Game machine

The gaming machine addresses the lack of engaging presentations in conventional machines by using a calculation unit to accumulate operation parameters and trigger dynamic performance adjustments, resulting in a more engaging experience for players.

JP2025071604AActive Publication Date: 2025-05-08ENTERRISE CO LTD
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Patent Information

Application Number
JP2023181913
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-23
Publication Date
2025-05-08
Estimated Expiration
2043-10-23

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to provide interesting presentations, as the performance content only changes based on player intervention, leading to unengaging experiences.

Method used

A gaming machine equipped with a calculation unit that accumulates parameters related to operation acceptance time and causes an output device to perform a predetermined performance based on these parameters at a given timing, enhancing the presentation experience.

Benefits of technology

The solution enables the gaming machine to deliver more engaging and interesting presentations by dynamically adjusting the performance content based on accumulated parameters, enhancing player interaction and experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025071604000001_ABST
    Figure 2025071604000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting performance.SOLUTION: A game machine includes a calculation section capable of accumulating parameters regarding performance time when a predetermined condition is satisfied for each game, and the calculation section can allow an output device to execute a predetermined performance on the basis of the accumulated parameters at predetermined timing.SELECTED DRAWING: Figure 14
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Description

[Technical field]

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

[0002] Conventionally, gaming machines that execute various effects during a game have been known (see Patent Document 1). Some conventional gaming machines change the content of the effects depending on the player's intervention.

[0003] In such gaming machines, when the message "PUSH!!" is displayed on the liquid crystal screen, the player can operate the PUSH button to display, for example, a cut-in image that is not normally displayed. On the other hand, even if "PUSH!!" is displayed on the liquid crystal screen, if the player does not operate the PUSH button, the cut-in image will not be displayed. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2007-330531 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, the above-mentioned presentation only changes the content of the presentation depending on whether or not there is an intervention operation by the player, and thus the presentation lacks interest.

[0006] An object of the present invention is to provide a gaming machine capable of executing interesting presentations. [Means for solving the problem]

[0007] The present invention relates to a calculation unit capable of accumulating a parameter relating to an operation acceptance time for accepting a predetermined operation by a player in a predetermined presentation when a predetermined condition is satisfied for each game; Equipped with The calculation unit is capable of causing the output device to execute the predetermined performance based on the accumulated parameters at a predetermined timing. It is an amusement machine. Effect of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine capable of executing an interesting presentation. [Brief description of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 2 is a block diagram illustrating a schematic configuration of a slot machine and a card unit. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] A diagram explaining the state transition of a game area. [Diagram 5] FIG. 2 is a diagram illustrating state transitions in a first game state. [Figure 6] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 7] This is a diagram explaining the AT lottery table during CZ. [Figure 8] (a) is a diagram explaining the lottery table for obtaining the hourglass when the AT is not won, and (b) is a diagram explaining the lottery table for obtaining the hourglass when the AT is won. [Figure 9] 13 is a diagram illustrating a notification timing lottery table. FIG. [Figure 10] A figure explaining the state in which the hourglass consumption effect is being executed. [Figure 11] This is a diagram explaining the range (MY) and the favorable zone difference number. [Figure 12]A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 13] FIG. 11 is a flow chart showing the flow of the operation process of the slot machine. [Figure 14] FIG. 11 is a flowchart showing the flow of a notification process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figs. 1 to 14. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the gist of the present invention. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.

[0011] As shown in FIG. 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the amount of gaming value is managed by electronic data (hereinafter referred to as "gaming value data"), without using physically existing medals.

[0012] Unlike conventional slot machines, this slot machine 1 does not require the insertion of real medals, and real medals are not paid out. In the slot machine 1, electronic data of pseudo game media is used as game value data to play the game. Such a slot machine 1 is called a medal-less machine, a Smart Slot (registered trademark), a slot machine with a sealed reel, etc.

[0013] First, the card unit 7 connected to this slot machine 1 will be described below.

[0014] <Card unit 7 configuration> As shown in FIG. 2, the card unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.

[0015] Moreover, the card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals as real objects.

[0016] In addition, the card unit 7 can mainly perform a game value lending process associated with the transfer of game value data to the slot machine 1, as described below, and conversely, a card 70 ejection process associated with the transfer of game value data from the slot machine 1.

[0017] Moreover, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management section 620 (described later) of the slot machine 1.

[0018] The card unit 7 also includes a lending button 71. When an operator inserts a bill into the card unit 7 and then operates the lending button 71, a lending signal is generated and transmitted to the medium management unit 620.

[0019] In this specification, "operator" refers to all of the following: players who are playing a game, users who have finished playing (including users walking around the store), and store staff; however, where necessary, they may be referred to individually as "store staff" or "players," etc.

[0020] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided, as shown in FIG.

[0021] The cash management mechanism 73 introduces bills inserted through an opening (not shown) for inserting cash into the inside of the card unit 7, and detects and accumulates the bills.

[0022] The card management mechanism 74 guides and stores the card 70 inserted through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the eject button 72 is operated.

[0023] The card unit side control unit 75 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 75 controls the operation of the cash management mechanism 73 and the card management mechanism 74, lends gaming value, authenticates the card 70, reads data from and writes data to the card 70, and performs other operations.

[0024] The operation processing of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 73, and a process of adding the play value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.

[0025] The operation processing of the card management mechanism 74 includes processing for operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, processing for operating the card management mechanism 74 so that the card 70 is ejected in response to the operation of the eject button 72, and the like.

[0026] The lending process of the gaming value includes a process of transmitting the gaming value data of the amount to be lent to the slot machine 1 (the medium management unit 620 mounted on the gaming value control unit 62 described later) in response to the operation of the lending button 71. At that time, a process of subtracting the gaming value data of the amount to be lent from the gaming value data of the remaining loan balance temporarily stored in the RAM in the card unit 7 is also performed.

[0027] In the authentication process of card 70, when a PIN is entered via the display panel when card 70 is inserted into the opening, it is determined whether the entered PIN matches the PIN written on the card. If the card unit side control unit 75 determines that the two match, it allows the authenticated card 70 to be continued to be used, but if it determines that the two do not match, it may not allow the authenticated card 70 to be continued to be used (it may restrict its use).

[0028] In the process of reading data from the card 70, if game value data has been written on the card 70, this is read and temporarily stored in the RAM as the loan balance.

[0029] In the process of writing to the card 70, when the counting button 44 of the slot machine 1 is operated and the game value data is transferred to the card unit 7, the game value data is temporarily stored in the RAM, and then, when the ejection button 72 is operated, the game value data is written to the card 70.

[0030] When the eject button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.

[0031] As a result, when the ejection button 72 on the card unit 7 is operated, the card 70 on which at least one of the game value data and the loan balance data owned by the player is written is ejected from the opening.

[0032] The card unit 7 is also connected to be able to communicate with a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. From the card unit 7 to the hall computer and the unit management computer, various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc., described later), transition of the quantity of game value, number of games played, ratio of roles, etc., is sent.

[0033] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine in which a game can be played without using medals, which are real objects. In the slot machine 1 of this embodiment, a game is played using game value data as electronic data, instead of medals, which are real objects. In the following, the term "game value" may be used in addition to "game value data" as a term corresponding to the conventional "medals."

[0034] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front side of the cabinet 10. This front door 100 is locked while a game is in progress.

[0035] A transparent reel window 200 is provided in the center of the front door 100. From this reel window 200, the operator can visually confirm a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20, which will be described later.

[0036] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the rear of the paper in FIG. 1). A key for locking or unlocking the front door 100 and the cabinet 10 is inserted into the keyhole. Since the front door 100 and the cabinet 10 remain locked during play, the player cannot access the inside of the cabinet 10.

[0037] In addition, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the cabinet 10, and the store staff does not need to replenish actual medals during play. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not, in principle, lock / unlock the front door 100 and the cabinet 10.

[0038] When store staff are to change settings, check settings, perform maintenance, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10. This allows the store staff to access the inside of the housing 10.

[0039] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for producing various effects during a game.

[0040] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.

[0041] The speaker 101 outputs predetermined BGM (background music), SE (sound effects), and voice.

[0042] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.

[0043] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom portion 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom portion 104 is designed to allow the operator to place personal belongings, etc.

[0044] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and a performance button 46.

[0045] Near each switch of the operation unit 4, a sensor is provided which detects the operation by the player and outputs an operation signal to the control unit 6.

[0046] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept an operation for stopping the rotation of the corresponding reel 20a, 20b, 20c while the reel 20a, 20b, 20c is rotating. That is, when the stop switch 40a is operated, the rotation of the reel 20a stops, when the stop switch 40b is operated, the rotation of the reel 20b stops, and when the stop switch 40c is operated, the rotation of the reel 40c stops.

[0047] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate that the stop switches 40a, 40b, and 40c are in an inoperative state by emitting a color (e.g., red) from the time the lever 42 is operated until the reels 20a, 20b, and 20c reach a constant speed rotation state. The lamps can also indicate that the stop switches 40a, 40b, and 40c are in an operable state by emitting a color different from the above color (e.g., blue) from the time the reels 20a, 20b, and 20c reach a constant speed rotation state until the stop switches 40a, 40b, and 40c are operated.

[0048] Information about which stop switches 40a, 40b, 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, the game result determination unit 612, the game status control unit 615, the medium management unit 620, etc., which will be described later.

[0049] The bet switch 41 is used when the operator bets a game value. The credited game value and the amount of the bet game value are managed by the slot machine 1 (the media management unit 620). In the following, the term "credited game value" refers to the game value (game value data) managed by the media management unit 620.

[0050] The lever 42 functions as a start switch that receives an operation for spinning the reels 20a, 20b, and 20c.

[0051] The digital counter 43 digitally displays the number of credits of the game value, the amount of game value paid out (amount acquired), etc. The operator can check the amount of game value he / she possesses by checking the digital counter 43 during the game. This also enables the player to play the game without having to hold actual medals.

[0052] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal drawing". In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data". For example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals".

[0053] The counting button 44 can receive an operation by an operator for transferring the gaming value data from the media management unit 620 to the card unit 7. When the counting button 44 receives an operation by the operator, a transfer signal is generated in the counting button 44.

[0054] After the counting button 44 is operated, for example, by raising or lowering the lever 42, an arbitrary amount of game value data designated by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer an arbitrary amount of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, an arbitrary amount of game value data designated by the operator may be transferred to the slot machine 1 by the operator operating a button on the card unit 7 side.

[0055] In addition, the amount of subtraction from the managed game value data when the count button 44 is operated once may be determined in advance, for example, to be "1" or "50." In addition, while the count button 44 is continuously operated (while it is being operated), the credited game value may continue to be subtracted.

[0056] In this embodiment, the counting button 44 is disposed at a position visible to the operator of the slot machine 1. The visible position is a position that the operator can touch without unlocking and opening the front door 100, and in this embodiment, it is the front of the cabinet 10.

[0057] 1, the counting button 44 is disposed on the side of the operation unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 44 is a button related to the card unit 7, and also makes the flow of operations from when the counting button 44 is operated until the card 70 is discharged from the card unit 7 smoother.

[0058] Furthermore, the counting button 44 may be provided with a lamp inside or around it that changes color before and after it is operated.

[0059] The cancel button 45 can receive an operation by an operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 receives an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data in the betting state as a non-betting state.

[0060] For example, when the cancel button 45 is operated when the bet game value is 1 or more, the media management unit 620 updates the bet game value to "0" and adds the game value data bet until it becomes "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the bet game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet release process that returns the bet game value to the number of credits by transitioning the betting state to a non-betting state.

[0061] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet is placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is disposed near the bet switch 41.

[0062] The performance button 46 is a button used for volume setting, confirmation of game data, and various menu settings related to the game when the player plays the game. In addition, the performance button 46 may be operated by the operator according to the performance during the game. When the performance button 46 is operated during the game, the performance changes. Regarding the setting suggestion based on the continuous pressing operation on the performance button 46 in the "hourglass consumption performance" described later, it will be described in detail in the <CZ explanation> and <performance control unit 630> described later. Also, information (including the continuous pressing operation signal described later) indicating that the performance button 46 has been operated (including the continuous pressing operation described later) is transmitted to the performance control unit 630.

[0063] In addition, the performance button 46 is provided with a lamp that can emit light in various colors and patterns. The lamp is lit when the performance button 46 is in an operable state and is turned off when it is in an inoperable state. Also, when outputting a winning notification performance for advantageous game states such as special roles and AT upon operation of the performance button 46, the lamp can also blink rapidly in a color different from the normal lighting state, such as red or rainbow color.

[0064] Also, inside the housing 10, as shown in Figure 2, a reset button 51 and a setting change button 52 are provided.

[0065] The reset button 51 is operated when解除 various errors and initializing the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game values managed by the medium management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game section is set to the "normal section".

[0066] The setting change button 52 is a button that is operated by a store staff member when any one of a plurality of setting values ​​is set in the slot machine 1. For example, when the power supply of the slot machine 1 is switched from OFF to ON while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.

[0067] During a game or while waiting to play, the cabinet 10 and the front door 100 are locked, and therefore the reset button 51 and the setting change button 52 cannot be touched by anyone other than those authorized to unlock them (for example, a store staff member who has a key). In principle, the cabinet 10 and the front door 100 are unlocked only when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.

[0068] The set value is a value that represents the payout rate, which indicates the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted into the slot machine 1. The set set value affects the internal lottery. And the probability of winning at least some of the possible winning roles differs depending on the set value. The set value is set by the store staff before the store opens.

[0069] 2, the slot machine 1 includes a reel unit 2 and a control unit 6. The reel unit 2 and the control unit 6 are disposed inside a cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0070] 1 and 2, the spinning reel unit 2 includes three spinning reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The spinning reel unit 2 is disposed inside the housing 10 in a position corresponding to the position of the reel window 200.

[0071] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether or not a combination of patterns displayed on a pay line L (described later) is a predetermined combination of patterns, and thus the game progresses.

[0072] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0073] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c rotate once in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that advance within 190 ms is 127.

[0074] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.

[0075] <The flow of the game by the operator> The operator bets the game value on the slot machine 1 by using the credited game value by operating the bet switch 41. When a predetermined number of game values ​​(e.g., 3) is bet on the slot machine 1, the pay line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.

[0076] In this embodiment, an example is described in which a predetermined number (for example, 3) of game values ​​that can be played once is automatically bet by pressing the bet switch 41 once.

[0077] FIG. 1 shows an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining the winning combination. In this embodiment, when a MAX BET (3 bets) is made, one line L is activated.

[0078] In the following, the term "winning" refers not only to the alignment of symbols that result in the payout of gaming value, such as bells and watermelons, along the valid line L, but also to the alignment of symbols that correspond to specific roles, such as replays, chance symbols, and special roles (bonuses), which do not result in the payout of gaming value, along the valid line L.

[0079] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and increase / decrease processing of game value data.

[0080] Specifically, when the lever 42 is operated (lever on) in a state in which a game can be started, an internal drawing to determine a winning flag is performed, and the reels 20a, 20b, and 20c start to rotate. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is executed according to the combination (winning combination) of symbols that are aligned (winning) on ​​the pay line L. This ends one game.

[0081] At least a portion of the information regarding the progress of the game until these specified game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a specified role, the spinning of the reel, etc.) is managed by the main control unit 61.

[0082] <About game status> During play, the type of play area is set as shown in Figure 4, and one of a number of play states is set as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are performed.

[0083] The game state includes a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for the purpose of distinction for the sake of convenience.

[0084] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Fig. 5. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.

[0085] The special role non-carryover state refers to a state in which a special role (for example, a type 1 BB, which is a role continuous operation device for a type 1 special role) has not been won by an internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a specific condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.

[0086] The bonus internal state is a state in which a special role has been won by the internal lottery, but the winning of the special role has been carried over. In other words, the bonus internal state is a state in which the flag of the special role has been won by the internal lottery, but the pattern indicating the special role has not been aligned on the effective line L, and the special role has not yet been won. In addition, if the winning of the 1st type BB is in a carried over state, no further drawing of the 1st type BB will be performed.

[0087] The special role implementation state refers to a state in which a special role has been won by an internal lottery and no payout of gaming value has been made in excess of a predetermined amount.

[0088] During the game of the slot machine 1, without winning the special combination that is in the carried-over state, the operator continues the game with the first game state remaining in the special combination carried-over state.

[0089] As shown in FIG. 6, the second game state takes any one of a general game state, an AT (an example of a special game state), and a CZ (a chance zone, an example of a special game state). In the second game state, the general game state, the AT, and the CZ are in an exclusive relationship.

[0090] The general game state is a state that is not an AT or a CZ, that is, a state in which an assist function (for example, an operation order navigator) does not occur (or a state in which it is difficult to occur). For example, after the RAM is cleared or after the AT (or CZ) ends, until the AT lottery (or CZ lottery) is performed, the second game state is set to the general game state.

[0091] <Explanation of AT> AT is a state in which an assist function that notifies the correct operation mode (correct operation order / correct operation timing) of the stop switches 40a, 40b, and 40c of the combinations other than the special combination selected by internal lottery via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc. is operating.

[0092] The AT lottery is performed according to the combination selected by internal lottery (winning of a rare combination, number of times of winning a predetermined combination, etc.) when the game section is an advantageous section during the general game state or the CZ. When the AT is selected by the AT lottery (an AT transition signal is generated) while the game section is an advantageous section, the second game state transitions from the general game state or the CZ to the AT.

[0093] When a predetermined number of games have elapsed since the start of the game in the AT, when the stock count of the AT becomes 0 (zero), when the total number of game values paid out since the start of the game in the AT reaches a predetermined number, when the assist has been executed a specified number of times, or when the assist for a specific combination (e.g., the push-order bell) has been executed a specified number of times, etc., the second game state transitions from the AT to the general game state. As a result, the AT ends.

[0094] <Explanation of CZ> CZ (an example of a predetermined period) is, unlike the modes described later, an example of a special game state, a zone where it can stay temporarily when it is neither in the general game state nor in the AT, and is the period during which the AT lottery is executed.

[0095] Also, CZ enters when certain conditions are met, such as when winning the CZ lottery based on the combination won in the internal lottery, when the number of games played in the advantageous section reaches the predetermined number of games, or when the accumulated points reach a predetermined value as the game progresses. During this CZ, the AT winning probability becomes higher than in the general game state, and the second game state is more likely to transition to the AT.

[0096] Hereinafter, the lotteries (AT lottery or AT benefit lottery, hourglass acquisition lottery, and notification timing lottery) and effects (hourglass consumption effect, AT notification, setting suggestion using AT notification) executed within the CZ will be described.

[0097] The CZ in this embodiment is composed of, for example, 10 games. And within the same CZ, in games 1 to 8, the AT lottery (or AT benefit lottery) and the hourglass acquisition lottery are executed.

[0098] In the AT lottery, whether or not to move to the AT after the end of the CZ is decided based on the result of the internal lottery (winning role) in that game. For example, as shown in Figure 7, in the case of a miss or when the push order bell is hit, the AT is hit with a 0.1% probability, when the replay is hit, the AT is hit with a 25% probability, when the weak cherry and weak watermelon are hit, the AT is hit with a 65% probability, and when the strong cherry, strong watermelon, and chance eye are hit, the AT is hit with a 100% probability.

[0099] In addition, if you have already won the AT lottery in the same CZ game, the AT benefit lottery will be executed instead of the AT lottery. For example, if you win the AT in the 5th game of the CZ, the AT benefit lottery will be executed instead of the AT lottery from the 6th game onwards.

[0100] In this AT benefit lottery, for example, the number of AT games to be added, the number of AT sets to be stocked, etc. are drawn (not shown). For example, if you win the push order bell, there is a 95% chance that 5 games will be added, and a 5% chance that 20 games will be added, and if you win the weak cherry, there is a 20% chance that 10 games will be added, and an 80% chance that 20 games will be added.

[0101] In the lottery for obtaining the hourglass, the number of hourglasses (an example of a parameter) to be awarded is determined based on the result (winning role) of the internal lottery executed in the game (an example of a predetermined condition). In this embodiment, the expectation of obtaining the hourglass differs depending on whether or not the AT lottery is won.

[0102] For example, if the AT lottery is not won, as shown in Figure 8(a), if it is a miss or if the push order bell is won, no hourglasses will be awarded, but if a weak cherry or weak watermelon is won, there is an 80% chance that one hourglass will be awarded, a 10% chance that two hourglasses will be awarded, an 8% chance that three hourglasses will be awarded, and a 2% chance that five hourglasses will be awarded.

[0103] Also, as shown in Fig. 8(a), if a strong cherry, strong watermelon, or chance eye is hit, the hourglass lottery is not executed in that game. This is because, as shown in Fig. 7, if a strong cherry, strong watermelon, or chance eye is hit, the player can at least know that he or she has won the AT at that time (when a strong cherry, etc. is hit. However, in reality, the AT may have been hit in a previous game, for example, when the push order bell was hit), so the AT announcement becomes meaningless.

[0104] On the other hand, if the AT lottery is won, as shown in Figure 8(b), if the winner is a push order bell, strong cherry, strong watermelon, or chance eye, there is a 25% chance of one hourglass being awarded, a 25% chance of two hourglasses being awarded, a 25% chance of three hourglasses being awarded, and a 25% chance of five hourglasses being awarded. Also, if the replay is won, there is a 70% chance of one hourglass being awarded, a 15% chance of two hourglasses being awarded, a 10% chance of three hourglasses being awarded, and a 5% chance of five hourglasses being awarded.

[0105] Also, as shown in Figure 8(b), if a weak cherry or weak watermelon is won, there is a 70% chance that one hourglass will be awarded, a 10% chance that two hourglasses will be awarded, a 10% chance that three hourglasses will be awarded, and a 10% chance that five hourglasses will be awarded.

[0106] As can be seen from Figures 8(a) and 8(b), in this embodiment, the expectation of winning the hourglass is higher if you win the AT lottery than if you do not win the AT lottery.

[0107] The cumulative value of the granted hourglasses is used in the hourglass consumption performance executed in the 10th game of the CZ. In the hourglass consumption performance, the remaining time of the hourglass consumption performance calculated with one granted hourglass as 1 second (when the hourglass consumption performance starts, the performance time calculated as "the cumulative value of the granted hourglasses x 1 second") is counted down (the remaining time that the hourglass consumption performance can be executed decreases).

[0108] In the 9th game of the CZ, an AT draw (or AT benefit draw) is executed based on the results of the internal draw, but the draw to obtain an hourglass is not executed, and instead, a notification is displayed that the hourglass consumption effect will be executed in the next game (the 10th game) (next game information announcement).

[0109] In the 10th game, which is the final game of the CZ, the AT drawing (or AT benefit drawing), the announcement timing drawing, and the hourglass consumption performance are carried out, and if applicable, an AT announcement and a setting suggestion using the AT announcement are executed.

[0110] In the notification timing drawing, as shown in Fig. 9, it is determined at what timing (hereinafter referred to as "specific timing") of the remaining time in the hourglass the AT notification (notification that the AT has been won in the AT drawing during the CZ) will be executed (specific timing is selected) based on a set value. Meanwhile, in this embodiment, if the AT has not been won in the AT drawing during the CZ, the notification timing drawing is executed, but the AT notification itself is not executed. Alternatively, if the AT has not been won, it is also possible not to execute the notification timing drawing.

[0111] In the notification timing lottery table of this embodiment, for example, when the set value is 6, the lottery probability of the remaining time selected as a specific timing is assigned as follows: when the remaining time is 0.1 seconds, the AT notification is executed with a 70% probability, when the remaining time is 1 second, the AT notification is executed with a 1% probability, when the remaining time is 2 seconds, the AT notification is executed with a 4% probability, when the remaining time is 6.66 seconds, and so on.

[0112] Similarly, if the setting value is 3, an AT announcement will be made with a 90% probability when the remaining time is 0.1 seconds, with a 3% probability when the remaining time is 3 seconds, and with a 1% probability when the remaining time is 9 seconds.

[0113] As can be seen from Figure 9, when the setting value is a so-called high setting (when the setting value is any of 4 to 6), an AT notification may be made when the remaining time is 4.56 seconds (when the setting value is any of 4 to 6), 5.56 seconds (when the setting value is 5 or 6), or 6.66 seconds (when the setting value is 6).

[0114] Therefore, for example, if an AT notification is made when the remaining time is 4.56 seconds, the player can recognize that the setting value is one of 4 to 6. Also, if an AT notification is made when the remaining time is 6.66 seconds, the player can recognize that the setting value is 6. Thus, in this embodiment, when a predetermined condition is satisfied, a setting suggestion may be made using an AT notification.

[0115] Next, the hourglass consumption presentation will be described. As described above, the hourglass consumption presentation can be executed for the number of seconds (however, in this embodiment, the upper limit is 10 seconds) equal to the accumulated value of the acquired hourglass, with one hourglass being one second (during the presentation time). In the example of FIG. 10, since "hourglass x 10" is displayed, a 10-second hourglass consumption presentation is executed.

[0116] In the following, an example is described in which 6.66 seconds is selected as the timing (specific timing) at which the AT announcement is executed by the announcement timing lottery. As can be seen from Figure 9, 6.66 seconds is selected as the specific timing only when the setting value is 6.

[0117] For example, if the player has acquired ten hourglasses, the presentation time (the time remaining before the countdown begins) of the hourglass consumption presentation is ten seconds, as described above. The remaining time of this hourglass consumption presentation is counting down, and during that time, the slot machine 1 accepts the player's operation on the presentation button 46 (repeated taps or long presses; hereinafter, referred to as "repeated tap operation"). When the player performs a repeated tap operation on the presentation button 46, a repeated tap operation signal is generated.

[0118] If the player wins the AT lottery during the CZ and the remaining time for the hourglass consumption effect reaches 6.66 seconds, which is selected as the specific timing, the player presses the effect button 46 repeatedly (when a repeated press operation signal is generated; the same applies below), the AT announcement will be executed.

[0119] Since it is extremely difficult for a player to repeatedly press the effect button 46 when there is exactly 6.66 seconds remaining in the hourglass consumption effect, in this embodiment, a margin of 0.5 seconds is provided before and after 6.66 seconds, and the AT announcement is executed when the player repeatedly presses the effect button 46 when the remaining time is between 6.16 and 7.16 seconds.

[0120] On the other hand, even if the AT has been won, there may be cases where the player does not repeatedly press the effect button 46 when the duration of the hourglass consumption effect is 6.66 seconds (including cases where the player is unable to operate the effect button 46), or where the player does not operate the effect button 46 at all during the hourglass consumption effect. In this case, although the AT notification is executed when the remaining time of the hourglass consumption effect becomes 0 seconds, it cannot be said that a setting suggestion is made using the AT notification.

[0121] On the other hand, it is possible that the player may only be able to acquire the hourglass for a period shorter than the 6.66 seconds it takes for the AT announcement to be executed.

[0122] For example, if a player has only five hourglasses, the 6.66 seconds selected as the specific timing is longer than the 5 seconds that is the duration of the hourglass consumption presentation. In this case, the player cannot repeatedly press the presentation button 46 when the remaining time of the hourglass consumption presentation is 6.66 seconds. Therefore, if the player repeatedly presses the presentation button 46 when the remaining time of the hourglass consumption presentation is 0.1 seconds, the AT announcement is executed at that timing.

[0123] Even if the AT has been won, there may be cases where the player does not repeatedly press the effect button 46 when the duration of the hourglass consumption effect is 0.1 seconds, or where the player does not operate the effect button 46 at all during the hourglass consumption effect. In such cases, as described above, the AT announcement will be executed when the remaining time of the hourglass consumption effect reaches 0 seconds, or in the next game.

[0124] In this way, in this embodiment, if the AT lottery is won, the AT announcement is executed during the execution of the hourglass consumption performance or in the next game after the CZ ends (that is, if the AT lottery is won, the AT announcement is always executed). On the other hand, if the conditions are not met, the setting suggestion is not executed.

[0125] In the above example, 6.66 seconds is selected as the specific timing, but the same processing as above is executed even if, for example, 0.1 seconds, 3 seconds, 7 seconds, or 10 seconds is selected as the specific timing.

[0126] <About the game area> The above-mentioned game zone is a state (zone) for determining whether or not the processing related to the instruction function is performed. As shown in FIG. 4, the game zone is composed of a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.

[0127] Processing related to the instruction function includes, for example, processing to exercise the instruction function (providing assistance), drawing of modes (modes in which the AT winning probability is determined, or modes in which the AT additional winning probability is determined), mode transition processing, CZ drawing processing, CZ processing, AT drawing processing (including processing related to the continuation of the AT), AT processing, etc.

[0128] A mode is a zone in which a player can stay in any of the normal game state, CZ, and AT. For example, in FIG. 6, a mode (e.g., low probability mode, high probability mode, heaven mode) may be prepared for each of the normal game state, CZ, and AT. Also, the player can stay in the same mode during the advantageous zone, not limited to the normal game state, CZ, and AT.

[0129] In the normal zone, the processing related to the instruction function cannot be executed, but the processing for transition to the advantageous zone is executed when the transition condition to the advantageous zone is satisfied. Note that while the game zone is the normal zone, the second game state is the general game state.

[0130] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state proceeds in a general gaming state (including high probability mode and heaven mode) and an advantageous zone in which the second gaming state proceeds in a CZ or AT. The advantageous zone is maintained in the gaming zone from when the gaming zone transitions to the advantageous zone until a predetermined end condition is met.

[0131] The possible combination patterns of the game sections and the second game states in the slot machine 1 can be summarized as follows: A pattern in which the game zone is the normal zone and the second game state is the normal game state A pattern in which the game zone is a favorable zone and the second game state is a general game state (including high probability mode and heaven mode). - The pattern where the game zone is a favorable zone and the second game state is a CZ A pattern where the game zone is a favorable zone and the second game state is an AT state

[0132] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a gaming value control unit 62, and a sub-control unit 63.

[0133] Each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).

[0134] The connection relationship and communication process of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be described below with reference to Fig. 12. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are mounted on different boards.

[0135] The main control board P1 on which the main control unit 61 is mounted, and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, and two-way serial communication is possible.

[0136] The information and commands transmitted from the main control board P1 to the game value control board P2 include outer end information, whether or not settings are being changed, commands related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting a bet cancellation process when the cancel button 45 is operated, a request for the transfer of game value when the counting button 44 is operated, and the like.

[0137] The information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function (described later) has been activated, information that the number of credits has reached an upper limit (a value used to prompt the operator to transfer credits because there are too many credits), information regarding the presence or absence of a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[0138] 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.

[0139] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but serial communication is carried out in one direction from the game value control board P2 to the sub-control board P3.

[0140] The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands regarding advance notification before the complete function is activated, information regarding the transfer of game value (for example, information indicating that transfer has started, transfer in progress, transfer completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit number backup error has occurred.

[0141] As the game progresses, when functions of the operation unit 4, such as the lever 42 and the stop switches 40a, 40b, and 40c, are activated, one-way serial communication is performed from the main control unit 61 to the operation unit 4 and the like.

[0142] <Description of main control unit 61> The ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reel 20, ball output control, transfer request).

[0143] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of a game) required for the progress of a game.

[0144] The main control unit 61 functions as an internal lottery unit 610, a spinning reel control unit 611, a game result determination unit 612, a setting value control unit 613, an interval control unit 614, a game status control unit 615, an RT status control unit 616, and an error determination unit 617 through operation of the CPU of the main control unit 61 using memory units (ROM, RAM, RWM; the same applies below).

[0145] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control executed by the main control unit 61 includes, for example, an internal lottery process, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as communication connection monitoring between the slot machine 1 and the card unit 7, error processing, and the like.

[0146] The game data includes the current number of games, as well as data indicating the game status (which state or section each game state and game section is in). The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0147] <Internal lottery section 610> The internal drawing unit 610 performs an internal drawing based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag. Specifically, the internal drawing unit 610 performs an internal drawing based on an internal drawing table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state and the RT state when the lever 42 is operated.

[0148] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information regarding the progress of a game) can be used by the reel control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.

[0149] The internal lottery table shows information on possible winning combinations in an internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table according to a combination of the RT state and the type of bonus when the lever 42 is operated.

[0150] In addition, the information on the winning combinations shown in the internal lottery table includes one or more winning combinations that are associated with the combinations. The winning combinations include losing winning combinations that do not pay out game value, as well as operation mode winning combinations (e.g., cherry, watermelon, push order bell) that pay out game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.

[0151] When an operation mode role is won and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role is won and a player can win a plurality of game values ​​(for example, 10) according to the role. If the stop switch 40 is not operated according to the correct operation mode even though the operation mode role is won, the operation mode role will not win or another role (such as a so-called 1-coin role) will win.

[0152] In addition, the operation mode role is also won and established during the general game state (for example, other than AT and CZ). However, when the operation mode role is won during the general game state, the correct operation mode is not basically notified, so the operation mode role is missed or the number of payouts of the game value is 1. On the other hand, during the AT, the correct operation mode is notified, so there is a high possibility that multiple (for example, 10) game values ​​will be paid out.

[0153] <Rotary reel control unit 611> The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, 20c, or rotation stop control to stop the rotation.

[0154] Specifically, when the lever 42 is operated while all the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all the reels 20a, 20b, and 20c. As described above, when the stop switch 40 (e.g., 40c) corresponding to the reel 20 (e.g., 20c) that is rotating is operated, the reel control unit 611 stops the rotation of the reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).

[0155] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c so that a combination of symbols corresponding to a role indicated by a winning flag (excluding a special role flag), which is the internal lottery result, is positioned on the pay line L of the reel 20, thereby winning the role.

[0156] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operation of the lever 43 by the operator. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game.

[0157] In addition, in the case of the control of the rotation stop by the operator during the game, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination obtained by the internal drawing and the position of the rotation reels 20a, 20b, 20c corresponding to the operated stop switch 40a, 40b, 40c. The pull-in control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. The kick-off control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the non-winning combination are not aligned on the pay line L.

[0158] In addition, when a special role is won, the reel control unit 611 can, based on the operation of the lever 42 immediately before the special role is won and the operation of the stop switch 40 immediately after the special role is won, spin and stop the reel 20 but prevent the special role from being won.

[0159] <Explanation of the Game Result Judgment Unit 612> The game result determination unit 612 determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops. The result of the game is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0160] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, and the like.

[0161] <Explanation of the setting value control unit 613> The set value control unit 613 progresses the game using one of a plurality of set values ​​(for example, 1 to 6) with different advantageous degrees of control over the progress of the game, based on the operation of the setting change button 52 by the store staff. This set value is set for each slot machine 1. Information on the set value set by the set value control unit 613 (set value signal) can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0162] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine odds, the probability of winning a specific minor role such as the push order bell (also called the common bell), the probability of winning the CZ, the probability of winning the AT, etc., differs. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine odds).

[0163] The slot machine 1 may further include a setting key. The setting key is a switching key to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0164] <Section control unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.

[0165] When the gaming zone is a normal zone, if the condition for transition to the advantageous zone is satisfied, the zone control unit 614 sets (transitions) the gaming zone to the advantageous zone.

[0166] Furthermore, when the gaming zone is a favorable zone, the zone control unit 614 determines whether to maintain the favorable zone state or to transition to a normal zone (whether to end the favorable zone).

[0167] Specifically, the zone control unit 614 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including a case where the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of transition to the advantageous zone (the advantageous zone difference described later) reaches +2400. Note that the forced termination condition may be, for example, that the zone control unit 614 transitions the second gaming state from the AT to the general gaming state when the gaming zone is an advantageous zone, or that the game enters the CZ, which is a pull-back zone, after the AT ends but the AT cannot be pulled back in the CZ and transitions to the general gaming state.

[0168] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (particularly the player) can earn a maximum gaming value of 1000+2400=3400.

[0169] In addition, when the power of the slot machine 1 is turned on, when the setting value is changed, or when the RAM is cleared, the interval control unit 614 sets the game interval to the normal interval regardless of the previous game interval.

[0170] The interval control unit 614 can transmit information regarding the game interval (whether it is a normal interval or an advantageous interval) to the performance control unit 630 or the like as information regarding the progress of the game.

[0171] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.

[0172] Specifically, the game state control unit 615 sets the first game state to any one of a special role non-carryover state, a bonus internal state, and a special role implementation state, and sets the second game state to any one of a general game state, AT, and CZ.

[0173] The gaming state control unit 615 sets the first gaming state to a special role non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0174] Then, when a special role is won by the internal drawing but the special role is not won, the gaming state control unit 615 sets the first gaming state to the bonus internal state.

[0175] In the bonus internal state, when a specific condition is met (for example, when the RAM is cleared or a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to a special role non-carryover state.

[0176] In the special role non-carryover state, when a special role is won (from this point until the special role is won, the state is the bonus internal state) and the special role is won, the game state control unit 615 transitions the first game state from the special role non-carryover state to the special role implementation state via the bonus internal state.

[0177] In addition, when a special combination is won in the bonus internal state, the gaming state control unit 615 transitions the first gaming state from the bonus internal state to the special combination implementation state.

[0178] In addition, in the special role implementation state, if a specific condition is satisfied or if the gaming value is paid out in excess of a predetermined amount, the gaming state control unit 615 transitions the first gaming state from the special role implementation state to a special role non-carryover state.

[0179] Returning to FIG. 6, if the AT lottery is not won in the general gaming state or the CZ, the gaming state control unit 615 sets the second gaming state to the general gaming state.

[0180] In addition, when the AT ends, the gaming state control unit 615 transitions the second gaming state from the AT to a general gaming state or a CZ.

[0181] In this way, the gaming state control unit 615 can transition the second gaming state between the general gaming state and the CZ, between the CZ and the AT, and between the AT and the general gaming state.

[0182] In addition, when the game state control unit 615 shifts the second game state to AT, it first starts the AT preparation state, and upon winning of the AT start winning combination during the AT preparation state, it starts the AT execution state. Further, when the game state control unit 615 ends the AT execution state, it shifts the second game state to the general game state or CZ.

[0183] In addition, during the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to win the AT lottery, a high probability mode in which it is easy to win the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 615 executes an AT lottery (or an AT bonus lottery) with an AT winning probability (or a bonus probability) associated with the selected mode.

[0184] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the effect control unit 630 and the like.

[0185] <RT state control unit 616> The RT state control unit 616 can conduct game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) in which the flag of the replay is established as a winning flag determined in advance, and the RT state control unit 616 can transition the RT state when a predetermined winning combination (for example, a special winning combination) wins.

[0186] In this embodiment, in each RT state, the specifications of the internal lottery process (for example, an internal lottery table in which which winning combination flag is established / is likely to be established is defined) executed in response to a game start operation (operation to the lever 41) can be different. Therefore, by the RT state control unit 616 controlling the RT state, the internal lottery tables used for the internal lottery are variously changed, and as a result, the diversity of the game is realized.

[0187] In addition, the RT state control unit 616 can transmit information regarding the RT state (which RT state it is, such as RT0, RT1, etc.) to the game state control unit 615, the performance control unit 630, etc. as information regarding the progress of the game.

[0188] <Error determination unit 617> The error determination unit 617 determines whether or not various errors have occurred. Examples of various errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit of the number of credits, etc.

[0189] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is sent from the main control unit 61 to each of the game value control unit 62 and the sub control unit 63 as information regarding the error.

[0190] As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the content of the error that has occurred.

[0191] <Explanation of the gaming value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of the game value.

[0192] The RAM and RWM of the game value control unit 62 store game data (information regarding the progress of a game) required for managing the game value.

[0193] Through the operation of the CPU of the gaming value control unit 62 using the memory unit, the gaming value control unit 62 functions as a medium management unit 620 and a function operation unit 621.

[0194] <Explanation of Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.

[0195] The media management unit 620 receives an input request (a request to input a predetermined amount of gaming value) or a payout request (a request to pay out a predetermined amount of gaming value) from the main control unit 61, and executes the following processing.

[0196] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.

[0197] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is won based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of game value paid out based on the type of winning combination.

[0198] 11, the media management unit 620 calculates the difference in game value (an example of information regarding the progress of the game), which is the cumulative value obtained by subtracting the number of game value bets from the number of game value payouts, regardless of whether the game is in a normal zone or an advantageous zone, and regardless of whether the game is in a normal game state or a special game state (CZ, AT). The difference in game value is used to calculate the difference in advantageous zones and to determine whether the complete function is activated, as described below.

[0199] In addition, the media management unit 620 calculates the advantageous zone difference number, which is the difference in game value in the advantageous zone (from when the game zone transitions from the normal zone to the advantageous zone to when it transitions back to the normal zone), as shown in Figure 11.

[0200] In this embodiment, when the advantageous zone difference number becomes +2400 (hereinafter, it is +2400, but it is not limited to this and may be +1000, +2000, etc.), the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, if the AT is entered when the difference number becomes -300 after the start of play in the advantageous zone, the media management unit 620 initializes the advantageous zone difference number when 2700 is paid out thereafter (in this case, the advantageous zone difference number becomes +2400). In addition, when the advantageous zone difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the zone control unit 614. As a result, the zone control unit 614 transitions the play zone to the normal zone.

[0201] In addition, the media management unit 620 can initialize the favorable zone difference number to 0 (zero) when the favorable zone ends as a specified termination condition is met other than when the favorable zone difference number becomes +2400.

[0202] The media management unit 620 starts calculating the favorable zone difference number when the game zone transitions again to the favorable zone.

[0203] 11, the media management unit 620 calculates a range (MY) which is the difference between the maximum and minimum values ​​of the difference number using the difference number of the game value, which is the cumulative value obtained by subtracting the number of bets on the game value from the number of payouts of the game value since the slot machine 1 was last powered on. Unlike the advantageous zone difference number and the difference number of the game value described above, this range (MY) is calculated for all game zones (advantage zones and normal zones), that is, continuously as long as the power of the slot machine 1 is kept on.

[0204] This information regarding the range (MY) is transmitted to the function operation unit 621 and is used for the complete function described later.

[0205] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.

[0206] The number of bets, the number of credits, the difference, and the like of the gaming value calculated by the media management unit 620 are transmitted to the gaming status control unit 615, the performance control unit 630, and the like as information regarding the progress of the game.

[0207] <Function Activation Unit 621> The function operation unit 621 receives information about the range (MY) transmitted from the medium management unit 620.

[0208] Then, when the range (MY) becomes equal to or greater than the first range, for example 18500, the function activation unit 621 generates information regarding a pre-notification indicating that activation of the complete function is imminent.

[0209] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing (the machine will be in a state where play is not possible) unless the power is turned off and on by store staff.

[0210] The operation related to the game here means the operation for playing one game, and includes the operation of the bet switch 41 for betting game value as an operation for starting the spinning reel 20. When the complete function is activated, such an operation related to the game cannot be accepted, so even if the bet switch 41 is operated while the complete function is activated, the bet processing of the game value is not performed.

[0211] Note that, for example, information regarding advance notification is transmitted to the performance control unit 630 for each game while this information is being generated by the function operation unit 621. As a result, the performance control unit 630 performs advance notification.

[0212] Furthermore, when the range (MY) falls below the first range of 18500, the function activation unit 621 stops generating information related to advance notification. As a result, the performance control unit 630 stops providing advance notification.

[0213] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 630. In this way, by making the information regarding the advance notification a flag format, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 630.

[0214] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.

[0215] The function activation unit 621 cancels the complete function when the store staff turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being turned off, not only is the complete function cancelled, but the range (MY) is reset to 0 (zero). Therefore, no advance notice is given, and playing with the slot machine 1 becomes possible in a state where the conditions for reactivating the complete function are no longer met.

[0216] <Explanation of the sub-control unit 63> The ROM of the sub-control unit 63 stores programs and various data indirectly related to the progress of the game (for example, control of the presentation of the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the sound output of the speaker 101).

[0217] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0218] The sub-control unit 63 functions as a performance control unit 630 through operation of the CPU of the sub-control unit 63 using the memory unit.

[0219] <Direction control unit 630> The performance control unit 630 (an example of a calculation unit) executes a performance drawing to determine at least one of the performance patterns, such as the video / still image to be output on the LCD screen 3, the sound pattern to be output from the speaker 101, the lighting pattern of the illumination unit 102 such as an LED, and the lighting pattern of the performance button 46.

[0220] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) transmitted from the main control unit 61, and executes the performance lottery using the selected performance lottery table.

[0221] In addition, when the AT is being executed, the performance control unit 630 executes the AT performance using a performance lottery table dedicated to the AT.

[0222] Specifically, the performance control unit 630 executes the performance during AT preparation using a performance drawing table dedicated to the AT preparation, and executes the performance during AT execution using a performance drawing table dedicated to the AT execution.

[0223] In addition, when a CZ is being executed, the performance control unit 630 executes a CZ performance using a performance lottery table dedicated to the CZ.

[0224] In addition, the performance control unit 630 executes an hourglass winning lottery in games 1 to 8 of the CZ upon receiving an internal lottery result signal in that game.

[0225] Specifically, if the AT lottery is not won during the CZ, the performance control unit 630 executes the lottery for winning the hourglass based on the result of the internal lottery using the lottery table for when the AT is not won in Fig. 8(a). In this lottery table, the expected probability of winning the hourglass increases in the order of weak cherry = weak watermelon > replay. Note that if the winning combination is a miss, push order bell, strong cherry, strong watermelon, or chance eye, it is confirmed that the AT lottery has been won, so the lottery for winning the hourglass is not executed in the lottery table for when the AT is not won.

[0226] In addition, if the AT lottery is won during the CZ, the performance control unit 630 executes the lottery for winning the hourglass based on the result of the internal lottery using the lottery table for winning the AT in Fig. 8 (b). In this lottery table, the expectation of winning the hourglass increases in the following order: Chance Eye = Strong Watermelon = Strong Cherry = Push Order Bell = Miss > Weak Watermelon = Weak Cherry > Replay.

[0227] In addition, in the tenth game of the CZ, the performance control unit 630 executes a notification timing lottery upon receiving an internal lottery result signal for that game.

[0228] In addition, in the 10th game of the CZ, the performance control unit 630 executes a notification timing drawing using the notification timing drawing table of Fig. 9. In the notification timing drawing, it is determined at what timing during the performance time of the hourglass consumption performance the AT notification is to be executed (a specific timing is selected) based on the setting value signal. Note that in this embodiment, the notification timing drawing is executed regardless of whether the AT has been won or not.

[0229] In addition, in the 10th game of the CZ, the performance control unit 630 executes an hourglass consumption performance in response to the result of the AT drawing (or the result of the AT benefit drawing) and the result of the notification timing drawing.

[0230] Specifically, as shown in Figure 10, the performance control unit 630 causes the liquid crystal screen 3 to execute an hourglass consumption performance based on the performance time (10 seconds in the example of Figure 10) calculated based on the number of hourglasses acquired.

[0231] If the AT lottery is won, the presentation control unit 630 executes an AT announcement on the liquid crystal screen 3 based on the setting value signal received from the setting value control unit 613, the result of the announcement timing lottery (the selected specific timing), and the timing of the player's operation of the presentation button 46 during the execution of the hourglass consumption presentation.

[0232] In addition, if the player wins the AT lottery, the performance control unit 630 may cause the liquid crystal screen 3 to execute setting suggestions using AT notifications if the player repeatedly presses the performance button 46 at a specified timing.

[0233] Specifically, when the performance control unit 630 receives a signal from the player to operate the performance button 46 repeatedly, it compares the timing at which the rapid-tap operation signal was received with the specific timing selected in the notification timing lottery, and if the two timings match (are nearly identical), it causes the liquid crystal screen 3 to execute an AT notification (which may suggest a setting depending on the specific timing).

[0234] In addition, when the presentation time calculated based on the number of acquired hourglasses is shorter than a specific timing, the presentation control unit 630 causes the liquid crystal screen 3 to execute an AT announcement when the player repeatedly taps the presentation button 46 when the presentation time of the hourglass consumption presentation is 0.1 seconds.

[0235] In addition, if the player wins the AT but does not repeatedly press the effect button 46 (if the player is unable to perform the repeated press at the right time), the effect control unit 630 will execute an AT announcement (hereinafter referred to as a "time-up announcement") on the liquid crystal screen 3 when the AT announcement ends or in the next game.

[0236] <Basic operation process flow of slot machine 1> The flow of basic operational processing of the slot machine 1 will be described with reference to FIG.

[0237] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 621 determines whether or not the slot machine 1 is in a playable state (whether or not the complete function is activated) (step S101).

[0238] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0239] On the other hand, when the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 display the amount of credited game value on the digital counter 43 and accept the operation of the bet switch 41, the lever 42, etc. by the operator, on the condition that game value data is transmitted from the card unit 7. This causes the slot machine 1 to enter a game start state (step S102).

[0240] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game regardless of whether it is a normal zone or an advantageous zone.

[0241] Next, the interval control unit 614 causes the game to proceed in the normal interval (step S104).

[0242] The game state control unit 615 allows the game to proceed in the normal game state (step S105).

[0243] Next, the zone control unit 614 determines whether the gaming zone has become a favorable zone because the conditions for transitioning to the favorable zone have been met, or whether the gaming zone is a favorable zone because the state of the favorable zone has been maintained (step S106).

[0244] If the game zone is not a favorable zone (S106: NO), the process returns to step S104.

[0245] On the other hand, if the game zone is an advantageous zone (S106: YES), the media management unit 620 counts the advantageous zone difference number (in a game that has transitioned to an advantageous zone, counting of the advantageous zone difference number starts) (step S107). After this, the zone control unit 614 continues counting the advantageous zone difference number while the game zone is an advantageous zone (in both the general game state and the CZ or AT).

[0246] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).

[0247] When the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0248] On the other hand, when the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 advances the game in the AT (step S109).

[0249] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) is 19000 or more.

[0250] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0251] On the other hand, if the complete function does not operate (S110: NO), the section control unit 614 determines whether the favorable section difference number is +2400 or more (step S111).

[0252] If the favorable zone difference number becomes +2400 or more (S111: YES), the zone control unit 614 transitions the game zone to the normal zone, the game status control unit 615 ends the AT, and the media management unit 620 initializes the favorable zone difference number to zero (0), and then the processing returns to step S104.

[0253] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game status control unit 615 determines whether or not to end the AT (step S112).

[0254] If the AT ends (S112: YES), the process returns to step S105.

[0255] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0256] Returning to step S110, if the complete function has been activated (S110: YES), the function activation unit 621 controls the operator to be unable to proceed with the game on the slot machine 1 (step S113).

[0257] Next, in response to the operation of the count button 44, the medium management section 620 and the card unit 7 transmit and receive necessary information to execute a transfer process (step S114).

[0258] Next, in response to the power being turned off by the store staff member's power-off operation to turn off the power of the slot machine 1 (step S115), the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). Note that, when the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is cancelled, but the advantageous zone and the advantageous zone difference number are carried over.

[0259] Next, in response to a power-off restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.

[0260] <Notification process flow> Next, the notification process of this embodiment will be described with reference to FIG.

[0261] First, the game status control unit 615 starts the CZ (first game) (step S201).

[0262] Next, the internal drawing unit 610 executes an internal drawing (step S202).

[0263] Next, the game state control unit 615 executes an AT drawing (if the AT has already been won, an AT benefit drawing) in response to receiving the internal drawing result signal (step S203).

[0264] Next, the flow branches depending on whether the CZ is the ninth game or not (step S204).

[0265] If the CZ is not the 9th game (the CZ is any of the 1st to 8th games) (S204: NO), the performance control unit 630 executes the hourglass acquisition lottery upon receiving the internal lottery result signal (step S214). After that, the process returns to step S202.

[0266] On the other hand, if the CZ is the 9th game (S204: YES), the performance control unit 630 notifies the player that the hourglass consumption performance will be executed in the next game (the 10th game of the CZ) (next game information announcement) (step S205). For example, the performance control unit 630 displays a message such as "Next time, lottery results will be announced!!" on the liquid crystal screen 3.

[0267] Next, the internal lottery unit 610 executes an internal lottery for the 10th CZ game (step S206), and upon receiving the internal lottery result signal, the game status control unit 615 executes an AT lottery (if the AT has already been won, an AT benefit lottery) (step S207).

[0268] Next, the performance control unit 630 executes a notification timing lottery based on the received setting value signal, and selects a specific timing (step S208).

[0269] Next, the performance control unit 630 executes an hourglass consumption performance for a performance time calculated based on the accumulated value of the acquired hourglass (step S209).

[0270] Next, the flow branches depending on whether or not the AT has been won during the CZ (step S210).

[0271] If the AT is not won during the CZ (S210: NO), no AT announcement will be made regardless of the player's operation of the presentation button 46, and the CZ processing will end when the remaining time in the hourglass consumption presentation reaches 0 (zero), and the announcement processing will end.

[0272] On the other hand, if the AT is won during the CZ (S210: YES), the flow branches depending on whether the specific timing selected in the announcement timing lottery is less than the number of seconds of the presentation time calculated based on the cumulative value of the number of hourglasses acquired (step S211).

[0273] If the specific timing is equal to or less than the number of seconds of the effect time (S211: YES), the flow branches depending on whether or not the player has repeatedly pressed the effect button 46 at the specific timing (step S212).

[0274] When the player repeatedly presses the effect button 46 at a specific timing (S212: YES), the effect control unit 630 executes an AT notification at that timing (which may be a setting suggestion depending on the specific timing) (step S213). After that, the notification process ends.

[0275] On the other hand, if the player does not repeatedly press the effect button 46 at the specific timing (if the player is unable to repeatedly press the effect button 46) (S212: NO), the effect control unit 630 executes a time-up notification (step S217). In this embodiment, the time-up notification cannot be a setting suggestion. After that, the notification process ends.

[0276] On the other hand, if the specific timing has more seconds than the presentation time (S211: NO), the flow branches depending on whether or not the player repeatedly presses the presentation button 46 just before the remaining time for the hourglass consumption presentation runs out (for example, 0.1 seconds before) (step S215).

[0277] If the player repeatedly presses the effect button 46 just before the remaining time of the hourglass consumption effect runs out (S215: YES), the effect control unit 630 executes the AT notification at that timing (step S216). In this case, the AT notification cannot be a setting suggestion. After that, the notification process ends.

[0278] On the other hand, if the player does not repeatedly press the effect button 46 just before the remaining time of the hourglass consumption effect runs out (S215: NO), the effect control unit 630 executes a time-up notification (step S217). After that, the notification process ends. In this manner, the notification process is executed.

[0279] In summary, the slot machine 1 of the present invention has the following features: a performance control unit 630 capable of accumulating a parameter (hourglass) relating to performance time when a predetermined condition (an internal lottery is executed) is satisfied for each game; Equipped with The performance control unit 630 can cause the liquid crystal screen 3 to execute an AT announcement at a predetermined timing (during 10 games of the CZ) for a performance time calculated based on the accumulated number of hourglasses.

[0280] <Effects of the Invention> 2. Description of the Related Art There are known conventional gaming machines in which the content of presentation changes in response to a player's intervention in an operation.

[0281] In conventional gaming machines, for example, when the message "PUSH!!" is displayed on the liquid crystal screen, if the player presses the PUSH button, a cut-in image or the like that is not displayed under normal circumstances will be displayed. On the other hand, even if "PUSH!!" is displayed on the liquid crystal screen, if the player does not press the PUSH button, the cut-in image or the like will not be displayed.

[0282] However, in the above-mentioned presentation, the content of the presentation changes only depending on whether or not there is an intervention operation by the player, and thus the presentation lacks interest.

[0283] In contrast, in the present invention, during the CZ, the number of seconds (hourglass) required for the hourglass consumption presentation is given based on the result of the internal lottery (winning role) for each game. Then, during the 10 games of the CZ, the AT announcement can be executed for the presentation time of the number of seconds according to the accumulated value of the acquired hourglass.

[0284] This allows the player to acquire seconds of presentation time for each game during a given period such as a CZ, and the AT announcement can be shown based on that. This allows for an interesting presentation.

[0285] In particular, in this embodiment, whether or not an AT announcement (which may suggest a setting depending on the specific timing) is executed depends on each internal drawing in the CZ. Therefore, while the player hopes for an AT win in the CZ, the player also has the opportunity to know the setting value separately, so the slot machine of this embodiment can provide an interesting game.

[0286] According to the present invention, it is possible to provide a gaming machine capable of executing an interesting presentation.

[0287] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. In addition, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or in appropriate combinations.

[0288] In addition, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0289] In the above embodiment, an example is described in which the performance control unit functions as a calculation unit, but the present invention is not limited to this. For example, the game status control unit may function as a calculation unit, or the game status control unit and the performance control unit may cooperate to function as a calculation unit. In this case, for example, the game status control unit may accumulate parameters, and the performance control unit may execute a predetermined performance on the liquid crystal screen based on the accumulated parameters.

[0290] In addition, in the AT drawing table and the hourglass drawing table in the above embodiment, the AT winning probability and the hourglass winning expectation for each winning combination are only examples, and are not limited to the above embodiment. For example, the AT winning probability and / or the hourglass winning expectation may increase (or may decrease) toward the bottom of the drawing table in FIG. 7 and FIG. 8 (from losing to chance).

[0291] In addition, the probability of winning the announcement timing lottery in the above embodiment is an example, and is not limited to the above embodiment. For example, the larger (or smaller) the set value, the more likely it is that the AT announcement will be executed when the remaining time of the hourglass consumption performance is long (or short).

[0292] In this case, for example, if the AT announcement is executed when there is little time left in the hourglass consumption presentation (e.g., 1 to 3 seconds), the player can recognize that there is a high possibility that the setting is low (e.g., the setting value is 1 to 3), and if the AT announcement is executed when there is a lot of time left in the hourglass consumption presentation (e.g., 6 seconds), the player can recognize that there is a high possibility that the setting is high (e.g., the setting value is 4 to 6).

[0293] Alternatively, if 10 or more hourglasses are acquired, the table for the announcement timing lottery may be changed. For example, the probability of the table may be changed so that the more hourglasses acquired, the more accurate the setting suggestion. Specifically, if 44 hourglasses are acquired, the setting suggestion may be made with a high probability of 3 or 4.

[0294] Also, in the above embodiment, an example is described in which a setting suggestion may be executed by an AT announcement, but the present invention is not limited to this. The performance related to the setting suggestion may be executed during the CZ separately from the AT announcement (or regardless of whether the AT announcement is executed or not). Even in this case, the more hourglasses are acquired, the more likely the setting suggestion is to be made. Also, the announcement timing lottery and the setting suggestion timing lottery may be executed separately. In this case, for example, the AT announcement may be executed at the same timing as in the above embodiment, and at the setting suggestion timing, a performance such as the remaining time in seconds flashing may be executed.

[0295] In the above embodiment, depending on the result of the lottery for acquiring the hourglass, there is a possibility that the 10th game of the CZ will come with 0 acquired hourglasses, but the present invention is not limited to this. At the initial state when the CZ starts, the hourglasses for 5.0 seconds may already be set, and the performance time may be extended by 0.1 seconds for each acquired hourglass. In this case, for example, if a player acquires 10 hourglasses during the CZ, the performance time will be 6.0 seconds.

[0296] In addition, without being limited to the above embodiment, if the AT lottery is not won, a loss notification may be executed. In this case, at a specific timing, for example, the countdown of the remaining time may stop, and a message such as "Challenge Failed..." may be displayed. In this case, for example, if the remaining time when the countdown stops is 6 seconds, the setting value may be suggested to be 6.

[0297] Also, without being limited to the above embodiment, for example, when the setting value is a high setting (setting value 4 to 6), the AT notification may be executed at any of the following timings, which may serve as a setting suggestion that the setting is high. (1) When the player repeatedly taps the effect button just before the remaining time of the hourglass consumption effect runs out (for example, 0.1 seconds before). (2) When the remaining time of the hourglass consumption effect becomes 0 (zero) without the player repeatedly pressing the effect button. (3) The next game after the CZ ends without the player repeatedly pressing the performance button

[0298] In addition, in the above embodiment, an example is described in which the CZ is composed of 10 games, but the present invention is not limited to this. The CZ may be composed of 3 games, 5 games, or 20 games, etc.

[0299] Although an example of the time for accepting a player's operation is given as a predetermined effect using a parameter (hourglass), anything related to the time for accepting a predetermined operation by the player may be adopted.

[0300] For example, a configuration can be adopted in which the time during which a player can perform a continuous tap operation changes according to the accumulated parameters. In this case, the more parameters there are, the faster the player can perform a continuous tap operation. For example, in a case where the number of continuous tap operations required to execute the AT notification is determined by lottery, and 66 continuous tap operations indicate that the set value is 6, whether or not 66 continuous tap operations can be performed depends on whether or not the acceptance of the continuous tap operation starts early.

[0301] Alternatively, the AT notification time may be extended by the amount of the accumulated parameter. In this case, the amount of time the AT notification time is extended by the parameter allows for repeated tapping. For example, it is possible to create a game in which the detonation time of a bomb that causes an AT notification when it explodes is extended.

[0302] In addition, when a pseudo game (a pseudo game that does not bet or pay out a game value, unlike the actual game) can be executed for the amount of parameters, if an effect in which a player presses an effect button after the pseudo game is finished can be executed, this does not necessarily fall within the scope of application of the present invention. According to the rules of the gaming machine, the pseudo game and the actual game are considered as one game, but the scope of application of the present invention is the effect, and the pseudo game and the actual game need to be considered as separate. For example, if the game has a feature in which an hourglass for the pseudo game and an hourglass for the actual game are filled separately, the present invention can be applied to both the effect of the pseudo game and the effect of the actual game. Therefore, for a gaming machine in which the length of the pseudo game is changed by a specific parameter and then the actual game is executed, the effect of the pseudo game and the effect of the actual game are considered to be different, and therefore can be considered to be outside the scope of application of the present invention. Whether the actual game and the pseudo game are combined or only one is adopted, it is important to know which effect is the subject of the invention.

[0303] The pseudo game is a type of freeze game, and is executed between the operation of the lever and the start of the constant speed rotation of the reels, but the above example is an example of a combination of the main game and the pseudo game. The present invention may be applied to the combination of the main game and the pseudo game, or to only the main game or only the pseudo game.

[0304] Furthermore, without being limited to the above embodiment, the hourglass acquisition lottery and / or the hourglass consumption presentation may or may not change depending on whether or not the AT lottery is won.

[0305] Also, as the number of acquired hourglasses increases, the setting suggestion may become more likely. For example, when the performance time is 66 seconds, a notification that the setting value has been confirmed may be given.

[0306] In addition, the duration of the effect given by one hourglass may be changed as appropriate without being limited to the above embodiment. For example, the duration of the effect given by one hourglass may be 10 seconds or 0.1 seconds.

[0307] A large hourglass may be displayed, and sand may accumulate each time a parameter is acquired. Also, as a confirmation effect before the AT announcement, the sand in the hourglass may overflow or the hourglass may explode. When sand overflows from the hourglass, a ball-output benefit may be given, such as an extension of the section in which the instruction function of the AT or the like is exercised, or it may include the meaning of a confirmation announcement of the set value (for example, if the hourglass explodes only when the setting value is 6, the set value is confirmed to be 6 when it explodes).

[0308] Also, the hourglass may be filled up each time the hourglass winning lottery is won, and when the maximum value is reached, one hourglass may be filled up.

[0309] In addition, the game may be configured so that "AT lottery is executed when 10 hourglasses are accumulated" at any timing, such as at the start of the CZ or when the advantageous zone transitions, and the game may have a gameplay in which the hourglasses are accumulated (in this case, the number of hourglasses acquired is related to the number of balls won).

[0310] In addition, the AT may already have been drawn at any time, such as at the start of the CZ or before the start of the CZ. Even if the AT has been drawn, it may be possible to draw a notification timing lottery, or the possibility of setting suggestions may be increased by an internal lottery.

[0311] Furthermore, without being limited to the above embodiment, if a player repeatedly presses the effect button only around a specific timing (for example, 6.66 seconds), the effect loses its meaning, so the number of times the effect button is repeatedly pressed up to the specific timing may be added to the notification conditions.

[0312] On the other hand, when the specific timing is 6.66 seconds, the difficulty level may vary depending on whether the performance time based on the acquired hourglass is 7 seconds or 10 seconds. Therefore, the setting may be suggested by simply operating the performance button once at the specific timing. In this case, an instruction may be given to prompt the player to press the performance button at the right time when there is a possibility of an AT announcement based on the remaining time.

[0313] In addition, when the bet button (MAX BET) is operated, the remaining time may be skipped. In this case, the setting suggestion by the AT notification may not be made, or, differently, the setting suggestion may be made when the condition for the setting suggestion is satisfied, and the setting suggestion may not be made when the condition is not satisfied.

[0314] In addition, any game that accumulates parameters related to the performance time can be adopted. In addition, it is not limited to AT announcements, but various announcements such as CZ announcements and bonus announcements can be adopted.

[0315] In addition, the present invention can be applied to machines that treat the state when the advantageous zone is ended and the normal zone is changed back to the advantageous zone as CZ. When the advantageous zone is ended, there are machines that transfer to the normal zone after the advantageous zone is ended, and when the advantageous zone is transferred back to the advantageous zone after that, a strong benefit is given to the player. Even in such a case, the synergistic effect of AT notification and setting suggestion can be achieved.

[0316] In addition, the lottery table for the hourglass acquisition lottery is not limited to the above embodiment. For example, (a) In the lottery table when the AT lottery is not won, in the case of a loss, there is a 10% probability that one hourglass will be given and a 90% probability that no hourglass will be given. In the case of a winning push order bell, there is a 10% probability that two hourglasses will be given and a 90% probability that no hourglass will be given. (b) In the lottery table when the AT lottery is won, if the player does not win, there is a 10% chance that two hourglasses will be awarded, and a 90% chance that no hourglasses will be awarded. If the push order bell is won, there is a 10% chance that one hourglass will be awarded, and a 90% chance that no hourglass will be awarded. Various types of lottery tables can be used.

[0317] In this case, if the player wins the AT lottery but loses, the player can tell that he or she has won the AT lottery if they obtain two hourglasses, but it becomes difficult to distinguish this from a bell spill that occurs when the push order bell is won and the stop switch is not operated in the correct push order.

[0318] On the other hand, when the push order bell is won after the AT lottery has been won, if the player acquires one hourglass, the player can realize that he or she has won the AT lottery, but as mentioned above, it becomes difficult to tell if the stop switch is not operated in the correct order to press the push order bell.

[0319] By configuring it in this way, the player can guess whether the push order bell is a winning number or not, and the fun of being able to check whether the AT will be won or not based on the number of sand timers acquired and the player's guess is created. Also, in the case of a machine in which bells can be lined up regardless of the push order in addition to the push order bell, it becomes even more difficult to predict, so the player can be given even more fun. And when the player guesses that the AT lottery has been won, a setting suggestion is made, which increases the possibility, and this motivates the player to repeatedly press the performance button.

[0320] In the above embodiment, an example is described in which the performance control unit executes the notification timing lottery when it receives an internal lottery result signal in the 10th game of the CZ, but the notification timing lottery may be executed when triggered by various conditions. For example, before the CZ starts, for example, when the normal zone transitions to the favorable zone, the AT lottery may be executed, and the notification timing lottery may be executed during the CZ only if the AT lottery has not been won.

[0321] Also, the lottery table for the announcement timing lottery may be changed based on the number of acquired hourglasses. For example, a lottery may be executed in which the number of acquired hourglasses is 100 and a lottery in which the number of acquired hourglasses is 10 are more advantageous than a lottery in which the number of acquired hourglasses is 100.

[0322] In addition, in the case of a machine in which an AT announcement is made by operating a performance button based on the number of acquired hourglasses, there are machines in which the performance button may be operated at any time until the next game starts. In such a machine, the user may operate the performance button at any time (time is irrelevant because the user can keep pressing the button at will), so such a machine may be excluded from the application of the present invention.

[0323] Also, unlike the above embodiment, when a specified number of consecutive tapping operations are performed, an effect of automatic consecutive tapping operations thereafter may be executed, and the countdown of the remaining time may be stopped at a specific timing. Also, as a measure for when a consecutive tapping operation was performed up to a specific timing, but the consecutive tapping operation was not performed at the specific timing, a configuration may be adopted in which the consecutive tapping operation is automatically performed when a specified number of consecutive tapping operations are performed.

[0324] Also, before the CZ starts, a lottery is performed to determine whether the CZ will be advantageous, and the hourglass may be awarded at that time. That is, the hourglass acquisition lottery may be performed at any time other than when the hourglass is consumed. For example, the hourglass acquisition lottery may be performed when the remaining time based on the hourglass is counting down, or if the AT lottery is lost, the next hourglass acquisition lottery may be guaranteed to be a winning lottery. Furthermore, the hourglass acquisition lottery for the next CZ may start after the previous CZ has ended.

[0325] In addition, when six hourglasses are acquired (when the performance time is six seconds), if six seconds is selected in the announcement timing lottery, the AT announcement does not have to be executed when the remaining time for the hourglass consumption performance is six seconds. Also, in order to announce at six seconds, the countdown of the remaining time does not have to start until the performance button is operated once.

[0326] In the above embodiment, the bonus is described as a continuous operation device for a first type special feature, but the present invention is not limited to this. The bonus may be at least one of the following: a first type special feature, a continuous operation device for a first type special feature, a second type special feature, or a continuous operation device for a second type special feature.

[0327] Also, in the above embodiment, an example is described in which the slot machine can execute both a bonus and an AT, but the slot machine may be capable of executing both a bonus and an ART (assisted replay time).

[0328] In addition, a signal indicating the type of game zone may be sent from the zone control unit to a digital counter, so that the digital counter can display whether or not the game zone is an advantageous zone, for example, by whether or not a dot is displayed.

[0329] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3,000 games, the zone control unit may forcibly transition the game zone from the advantageous zone to the normal zone.

[0330] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the game value may be used to determine whether or not to activate the complete function.

[0331] Although the slot machine in the above embodiment is a medal-less machine, the slot machine to which the present invention is applied does not have to be a medal-less machine. If the slot machine is not a medal-less machine, the slot machine includes a medal insertion port, a medal payout port, a hopper, etc.

[0332] In addition, although the embodiment describes an example of a so-called smart slot machine, the present invention is not limited thereto. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed. [Explanation of symbols]

[0333] 1. Slot machines (amusement machines) 61 Main control unit 610 Internal lottery section 611 Rotating reel control unit 612 Game result judgment unit 613 Setting value control section 614 Section Control Unit 615 Game status control unit 616 RT state control unit 617 Error Judgment Unit 62 Game value control unit 620 Media Management Department 621 Functional operation part 63 Sub-control section 630 Production control unit (calculation unit)

Claims

1. a calculation unit capable of accumulating a parameter relating to an operation acceptance time for accepting a predetermined operation by a player in a predetermined presentation when a predetermined condition is satisfied for each game; Equipped with The calculation unit is capable of causing the output device to execute the predetermined performance based on the accumulated parameters at a predetermined timing. Amusement machine.

2. The accumulated parameter is a performance time during which the predetermined performance can be executed, The calculation unit is capable of receiving a signal related to a predetermined operation by a player during the performance time during which the predetermined performance can be executed.

2. The gaming machine according to claim 1.

3. a setting value control unit capable of selecting one of a plurality of types of setting values ​​to proceed with a game; Further equipped with The accumulated parameter is a performance time during which the predetermined performance can be executed, The calculation unit is capable of causing the output device to notify a setting suggestion that suggests which setting value is selected at a specific timing among the predetermined timings.

2. The gaming machine according to claim 1.

4. The calculation unit is capable of causing the output device to notify the setting suggestion when the specific timing is included in the performance time.

4. The gaming machine according to claim 3.

5. a game state control unit capable of controlling the progress of a game in any one of game states including a normal game state and a special game state which is more advantageous than the normal game state; Further equipped with The game state control unit is capable of determining whether or not to transition to the special game state, The calculation unit, during the predetermined timing, When a specific condition is not satisfied, the setting suggestion may not be notified to the output device at the specific timing; Regardless of whether the specific condition is satisfied or not, during the predetermined performance, the output device can be made to notify whether or not the special game state is to be transitioned to.

4. The gaming machine according to claim 3.

6. The calculation unit is capable of receiving a signal related to a predetermined operation by a player during the performance time during which the predetermined performance is being executed, the specific condition is that the player executes the predetermined operation at the specific timing; 6. The gaming machine according to claim 5.

7. an internal lottery unit capable of determining one winning flag from among a plurality of winning combination flags based on an operation of a start switch by a player; Further equipped with The predetermined condition is that the internal lottery has been executed.

2. The gaming machine according to claim 1.

Citation Information

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