the display of the liquid crystal screen 3, the sound output control of the speaker 102, and the light emission control of the illumination unit 103 according to the performance pattern.

[0130] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the player of the correct operation mode of the operation mode combination that is successively won (assist function, i.e., instruction function).

[0131] In addition, when the notification conditions for the effect suggesting the setting value are met during the game, the effect control unit 630 causes at least one of the liquid crystal screen 3, the speaker 102, and the illumination unit 103 to notify the effect. The player can use this effect as one of the means to understand the setting value of the slot machine 1 currently being played. Notification conditions include when a rare combination is won, when the special combination (bonus) implementation state ends, when the AT ends, etc.

[0132] - Flow of one game - FIG. 8 is a flowchart showing the flow of one game of the slot machine 1 of this embodiment. A part of the flow of one game has been described above, but will be described again here with reference to FIG. 8. As shown in FIG. 8, first, in step ST1, a bet acceptance process is executed. In the bet acceptance process, the main control unit 61 and the game value number control unit 62 cooperate to make a bet of game value acceptable, and when a bet operation is performed, the game value number control unit 62 executes a process related to the bet (such as a process of subtracting the number of coins bet from the game value held). When the number of coins of game value that can start a game is bet, in step ST2, the main control unit 61 executes a lever standby process that can accept the operation of the lever 42. When the lever 42 is operated, in step ST3, the main control unit 61 executes a process of starting the reels of all the rotating reels 20a, 20b, and 20c. In addition, the main control unit 61 executes an internal lottery process (not shown) due to the operation of the lever 42. In the next step ST4, the main control unit 61 executes a standby process to make the stop switches 40a, 40b, and 40c corresponding to the reels being rotated operable. When the stop switch is operated, in the next step ST5, the main control unit 61 executes a process to stop the reels corresponding to the operated stop switch based on the winning combination and the timing of the operation of the stop switch. The processes of steps ST4 and ST5 are repeatedly executed until all reels are stopped. When all reels are stopped, a common process to stop the reels is executed in step ST6. When the execution of the common process to stop the reels is completed, one game is completed, and the process proceeds to step ST1 shown in FIG. 8.

[0133] - Common processing for stopping all reels - FIG. 9 is a flowchart showing the common process for stopping all reels. As shown in FIG. 9, when the process proceeds to the common process for stopping all reels, in step ST101, the main control unit 61 executes the above-mentioned winning judgment process. In the next step ST102, the game value number control unit 62 executes the process for increasing or decreasing the game value of the player based on the judgment result of the winning judgment process. The process for increasing or decreasing the game value of the player is a process for increasing or decreasing the number of credits, which are medals owned by the player, for example, a process for paying out credits to the player, or a process for decreasing the medals (credits) owned by the player. In the next step ST103, the main control unit 61 judges whether or not the player is staying in the advantageous zone. If it is judged that the player is staying in the advantageous zone (ST103: YES), the main control unit 61 executes the management process of the difference number counter in the next step ST104. The difference number counter is used to judge whether or not the above-mentioned forced termination condition is established in the termination determination process (see ST105 in FIG. 9). The difference number counter management process and the difference number counter will be described later. When the difference number counter management process in step ST104 ends, the main control unit 61 determines whether or not the forced termination condition is met in the termination determination process in step ST105. If it is determined that the forced termination condition is met (step ST105: YES), in step ST106, the main control unit 61 executes termination process to end the advantageous zone in progress of the game, and ends the common process for stopping all reels. If it is determined that the forced termination condition is not met in step ST105 (step ST105: NO), the common process for stopping all reels is ended. On the other hand, if it is determined in step ST103 that the player is not in the advantageous zone (ST103: NO), then in step ST107 the main control unit 61 determines whether the conditions for transitioning to the advantageous zone are met. If it is determined in step ST107 that the conditions for transitioning to the advantageous zone are met (step ST107: YES), then in step ST108 the main control unit 61 executes a process for transitioning from the normal zone to the advantageous zone. At that time, the value of the difference number counter is set to an initial value, and the common process for stopping the reels is terminated. If it is determined in step ST107 that the conditions for transitioning to the advantageous zone are not met (step ST107: NO), then the common process for stopping the reels is terminated.

[0134] -Difference Counter- FIG. 10 is an explanatory diagram of the value of the difference number counter in this embodiment. The value of the difference number counter is a value obtained by counting the amount of change in the game value based on the time of transition to the advantageous zone, and is a counter provided separately from the MY value (MY counter) used in the above-mentioned complete function. When transitioning from the normal zone to the advantageous zone, the value of the difference number counter is in the initial value state. The value of the difference number counter is calculated by adding the difference between the number of game values ​​inserted and the number of game values ​​acquired to the value of the difference number counter, and is updated. The number of bytes of the difference number counter in this embodiment is 2 bytes. The range of the value of the difference number counter is finite, and one byte can take 256 values ​​from 0 to 255, and since it is 2 bytes, it can only count up to 255 x 255 = 65535. As shown in FIG. 10, the value of the difference number counter changes continuously from 0 to 65535. When transitioning from the normal zone to the advantageous zone, the value of the difference number counter is set to the initial value (see step ST108 in FIG. 9). The initial value is 2401.

[0135] The value of the difference number counter changes in the first direction as the gaming value is inserted. For example, if three gaming values ​​are inserted immediately after the transition to the advantageous zone, the value of the difference number counter changes from 2401 to 2404. As shown in the figure, the limit value (first limit value) of the difference number counter in the first direction is 65535.

[0136] On the other hand, when an internal winning combination is won and a game value is paid out (a player acquires a game value), the value of the difference number counter changes to the second direction opposite to the first direction. For example, when the value of the difference number counter is 2404, if a 5-piece combination is won and 5 game values ​​are acquired and paid out, the value of the difference number counter changes from 2404 to 2399. As shown in the figure, the limit value of the difference number counter in the second direction (second limit value) is 0.

[0137] If the second limit value is 0 and the first limit value is 65535, the initial value is placed within the range of the counter consisting of these two limit values. This is because there are cases where the bet (number of coins inserted) is greater than the number of coins paid out and cases where the number of coins paid out is greater than the bet (number of coins inserted), and therefore there are cases where the counter value counts up and cases where it counts down.

[0138] As described above, the condition for the forced termination of the favorable zone is that the difference in number of sheets in the favorable zone is +2400 sheets. This means that the value of the difference number counter changes from the initial value to the second direction by 2400 sheets. In order to effectively utilize the numerical range of the difference number counter, the range between the initial value and the second limit value (0) is set to 2400 sheets. Since the difference number that is the forced termination condition needs to be cut off at +2400 sheets in the favorable zone, there is little need to count more than +2400 sheets. Therefore, the initial value is set to 2401 and the second limit value is set to 0 so that the limit value (second limit value) of the count on the side where the difference number is positive (when the count value changes toward the second limit value) is just the difference number that is the forced termination condition of the favorable zone. In this way, 2401 to 65535 is assigned to the range on the side where the difference number is negative (when the count value changes toward the first limit value) of the range from 0 to 65535. This makes it possible to maximize the number of counts available from the initial value to the first limit value, and makes it possible to effectively use the number of bytes of the difference number counter.

[0139] The game value (number of credits) owned by the player, which increases or decreases due to the game value increase / decrease process in step ST102 in FIG. 9, becomes 0 when it is transferred from the media management unit 620 to the cart unit 9. Basically, the value is reset every time a player is replaced. The number of credits is displayed, so it is a value that can be seen by the player. The number of credits is not cleared even if the game zone shifts from the advantageous zone to the normal zone. On the other hand, the value of the difference number counter does not become 0 even if the game value (number of credits) is transferred from the media management unit 620 to the cart unit 9, and even if the player is changed, the count continues without being cleared as long as it is in the advantageous zone. The value of the difference number counter is not displayed, so it can be said to be an internal value that is difficult for the player to recognize.

[0140] --Management process of difference number counter-- The details of the management process of the difference number counter shown in step ST104 of Fig. 9 will be described. Fig. 11 is a flow chart showing the management process of the difference number counter. Although not shown in Fig. 11, when the winning combination is a replay, the payout number is not determined, and the payout number is determined in the next game or later, so the management process of the difference number counter shown in Fig. 11 is not executed. The management process of the difference number counter shown in Fig. 11 is executed when the set of the number of inserted coins and the number of paid out coins is determined. When the process proceeds to the management process of the difference number counter, in step ST201, the main control unit 61 acquires the number of game values ​​inserted (the number of inserted coins), as shown in FIG. 11. In the next step ST202, a first process is executed to change the value of the difference number counter in a first direction. In this embodiment, the first process calls a first type of command to change (add) the value of the difference number counter by 1 in the first direction. When the first type of command is called, the value of the difference number counter changes by 1 in the first direction, in principle. For example, when the value of the difference number counter is 2401, when the above first type of command is called, the value of the difference number counter changes from 2401 to 2402. As an exception, when the value of the difference number counter is the first limit value (65535), the first type command is called, and when the value of the difference number counter when changing in the first direction exceeds the first limit value (65535) in the first direction (for example, when the result of addition is 65536), the value of the difference number counter is maintained at the first limit value (65535). In the next step ST203, the main control unit 61 judges whether or not the first process has been executed for the number of inserted coins. If it is judged that the first process has not been executed for the number of inserted coins (step ST203: NO), the first process shown in step ST202 is repeatedly executed. For example, when the number of inserted play values ​​for one game is three, the first process shown in step ST202 is executed three times.

[0141] On the other hand, if it is determined in step ST203 that the first process has been executed for the number of inserted coins (step ST203: YES), the main control unit 61 acquires the number of game values ​​paid out in the game being played (the number of paid out coins) in step ST204. In the next step ST205, the main control unit 61 determines whether the number of paid out coins is 0 (whether the number of paid out coins exists). If it is determined in step ST205 that the number of paid out coins is 0 (step ST205: YES), the main control unit 61 ends the management process of the difference number counter and proceeds to the process of step ST105 shown in FIG. 9. On the other hand, if it is determined in step ST205 that the number of paid out coins is not 0 (step ST205: NO), the main control unit 61 executes the second process in step ST206 to change the value of the difference number counter in the second direction. In this embodiment, the second process calls a second type of command to change (subtract) the value of the difference number counter by 1 in the second direction. When the second type command is called, the value of the difference number counter is changed by 1 in the second direction in principle. For example, when the value of the difference number counter is 2401, when the second type command is called, the value of the difference number counter is changed from 2401 to 2400. As an exception, when the second type command is called when the value of the difference number counter is the second limit value (0), and the value of the difference number counter when changing in the second direction exceeds the second limit value (0) in the second direction (for example, when the result of subtraction is -1), the value of the difference number counter is maintained at the second limit value (0). In the next step ST207, the main control unit 61 judges whether the second process has been executed for the number of dispensed sheets. If the second process has not been executed for the number of dispensed sheets (step ST207: NO), the second process shown in step ST206 is repeatedly executed. For example, if the number of game values ​​awarded based on the winning (the number of payouts) is five, the second process shown in step ST206 is executed five times.

[0142] In a machine in which the condition for forcibly terminating the advantageous zone includes the number of games consumed in the advantageous zone, the advantageous zone is often terminated when the number of games consumed in the advantageous zone reaches the limited number of games before the value of the difference number counter reaches the first limit value, so there was no need to consider that the value of the difference number counter would reach the first limit value. However, in the case of a machine in which the condition for forcibly terminating the advantageous zone does not include the number of games consumed in the advantageous zone and the termination process of the advantageous zone is not executed based on the number of games consumed in the advantageous zone as in this embodiment (e.g., a medal-less gaming machine), it is necessary to assume that the value of the difference number counter may reach the first limit value and exceed the first limit value. Therefore, in the first process as described above, when the value of the difference number counter exceeds the first limit value in the first direction, a process is performed to maintain the value of the difference number counter at the first limit value, thereby making it possible to prevent the occurrence of a buffer overflow of the difference number counter.

[0143] In the gaming machine of the above embodiment, even if the value of the difference number counter reaches the first limit value (655354), the advantageous period continues, but when the value of the difference number counter reaches the second limit value (0), the advantageous period is forcibly terminated. The reason why the advantageous zone continues even when the value of the difference number counter reaches the first limit value is as follows. When the value of the difference number counter changes in the first direction, the number of coins bet is greater than the payout, and the player's gaming value continues to be negative in the advantageous zone. When the value of the difference number counter reaches the first limit value, the player's gaming value becomes significantly negative. In the first place, the first limit value was set because the need to manage negative difference numbers arose due to the elimination of the forced termination condition that would end the advantageous zone depending on the number of games consumed in the advantageous zone, and because the difference number counter is finite at 2 bytes. Similar to the behavior at the second limit, if the advantageous period were to be forcibly terminated just because the value of the difference number counter reached the first limit, the game would end up in a situation where the advantageous period was forcibly terminated even when investment increased, which would be a great disadvantage to players and could stop them from playing the game. The player continues playing in the advantageous zone, expecting that he / she will be able to win the amount equal to the negative difference in number plus 2400. Since the value of the difference in number counter is invisible to the player, if the advantageous zone is forcibly ended due to the difference in number counter value reaching the first limit value inside the gaming machine, this goes against the player's expectations and becomes a factor in causing the player to stop playing. Therefore, when the value of the difference number counter reaches the first limit, the number has to be rounded off due to the physical limit of 2 bytes, but the advantageous zone continues, and there is a possibility of winning a plus 2400 coins to make up for the negative difference number.

[0144] [1] As in this embodiment, the slot machine 1 (gaming machine) is capable of executing a management process that manages the value of the difference number counter according to the progress of the game, and in the management process, a first process that changes the value of the difference number counter in a first direction according to the insertion of gaming value, and a second process that changes the value of the difference number counter in a second direction opposite to the first direction according to the payment of gaming value, and in the first process, if the value of the difference number counter when changing in the first direction according to the insertion of gaming value exceeds a first limit value in the first direction of the difference number counter, a process that maintains the value of the difference number counter at the first limit value may be executed.

[0145] <Effects of the Invention> According to this embodiment, even if the player continues to insert gaming value and the value of the difference number counter may reach the first limit value, the value of the difference number counter is maintained at the first limit value. Therefore, it is possible to provide a gaming machine that can suppress the occurrence of malfunctions such as buffer overflow of the difference number counter and can execute appropriate processing of the difference number counter.

[0146] [2] In the gaming machine described in [1] above, a process for progressing a game can be executed in any one of game zones including a favorable zone in which processing related to the instruction function can be performed and a normal zone in which processing related to the instruction function cannot be performed, and a management process including the first process can be executed in the favorable zone. With this configuration, the difference in number of coins in the advantageous zone can be appropriately managed.

[0147] [3] In the gaming machine described in [2] above, a termination process for terminating a favorable zone during game play can be executed, and the termination process may not be executed when the value of the difference number counter is maintained at a first limit value. When the value of the difference number counter is maintained at the first limit value, the number of bets (number of coins inserted) is greater than the number of coins paid out, and the player is in a significant negative state in the advantageous zone, but the player continues playing in the hope that he or she will be able to win the number of coins equal to the negative difference number plus 2400 coins in the advantageous zone. However, if the advantageous zone ends when the value of the difference number counter reaches the first limit value, this will go against the player's expectations and become a factor in the player quitting playing. Therefore, by not executing the termination process when the value of the difference number counter is maintained at the first limit value, it is possible to avoid the situation where the player quits playing.

[0148] [4] In the gaming machine described in [2] or [3] above, a termination process can be executed to end a favorable zone during game play, and the termination process may not be executed if the number of games played in the favorable zone is met. According to this configuration, the termination process is not executed based on the number of games consumed in the advantageous zone, so there is a possibility that the value of the difference number counter will reach the first limit value, and even in that case, the value of the difference number counter can be appropriately managed.

[0149] [5] In the gaming machine described in any one of the above [1] to [4], the number of bytes of the difference number counter may be 2 bytes.

[0150] [6] The gaming machine according to any one of the above items [1] to [5] may be a medal-less gaming machine.

[0151] [Other embodiments] The various control means and processing procedures described in the above embodiment are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without departing from the spirit of the present invention.

[0152] (A) In the above embodiment, the number of bytes of the difference number counter is 2 bytes, but this is not limited to this and the number of bytes can be changed as appropriate.

[0153] (B) In the above embodiment, the termination process for terminating the advantageous zone is not executed on the condition of the number of games consumed in the advantageous zone, but is not limited to this. The termination process for terminating the advantageous zone may be executed on the condition of the number of games consumed in the advantageous zone. For example, when the advantageous zone is terminated on the condition that the number of games consumed in the advantageous zone reaches a predetermined number of games, if the predetermined number of games is large, there is a possibility that the value of the difference number counter will reach the first limit value before the number of games consumed in the advantageous zone reaches the predetermined number of games.

[0154] --Modification of the difference number counter-- (C) In the embodiment shown in Fig. 10, the value of the difference number counter is subtracted according to the payout (acquisition, grant) of the game value, but is not limited to this. For example, as shown in Fig. 12, the value of the difference number counter may be added according to the payout of the game value. Fig. 12 is an explanatory diagram of the value of the difference number counter in the modified example. Next, a specific description will be given. The number of bytes of the difference number counter shown in FIG. 12 is 2 bytes, and the value of the difference number counter changes continuously from 2402 to 65535 and from 0 to 2401. The value one value larger than 65535 is 0, and the value one value smaller than 0 is 65535. When moving from the normal zone to the advantageous zone, the value of the difference number counter is set to the initial value (0). The value of the difference number counter changes in the first direction as the gaming value is inserted. For example, if three gaming values ​​are inserted immediately after the transition to the advantageous zone, the value of the difference number counter changes from 0 to 65533. As shown in the figure, the limit value of the difference number counter in the first direction (first limit value) is 2402. On the other hand, when an internal winning combination is won and a game value is paid out (a player acquires a game value), the value of the difference number counter changes to the second direction opposite to the first direction. For example, when the value of the difference number counter is 65533, if a 5-piece combination is won and 5 game values ​​are acquired and paid out, the value of the difference number counter changes from 65533 to 2. As shown in the figure, the limit value of the difference number counter in the second direction (second limit value) is 2401. As mentioned above, the condition for the forced end of the favorable zone is that the difference in number of sheets in the favorable zone is +2400 sheets. This means that the value of the difference number counter changes by 2400 sheets in the second direction from the initial value. In order to effectively use the numerical range of the difference number counter, the difference between the initial value and the second limit value (2401) is set to 2400 sheets. The process of the difference number counter of the modified example shown in FIG. 12 is the same as the process of the flowchart showing the management process of the difference number counter shown in FIG. In the example shown in Figure 10, the value of the difference number counter decreases as the payout increases, but in the example shown in Figure 12, the value of the difference number counter increases as the payout increases. In the example shown in Figure 12, the initial value is set to 0 so that the advantageous period is forcibly terminated when the value of the difference number counter reaches 2401. In the example shown in FIG. 12, when the value of the difference number counter is negative (the difference number is negative), the value of the difference number counter decreases from 65535 to 2402, contrary to the example shown in FIG. If the value of the difference number counter increases and reaches 2401, it means that the difference number in the advantageous period has reached +2400, which is the forced termination condition, so the advantageous period will be forced to terminate. On the other hand, if the value of the difference number counter decreases and reaches 2402, the advantageous period will continue without being forced to terminate. The behavior of the difference number counter value when it reaches the limit value (first limit value, second limit value) is the same as the example shown in Fig. 10. Even if the difference number counter value tries to change (increase) in the second direction beyond the second limit value (2401), it is maintained at the second limit value (2401). Even if the difference number counter value tries to change (decrease) in the first direction beyond the first limit value (2402), it is maintained at the first limit value (2402).

[0155] (D) The process of determining whether or not the player is currently in the advantageous zone in step ST103 shown in Fig. 9 may be executed before the winning determination process in step ST101 shown in Fig. 9. Specifically, the process may be executed when the lever 24 is operated.

[0156] (E) The process of increasing or decreasing the game value in step ST102 shown in FIG. 9, which is executed by the game value number control unit 62, and the process of managing the difference number counter in step ST104 shown in FIG. 9, which is executed by the main control unit 61, may be executed simultaneously instead of in the chronological order shown in FIG. 9.

[0157] (F) In the above embodiment, the main control 61 and the game value number control unit 62 are mounted on separate boards, but this is not limiting. For example, the main control unit 61 and the game value number control unit 62 may both be mounted on the main board. In this case, the game value number control unit 62 and the main control unit 61 may be configured as separate chips, and may be capable of two-way communication with each other. Instead of providing the game value number control unit 62 separately from the main control unit 61, the main control unit 61 may take on the function of the game value number control unit 62. In this case, since the game value number control unit 62 and the main control unit 61 are implemented on one chip, there is no communication between the main control unit 61 and the game value number control unit 62, and the main control unit 61 may be able to execute all the management of the game value and the difference counter.

[0158] The bet switch 41 may be provided with a MAX bet switch for automatically betting the above-mentioned predetermined number of gaming values ​​(e.g., 3 coins), and a bet switch for betting a gaming value less than the above-mentioned predetermined number of gaming values ​​(e.g., 1 coin or 2 coins), separately.

[0159] In the above embodiment, the bet switch 41 and the lever 42 are provided separately, but the lever 42 may also function as the bet switch 41 .

[0160] In the above embodiment, the AT and the bonus are exemplified as advantageous gaming states, but the advantageous gaming state may include the ART. The CZ is a gaming state in which the probability of entering the AT and the probability of replaying are higher than in the case of not being the CZ. The ART is a gaming state in which the probability of replaying is higher than in the general gaming state and the correct operation mode of the operation mode role is notified. The probability of entering at least one of the AT, CZ, and ART may change depending on the setting value. The performance of the AT, CZ, and ART may change depending on the setting value.

[0161] In addition to images, the effects suggesting the setting value may also include special patterns that can be seen through the reel window 200 when the rotation of the reels 20a, 20b, and 20c is stopped.

[0162] In the above embodiment, the gaming machine is an AT type slot machine. However, the gaming machine can be realized as a machine other than the AT machine, such as an ART type slot machine. In addition, the gaming machine is not limited to a slot machine, and can be realized as a pinball gaming machine such as a pachinko machine. In the case of a pinball game machine, the balls that are ejected and / or that enter the attacker can be regarded as the bet, and the balls that are paid out can be regarded as the payout. In addition, in the case of a pinball game machine, if a limit is set to a predetermined number (for example, 30,000 balls) on the number of balls that can be paid out in a series during a specific period that corresponds to the advantageous zone, the application of the above embodiment can be useful.

[0163] In the above embodiment, the gaming machine is a medal-less machine. However, the gaming machine is not limited to a medal-less machine, and may be a conventional slot machine that uses real medals.

[0164] In the above embodiment, the card unit 9 and the slot machine 1 are separate from each other. However, at least a part of the functions of the card unit 9 may be provided in the slot machine 1.

[0165] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]

[0166] 61: Main control section 62: Game value number control unit

Claims

1. A management process for managing the value of the difference number counter according to the progress of the game can be executed. In the management process, a first process of changing the value of the difference number counter in a first direction in response to the input of a gaming value, and a process of changing the value of the difference number counter in a second direction opposite to the first direction in response to the payout of a gaming value can be executed. A gaming machine capable of executing a process in which, in the first process, if the value of the difference number counter when changed in the first direction in response to the insertion of gaming value exceeds a first limit value of the difference number counter in the first direction, the process maintains the value of the difference number counter at the first limit value.

2. A process for progressing a game in any one of game zones including an advantageous zone in which a process related to the instruction function can be performed and a normal zone in which a process related to the instruction function cannot be performed is executable; The gaming machine of claim 1 , wherein the management process including the first process is capable of being executed in the advantageous zone.

3. A termination process for terminating the advantageous zone during game play can be executed; 3. The gaming machine according to claim 2, wherein the termination process is not executed when the value of the difference number counter is maintained at the first limit value.

4. A termination process for terminating the advantageous zone during game play can be executed; 4. The gaming machine according to claim 2 or 3, wherein the termination process is not executed on the condition that the number of games played in the advantageous zone has been reached.

5. 4. The gaming machine according to claim 1, wherein the number of bytes of the difference number counter is 2 bytes.

6. The gaming machine according to any one of claims 1 to 3, which is a medal-less gaming machine.

Citation Information

Patent Citations

  • Game machine

    JP2020006007A