Game machine
The gaming machine addresses the limitation of fixed gaming performance by allowing players to select from multiple game modes with different performance levels through an input unit, enhancing player engagement and flexibility.
Patent Information
- Application Number
- JP2023197972
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-22
- Publication Date
- 2025-06-03
- Estimated Expiration
- 2043-11-22
AI Technical Summary
Existing gaming machines cannot change gaming performance at any desired timing, limiting player flexibility and engagement.
A gaming machine that allows players to select from multiple game modes with different performance levels by operating an input unit during a game with a specified number of game values, enabling changes in gaming performance at any time.
Enables players to dynamically adjust gaming performance, enhancing player engagement and flexibility, as the machine can switch between various game modes based on player input.
Smart Images

Figure 2025084227000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to gaming machines. [Background technology]
[0002] The gaming machine is configured to be able to switch between a normal game state and a special game state (such as AT) that is more advantageous to the player than the normal game state (see Patent Document 1). Game performance is known as one of the indicators that indicate the characteristics of the game. For example, examples of game performance in the special game state include the net increase in number of coins per game, the probability of an addition, and the number of games that are added. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-186335 A Summary of the Invention [Problem to be solved by the invention]
[0004] The gaming machine described in Patent Document 1 is configured so that its gaming performance can be changed when a specific role is won, but the player cannot change the gaming performance at any timing desired.
[0005] The present disclosure provides a gaming machine capable of changing gaming performance at any time. [Means for solving the problem]
[0006] A first aspect is a gaming machine capable of executing a process in which a game in which a specified number of game value has been bet is progressed in one of a plurality of game modes having different gaming performance, and the game mode in which the specified number of game value is bet is selectable from the plurality of game modes in response to an operation on an operating unit in a game in which a number of game value less than the specified number has been bet. Effect of the Invention
[0007] According to the present disclosure, it is possible to provide a gaming machine whose gaming performance can be changed at any timing.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] [Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present disclosure will be described with reference to the drawings. In the following description, "connection" includes both the case where the connection targets are directly connected and the case where the connection targets are indirectly connected via other substrates, devices, etc.
[0010] In the present embodiment, an example is given in which the slot machine 1 is a type of rotary gaming machine that handles the quantity (number of medals) of game values as electronic data without using physically existing medals. Different from a conventional slot machine, in the slot machine 1, it is not necessary to insert and pay out physically existing medals, and the game can proceed using a virtual game medium converted into electronic data as game value data. Such a slot machine 1 is called a medal-less machine, a smart slot (registered trademark), an enclosed rotary gaming machine, etc.
[0011] The virtual game medium, that is, the game value, increases or decreases according to the progress of the game. Therefore, the player can play the game without having physically existing medals in hand, and during the game, it is also possible to confirm the quantity of the game value held by checking the credit display of the slot machine 1.
[0012] FIG. 1 is a front view of the above-described slot machine 1. As shown in FIG. 2, this slot machine 1 is communicably connected to a card unit 9. First, the card unit 9 will be described below.
[0013] The card unit 9 (corresponding to an external device) is a device capable of executing processes related to lending game values to the slot machine 1 and returning them from the slot machine 1.
[0014] Although not shown in the figure, on the outer surface of the card unit 9, in addition to a cash insertion opening and an opening for inserting / discharging a card, there are provided a display panel capable of displaying an input instruction for a password, the remaining loan amount, etc., a game value lending button, and a card discharge button. Inside the card unit 9, in addition to an I / F for communication with the slot machine 1, as shown in FIG. 2, there are provided a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93.
[0015] The cash management mechanism 91 introduces, detects, and accumulates the banknotes inserted through the cash insertion opening inside the card unit 9.
[0016] The card management mechanism 92 introduces and accommodates the card inserted through the card insertion / discharge opening, and discharges the card from the insertion / discharge opening when the card discharge button is operated.
[0017] The card unit side control unit 93 is composed of a CPU, a RAM, a ROM, etc. The card unit side control unit 93 performs operation control of the cash management mechanism 91 and the card management mechanism 92 respectively, game value lending processing, card authentication processing, data reading processing and writing processing from / to the card, etc.
[0018] The operation processing of the cash management mechanism 91 includes processing for operating the cash management mechanism 91 so that the inserted banknotes are introduced inside the card unit 9, processing for giving an error notification to that effect when the inserted banknotes are jammed inside the cash management mechanism 91, processing for adding the game value corresponding to the inserted banknotes to the current remaining loan amount and temporarily storing it in the RAM, etc.
[0019] The operation processing of the card management mechanism 92 includes processing for operating the card management mechanism 92 so that the inserted card is introduced into the card unit 9, processing for operating the card management mechanism 92 so that the card is discharged in accordance with the operation of the card ejection button, and the like.
[0020] The lending process of game values includes a process of transmitting data of the game values to be lent to the slot machine 1 in accordance with the operation of the lending button. At the time of this transmission, a process of subtracting the game values to be lent from the data of the game values of the lending balance temporarily stored in the RAM in the card unit 9 is also performed.
[0021] The card authentication process includes a process of determining whether or not the entered PIN number matches the PIN number written on the card when the PIN number is entered via the display panel when the card is inserted into the insertion / ejection opening. When the card unit side control unit 93 determines that they match, it allows the card to be continuously used as the authentication target. However, when it determines that they do not match, it may not allow the card to be continuously used as the authentication target (restricts the use).
[0022] The data reading process from the card includes a process of reading the game value data written on the card and temporarily storing it in the RAM as the lending balance, and the like.
[0023] The writing process to the card includes a process of receiving the data when the game value data is transferred to the card unit 9 in accordance with the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in the RAM, and then writing the data to the card in accordance with the operation of the card ejection button. When the card ejection button is operated and there is already game value data written on the card, the card unit side control unit 93 performs a process (update process) of adding the game values received from the slot machine 1 to the data and writing it to the card.
[0024] Thus, when the card ejection button is operated on the card unit 9, a card with at least one of the data of the gaming value and the remaining loan balance owned by the player written thereon is ejected from the card insertion / ejection opening.
[0025] In addition, the card unit 9 is also communicably connected to a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. To the hall computer and the unit management computer, for example, information regarding advantageous gaming states including the number of gaming times in advantageous gaming states (AT, CZ, special combination (bonus) execution states, etc.), the transition of the quantity of gaming value, the number of played games, various information related to the slot machine 1 such as the accessory ratio, etc. are sent from the card unit 9.
[0026] <Configuration of Slot Machine> As shown in FIG. 1, the slot machine 1, which is a medal-less machine, has a housing 10. A front door 100 is provided on the front surface of the housing 10.
[0027] Among the front door 100, a keyhole is provided near the right end portion of the front door 100 in a front view. The keyhole is capable of inserting a key for locking or unlocking the front door 100 and the housing 10. Since the locked state of the front door 100 and the housing 10 is maintained during the game, the player cannot access the inside of the housing 10. Also, since the slot machine 1 is a medal-less machine, there is no need to provide a selector or a hopper device inside the housing 10, and the operation of replenishing real medals by the store staff during the game is omitted. Therefore, during the game, except when an error occurs in the slot machine 1, the scene where the store staff unlocks the front door 100 and the housing 10 generally cannot occur. When the store staff performs setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable with respect to the housing 10. Thereby, the store staff can access the inside of the housing 10.
[0028] In the central part of the front door 100, a transparent reel window 200 is provided. The player can visually recognize a plurality of symbols displayed on the surfaces of a plurality of rotating reels 20a, 20b, 20c, which will be described later, through this reel window 200.
[0029] Above the reel window 200, a liquid crystal screen 3, a speaker 102, and a lighting decoration part 103 for performing various effects during the game are provided. The liquid crystal screen 3, the speaker 102, and the lighting decoration part 103 correspond to a notification part.
[0030] The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game.
[0031] The speaker 102 outputs a predetermined BGM (background music), SE (sound effect), and voice.
[0032] The lighting decoration part 103 lights up or goes out in a predetermined pattern, for example, when a highly anticipated effect screen is displayed or a winning combination is achieved.
[0033] Below the reel window 200, an operation part 4 is provided. The operation part 4 is provided at a position where the player can visually recognize and touch it. The operation part 4 includes a plurality of stop switches 40a, 40b, 40c, a bet switch 41, a one - bet switch 41A, a lever 42, a medium display part 43, a game information display part 44, a cancel button 45, a count button 46, and an effect button 47, etc.
[0034] Each stop switch 40a, 40b, 40c is provided corresponding to each rotating reel 20a, 20b, 20c. Each stop switch 40a, 40b, 40c accepts an operation to stop the rotation of each rotating reel 20a, 20b, 20c while the rotating reels 20a, 20b, 20c are rotating.
[0035] A lamp may be provided inside each of the stop switches 40a, 40b, and 40c. The lamp can indicate, for example, in a colored manner that the stop switches 40a, 40b, and 40c are in an inoperative state from when the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state. Also, the lamp can indicate, in a color different from the above-described coloring, that the stop switches 40a, 40b, and 40c are in an operative state from when each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state until the stop switches 40a, 40b, and 40c are operated.
[0036] The bet switch 41 is used when betting game values. In the present embodiment, an example is given where, by pressing the bet switch 41 once, a predetermined number (for example, three sheets' worth) of game values for playing a game once with a specified number of sheets (three sheets) are automatically bet. Also, by pressing the one-bet switch 41A on the outer surface of the housing 10 once, one game value is bet. In the present embodiment, games with a specified number of sheets (three sheets) and games with a number of sheets less than the specified number of sheets (two sheets) can be executed. By pressing the one-bet switch 41A twice, two game values are bet.
[0037] The lever 42 functions as a start switch that receives an operation for rotating each of the rotating reels 20a, 20b, and 20c. Regarding the start of the rotating reels 20a, 20b, and 20c, it is necessary to satisfy a "wait condition" in which there is an interval of at least a minimum game time (about 4.1 seconds) from the start of the rotating reels 20a, 20b, and 20c in the previous game to the start of the rotating reels 20a, 20b, and 20c in the next game. Therefore, when the lever 42 is operated, each of the rotating reels 20a, 20b, and 20c starts after this wait condition is satisfied.
[0038] The medium display unit 43 displays the quantity of game values (hereinafter also referred to as the credit number) managed by the medium management unit 620 of the slot machine 1, the number of payouts of game values, etc., and is composed of, for example, a plurality of seven-segments.
[0039] In this embodiment, the "number of payouts of game value" does not refer to the operation of paying out actual medals outside the slot machine 1, but rather means that based on the winning combination established by internal lottery, the game value corresponding to that winning combination increases. In other words, the number of payouts of game value means an increase in the numerical value of virtual game media converted into electronic data.
[0040] Note that a credit limit is set for the number of credits in this embodiment. This credit limit has no relation to the operation process of the complete function described later, and is used in the notification process to prompt the player to transfer the game value to the card unit 9 when the quantity of game value being managed is relatively large. This notification process will be described later in the "- media management section -".
[0041] The game information display unit 44 displays information related to the game other than the information displayed on the media display unit 43, and is composed of an LED, a lamp, a 7-segment display, etc. The information displayed by the game information display unit 44 includes the number of bets of game value in one game, whether a special winning combination has been executed, the fact of winning a replay (replay), and if an operation mode winning combination is won during AT or ART, the code corresponding to the correct operation mode of that operation mode winning combination, etc.
[0042] The cancel button 45 can accept an operation to change the game value in the bet state to a non-bet state. For example, when the cancel button 45 is operated in a state where the game value being bet is 1 or more, the media management unit 620 described later updates the game value being bet to "0", and adds the amount of the game value that was bet immediately before it becomes "0" to the game value being managed. As a result, the number of credits displayed on the media display unit 43 increases by the amount of the game value that was bet. In other words, the cancel button 45 can be said to be a button for causing the media management unit 620 to execute a bet cancellation process that returns the game value being bet to the number of credits by changing the bet state to a non-bet state.
[0043] Note that the bet cancellation process based on the operation of the cancel button 45 is effective when the bet is placed but the lever 42 has not been operated yet, and becomes invalid from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In the present embodiment, the cancel button 45 is disposed near the bet switch 41.
[0044] The count button 46 can receive an operation for transferring the data of the game value managed by the medium management unit 620 of the slot machine 1 to the card unit 9 from the medium management unit 620. For example, when the count button 46 is operated in a state where the game value being managed is 1 or more, the medium management unit 620 subtracts the game value being managed toward 0. The data of the subtracted game value is transmitted to the card unit 9.
[0045] Note that the subtraction amount of the game value being managed when the count button 46 is operated once may be determined in advance, such as "1" or "50". Also, while the count button 46 is being continuously operated, the game value being managed may continue to be subtracted.
[0046] In the present embodiment, the count button 46 is disposed on the side of the operation unit 4 that is close to the card unit 9 when the slot machine 1 is viewed from the front. Thereby, it becomes easier for the player to be informed that the count button 46 is a button related to the card unit 9, and the operation flow from when the count button 46 is pressed until the card is ejected from the card unit 9 becomes smooth.
[0047] Also, the count button 46 may be provided with a lamp that changes the emission color before and after the button 46 is operated, inside or around the button 46.
[0048] The performance button 47 is a button used for the player to perform volume settings, check game data, and various menu settings related to the game when playing the game. Also, the performance button 47 may be pressed by the player according to the performance during the game. When the performance button 47 is pressed during the game, a change occurs in the performance.
[0049] Also, inside the performance button 47, a lamp that can emit light in various colors and patterns may be provided. The lamp lights up when the performance button 47 is in an operable state and does not light up when it is in an inoperable state. Also, when outputting a winning notification performance for an advantageous game state such as a special role or an AT in response to the operation of the performance button 47, the lamp can also blink rapidly in a color different from the normal lighting, such as red or rainbow color.
[0050] Near each switch of these operation units 4, a sensor is provided that detects the player's operation and outputs an operation signal to the control unit 6.
[0051] As shown in FIG. 2, the slot machine 1 includes a rotating reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The rotating reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are arranged inside the housing 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.
[0052] As shown in FIGS. 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, 20c and three stepping motors 21a, 21b, 21c. The rotating reel unit 2 is arranged inside the housing 10 corresponding to the position of the reel window 200. As shown in FIG. 3, a plurality of symbols are arranged at intervals along the circumferential direction of each of the rotating reels 20a, 20b, 20c. The stepping motors 21a, 21b, 21c are provided corresponding to the respective rotating reels 20a, 20b, 20c and drive the corresponding rotating reels 20a, 20b, 20c.
[0053] Stepping motors 21a, 21b, and 21c stop the rotation of the rotating reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated during the rotation of the rotating reels 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c rotate once every 504 steps. Thereby, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps that can be advanced within 190 milliseconds is 127 steps.
[0054] The rotation and stop of these rotating reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a rotating reel control unit 611 (described later) in the control unit 6.
[0055] The reset button 71 is operated when canceling 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 71 is pressed, the quantity of game values managed by the medium management unit 620 of the slot machine 1 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game section is set to the "normal section".
[0056] The setting change button 72 is a button pressed by a store staff member when setting any one of a plurality of levels of setting values in the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on in a state where the slot machine 1 is set to the setting change mode, the setting change button 72 becomes in an operable state, and the setting value can be set by operating the setting change button 72 in this state.
[0057] During the game or during the game standby, since the cabinet 10 and the front door 100 are locked, it is impossible for anyone other than the person who has the right to unlock (for example, the store staff who owns the key) to touch the reset button 71 and the setting change button 72. The scene where it is unlocked is, in principle, limited to the case where an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 71 and the setting change button 72.
[0058] The set value is a value representing the payout rate, which indicates the ratio of the total number of paid-out game values to the total number of input game values input into the slot machine 1. The set set value affects the internal lottery. This is because, depending on the set value, the winning probabilities of at least some of the winning candidate combinations are different. The set value is set by the store staff before the store opens.
[0059] <Flow of the game by the player> The player presses the effect button 47 as needed to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3.
[0060] The player operates the lending button of the card unit 9 to transfer the data of the game value to the slot machine 1, and then operates the bet switch 41 to bet the game value on the slot machine 1 using the game value being managed by the medium management unit 620. When a predetermined number of game values are bet on the slot machine 1, the active line L is activated. After that, the operation of the lever 42, that is, the game can be started.
[0061] In FIG. 1, the case where the active line L is composed of one rising-right line is illustrated. The active line L is a virtual line for determining the winning of a combination. In this embodiment, the active line L is activated when three bets (three-fold bet) which is MAX BET and when two bets (two-fold bet) are made.
[0062] In the following, not only the roles with medal payouts such as bells and watermelons are aligned on the effective line L, but also the symbols corresponding to specific roles such as special replays, chance symbols, and special roles (bonuses) are aligned on the effective line L, which is also expressed as "winning".
[0063] One game (one play) in this embodiment refers to a series of operations in which the player operates the bet switch 41, the lever 42, and the stop switches 40a, 40b, 40c to obtain the result of a game including internal lottery, winning determination processing, and increase / decrease processing of game values.
[0064] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery for determining the winning flag is performed, and the rotation of each of the rotating reels 20a, 20b, 20c starts. When the game value is bet three times, an internal lottery for determining the winning flag is performed using the internal lottery table for three bets (see FIG. 8). When the game value is bet twice, an internal lottery for determining the winning flag is performed using the internal lottery table for two bets (see FIG. 8). When any of the stop switches 40a, 40b, 40c is operated while the rotating reels are rotating, the rotating reel 20a, 20b, 20c corresponding to the operated stop switch 40a, 40b, 40c stops. When all of the rotating reels 20a, 20b, 20c stop, a payout process for a predetermined number of game values is performed according to the combination (role) of the symbols aligned (winning) on the effective line L. Thereby, one game ends.
[0065] The player repeats the above game. As the game is repeated, the game progresses, and the display on the liquid crystal screen 3, the output of sound from the speaker 102, and the light emission of the electric decoration unit 203 change according to the progress of the game.
[0066] <Regarding the game state> During the game, various types of game intervals and game states are set, and internal lottery is conducted based on the set various types of game intervals and game states. As shown in FIGS. 4 and 5, the game states include a first game state and a second game state. Note that the first game state and the second game state are not game states that exclusively hold, but are merely states classified for convenience of explanation.
[0067] As shown in FIG. 4, the first game state includes a state where no special combination is carried over (bonus not inside), a state where a special combination is carried over (bonus in progress), and a state where a special combination is executed (bonus in progress). The state where no special combination is carried over, the state where a special combination is carried over, and the state where a special combination is executed are in an exclusive relationship.
[0068] The state where no special combination is carried over means a state where no special combination (type 1 BB and type 2 BB) has been won by internal lottery and the winning of the special combination has not been carried over. The state where no special combination is carried over is set when condition A is satisfied, such as when the set value is changed, when the RAM is initialized, or when the number of payouts of game values exceeds a predetermined number after transitioning to the state where a special combination is executed.
[0069] The state where a special combination is carried over means a state where a special combination has been won by internal lottery but the winning of the special combination has been carried over. That is, the state where a special combination is carried over means a state where the flag of the special combination has been won by internal lottery, but the symbols indicating the special combination are not aligned on the effective line L, and thus the special combination has not yet won.
[0070] Here, type 1 BB is a device for continuous operation of symbols related to a type 1 special symbol, and type 2 BB is a device for continuous operation of symbols related to a type 2 special symbol. In this embodiment, type 1 BB and type 2 BB become winning candidates when the number of bets is the maximum number "3". Also, the special combination may be only type 1 BB. Also, during the carry-over of type 1 BB, type 1 BB will not win again.
[0071] When a special combination is awarded in the case where the first gaming state is a state where no special combination is carried over, the first gaming state shifts from the state where no special combination is carried over to a state where the winning of the awarded special combination is carried over (special combination carry-over state).
[0072] When the awarded special combination wins (Condition B), the first gaming state shifts from the special combination carry-over state to the special combination execution state. The special combination execution state is a state where the special combination (bonus) selected by internal lottery wins and the payout of a gaming value exceeding a predetermined number has not been completed. For example, when the first gaming state shifts to the special combination execution state due to the winning of a Type 1 BB or a Type 2 BB, the special combination execution state is maintained until the number of payout reels of the gaming value by the Type 1 BB or the Type 2 BB exceeds the predetermined number.
[0073] More specifically, the special combination execution state includes a Type 1 BB execution state, a Type 2 BB execution state, and an RB execution state. When an RB is awarded and wins by internal lottery during the Type 1 BB execution state in which the Type 1 BB is being executed, the special combination execution state shifts from the Type 1 BB execution state to the RB execution state. When 12 games are completed or the specific combination wins 8 times in the RB execution state, the special combination execution state shifts to the Type 1 BB execution state.
[0074] As shown in FIG. 5, the second gaming state includes a general gaming state, a chance zone (hereinafter, may be referred to as CZ), and an AT state as a special gaming state. The special gaming state includes an AT state and a special combination execution state. The general gaming state, the CZ, and the AT state (special gaming state) are in a mutually exclusive relationship.
[0075] The normal gaming state is a state that is not a special gaming state such as the AT state or the special combination execution state and is not a CZ state, that is, a state in which the assist function (instruction function) does not occur (or hardly occurs). For example, from after the RAM clear or after the end of the AT until the AT lottery is performed, the second gaming state is set to the normal gaming state. As an example, when the gaming section is a favorable section, the AT lottery is performed according to the combination (such as a rare combination) selected by the internal lottery.
[0076] The AT state is a state in which the assist function (AT function) that notifies, via the liquid crystal screen 3, the speaker 102, and the lighting unit 103, the operation mode that is the correct answer for the stop switches 40a, 40b, and 40c of combinations other than the special combination selected by the internal lottery, is in operation. When the AT is selected by the AT lottery while the gaming section is a favorable section, the second gaming state shifts from the normal gaming state to the AT state. When a predetermined number of games have elapsed since the start of the game in the AT state, when the total number of payouts of the game value since the start of the game in the AT state reaches a predetermined number, when it is determined not to continue the AT in the continuous lottery of the AT state, when it is determined in the fall lottery from the AT state to the normal gaming state that the game will shift to the normal gaming state, etc., the second gaming state shifts from the AT state to the normal gaming state. Thereby, the AT state ends.
[0077] CZ is a second gaming state where the expectation of transitioning to the AT state (special gaming state) is higher than that of the general gaming state. A high expectation of transitioning to the AT state includes both direct things such as a high probability of a winning draw from CZ to the AT state, and indirect things such as increasing the subsequent probability of a winning draw to the AT state. Therefore, it can be said that CZ is a state where the game is more advantageous for the player than the general gaming state. In terms of the state where the game is more advantageous for the player than the general gaming state, CZ and the AT state are common, but it can be said that the AT state is even more advantageous than CZ. CZ can enter when certain conditions are met, such as when winning the CZ draw based on the winning combination in the internal draw, when the number of consumed games in the advantageous section reaches the predetermined number of games, or when the accumulated points reach the predetermined value as the game progresses.
[0078] <Regarding the gaming section> The above-mentioned gaming section is a section for determining whether the process related to the instruction function is performed or not. As shown in FIG. 6, the gaming section has a normal section and an advantageous section. The normal section and the advantageous section are in an exclusive relationship, and the gaming section can take either the normal section or the advantageous section. The gaming sections in the advantageous section and the normal section do not change according to the number of bets of the gaming value.
[0079] Here, the process related to the instruction function includes processes for exerting the instruction function (providing assistance), lottery processes for modes in which the winning probability of AT is determined, processes for transitioning to the mode, CZ lottery processes, CZ processes, AT lottery processes, AT continuation processes, AT bonus processes (including increasing the number of AT continuation games, increasing the number of difference cards, and increasing the number of sets), processes for falling from the AT state to the general gaming state, AT processes, processes for transitioning from the advantageous section to the normal section, and the like.
[0080] The normal section is a section where the processing related to the instruction function cannot be executed, but the section shift extraction to the advantageous section is performed. In the normal section, when certain conditions for shifting to the advantageous section are satisfied, the game section shifts from the normal section to the advantageous section. Note that while the second game state is the general game state, the game section can adopt the normal section.
[0081] The advantageous section is a section where the processing related to the instruction function can be executed. The advantageous section includes an advantageous section in which the second game state progresses in the general game state, an advantageous section in which it progresses in CZ, and an advantageous section in which it progresses in the AT state. The state where the game section is the advantageous section is maintained until a predetermined end condition is satisfied after the game section shifts to the advantageous section. The predetermined end condition will be described later in the " - section control unit - ".
[0082] Here, as the above summary, the combination patterns of the game section and the second game state that can be obtained in the slot machine 1 are listed. · Pattern 1 where the game section is the normal section and the second game state is the general game state · Pattern 2 where the game section is the advantageous section and the second game state is the general game state · Pattern 3 where the game section is the advantageous section and the second game state is CZ · Pattern 4 where the game section is the advantageous section and the second game state is the AT state As described above, when the game section is the normal section, since no processing related to the instruction function can be carried out, it can be said that there are few advantages for the player. On the other hand, when the game section is the advantageous section, since the processing related to the instruction function can be carried out, the range of game progress expands, and it can be said that there are advantages for the player compared to the normal section.
[0083] <Configuration of each control unit> As shown in FIG. 2, the control unit 6 mainly includes a main control unit 61, a game value number control unit 62, and a sub-control unit 63. The main control unit 61 performs controls for advancing the game, such as interrupt processing like timer interrupts and controls for internal lottery and the rotating reels 20a, 20b, 20c. The game value number control unit 62 performs management, processing, and communication control with the card unit 9 regarding game values. The sub-control unit 63 performs controls regarding effects based on signals transmitted from the main control unit 61 and the depression of the effect button 47.
[0084] Each of the main control unit 61, the game value number control unit 62, and the sub-control unit 63 is composed of a CPU, a RAM, and a ROM. In the ROM of the main control unit 61, programs necessary for game progress and the like are stored, and in the RAM of the main control unit 61, game data necessary for game progress is stored. The game data includes, in addition to the current number of games, data indicating which state or section each game state and game section is in, setting values, and the like. In the ROM of the game value number control unit 62, programs necessary for the management of game values and communication with the card unit 9 are stored, and in the RAM of the game value number control unit 62, the total number of game values being managed and the like are stored. In the ROM of the sub-control unit 63, programs necessary for the control of effects are stored, and in the RAM of the sub-control unit 63, various data regarding effect control is stored.
[0085] Here, the connection relationship and communication processing among the main control unit 61, the game value number control unit 62, and the sub-control unit 63 will be described with reference to FIG. 7. In the present embodiment, each of the main control unit 61, the game value number control unit 62, and the sub-control unit 63 is mounted on a different substrate.
[0086] The main control board P1 on which the main control unit 61 is implemented and the game value control board P2 on which the game value control unit 62 is implemented are electrically connected by a harness, and two-way serial communication is possible. 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 regarding various errors, a bet request signal for game values due to the operation of the bet switch 41, a payout request signal for game values corresponding to winning combinations, a request signal for a bet cancellation process due to the operation of the cancel button 45, a transfer request for game values due to the operation of the count button 46, and so on. Information and commands transmitted from the game value control board P2 to the main control board P1 include information indicating that the complete function has been activated, information indicating that the credit number has reached the upper limit value, information regarding the presence or absence of communication abnormalities between the card unit 9 and the slot machine 1, various responses to requests from the main control unit 61, and so on.
[0087] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is implemented are electrically connected by a harness, but only one-way serial communication from the main control board P1 to the sub-control board P3 is performed. Information and commands transmitted from the main control board P1 to the sub-control board P3 include information regarding game values (for example, bet / payout information for game values, total number of game values acquired during AT), information indicating the start / end of a game, start / end information for accessory operation, information regarding various errors, and so on.
[0088] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication from the game value control board P2 to the sub-control board P3 is performed. Information and commands transmitted from the game value control board P2 to the sub-control board P3 include the MY value described later, information indicating the operation of the complete function, commands regarding the prior notice before the operation of the complete function, information regarding the transfer of game values (for example, the fact of starting the transfer, during the transfer, completion of the transfer, etc.), information indicating the number of credits and the number of acquired medals, information indicating that the number of credits has reached the upper limit, error information in the case where a backup error of the number of credits has occurred, and the like.
[0089] <Function for enabling selection of game performance> The slot machine 1 of the present embodiment has a function that enables a player to select game performance at an arbitrary timing. This function is a function that enables selection of the game performance of a game in which a prescribed number (3) of game values are bet. By starting a game by betting less (2) game values than the prescribed number (3), the player can select the game performance at an arbitrary timing desired by the player. That is, a game in which less (2) game values than the prescribed number (3) are bet can be said to be a game for selecting the game performance of a game in which the prescribed number (3) of game values are bet. This function is realized by the main control unit 61 described later.
[0090] <Main control unit> Returning to FIG. 2, by the CPU reading and executing the program in the ROM, the main control unit 61 functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a game progress control unit 614, a section control unit 615, a game state control unit 616, and an error determination unit 617.
[0091] ―Internal lottery unit― The internal lottery unit 610 conducts an internal lottery based on the operation of the lever 42 and designates one of the flags of a plurality of roles as the winning flag. Specifically, when the lever 42 is operated, the internal lottery unit 610 conducts an internal lottery according to an internal lottery table (illustrated in FIG. 8) and a random number obtained when the lever 42 is operated. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal can be used by the rotating reel control unit 611, the game progress control unit 614, and the like.
[0092] The internal lottery table shows information on roles that may be won by the internal lottery. Based on the internal lottery table, the internal lottery unit 610 conducts an internal lottery according to the RT state (not shown) at the time of lever 42 operation, the combination of the type of special role, set value, if in the specific role execution state (during bonus). Note that in the role information shown in the internal lottery table, one or more combinations of symbol combinations and the roles corresponding to those combinations are set in association. The roles include losing roles where no game value is paid out, operation mode roles where game value is paid out when the operation modes of the stop switches 40a, 40b, 40c are the correct operation modes, rare roles, and the like.
[0093] The operation mode roles include a push order role where the correct operation mode is determined only by the push order of the stop switches 40a, 40b, 40c, a push order role that requires a button press where the stop timing of a predetermined symbol is determined in addition to the push order, and a button press role where the correct operation mode is determined only by the stop timing of a predetermined symbol.
[0094] For example, if the push order role wins and the stop switches 40a, 40b, 40c are pressed in the order of that push order, the push order role wins, and a plurality (for example, 8 pieces) of game values corresponding to that role are paid out. If the push order role wins but the stop switches 40a, 40b, 40c are not pressed in the order of the push order, the push order role does not win, or another role (such as a 1-piece role) wins.
[0095] In addition, operation mode roles such as the pressing order role are applied not only in the AT state but also during general gaming and during CZ. When an operation mode role is established during general gaming, since the correct operation mode is not notified, the operation mode role may be missed or the payout may be one chip. During the AT state, since the correct operation mode is notified, a plurality (for example, eight) of game values are paid out.
[0096] - Internal lottery tables for 2-chip bets and internal lottery tables for 3-chip bets - FIG. 8 is a diagram for explaining an example of an internal lottery table for 2-chip bets and an internal lottery table for 3-chip bets. The internal lottery table for 2-chip bets is used in a game when a number of game values less than the specified number (3 chips), i.e., 2 chips, are bet. The internal lottery table for 3-chip bets is used in a game when the specified number (3 chips) of game values are bet. In FIG. 8, only one pattern of the internal lottery table is shown for each number of bets. However, in reality, for each number of bets, there are three patterns of tables corresponding to the non-carried-over special role state (non-internal bonus state), the carried-over special role state (bonus in progress), and the special role execution state (bonus in progress), respectively. That is, there are three patterns of internal lottery tables for 2-chip bets and three patterns of internal lottery tables for 3-chip bets. As shown in FIG. 8, the flag of the combination stored in the internal lottery table for two-bet games and the internal lottery table for three-bet games includes losing combinations, replay combinations, operation mode combinations, rare combinations, small combinations, and special combinations (7), and data regarding the lottery possibility and probability thereof is included. The losing combination is a state where all combinations are non-winning. The small combination is a combination of symbols that, when winning, pays out a certain number of medals. Replay is a replay combination that enables the next game without separately paying out medals when winning. The special combination (7) is a combination that may transition to a special game state. Rare combinations such as cherries and watermelons are so-called lottery combinations (pushing combinations) where there are cases of winning and not winning depending on the pressing timing of the stop switches 40a, 40b, and 40c by the player. The rare combination is a lottery combination where winning or not winning depends on pushing. Also, the rare combination may be a combination that is less likely to win than the small combination. The rare combination may be a combination where the probability of obtaining a benefit in terms of gameplay when winning is higher than when the small combination wins. The operation mode combination is a combination where game value is paid out when the operation mode of the stop switches 40a, 40b, and 40c is the correct operation mode. As shown in FIG. 8, in the case of a three-bet game, unlike the case of a two-bet game, the internal lottery table is configured so that all combinations are lottery candidates. In contrast, as shown in FIG. 8, in the case of a two-bet game, only the replay and the two-bet combination (small combination) are lottery candidates, and the internal lottery table is configured so as not to lottery for losing combinations, special combinations (7), and small combinations other than the small combination with a payout of the same number of payout medals (two medals) as the number of inserted medals (two medals). Thereby, in the progress of the two-bet game, a process can be executed in which the player's game value does not change (increase or decrease) as the game progresses. This process can be realized if at least one of the combination that pays out the same number of payout medals as the number of inserted medals and the replay is included in the candidates for the internal lottery combination.
[0097] - Rotating Reel Control Unit - The rotation 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 rotation reel 20a, 20b, 20c or rotation stop control to stop the rotation.
[0098] Specifically, when the lever 42 is operated in a state where the rotations of all the rotation reels 20a, 20b, 20c have stopped, the rotation reel control unit 611 starts the rotations of all the rotation reels 20a, 20b, 20c. When a stop switch 40a, 40b, 40c corresponding to a rotating rotation reel 20a, 20b, 20c is operated during the rotation of at least one of the rotation reels 20a, 20b, 20c, the rotation reel control unit 611 stops the rotation of the rotation reel 20a, 20b, 20c corresponding to the operated stop switch 40a, 40b, 40c.
[0099] In the rotation stop control, the rotation reel control unit 611 can stop the rotation of the rotation reels 20a, 20b, 20c based on the operation of the stop switches 40a, 40b, 40c so that the combination of symbols corresponding to the role indicated by the winning flag is arranged on the effective line L of the rotation reels 20a, 20b, 20c and that role wins.
[0100] Also, in the rotation stop control, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning role and the positions of the rotation reels 20a, 20b, 20c at the time of operating each stop switch 40a, 40b, 40c. Pull-in control is control to stop the rotation of the rotation reels 20a, 20b, 20c by pulling the symbol corresponding to the winning role onto the effective line L. Kick-off control is control to stop the rotation of the rotation reels 20a, 20b, 20c so that the symbols corresponding to the non-winning roles do not align on the effective line L.
[0101] During the special symbol carry - over (during the bonus), although the rotation reel control unit 611 stops the rotation reels 20a, 20b, 20c based on the operations of the stop switches 40a, 40b, 40c, when the winning permission conditions for the special symbol are not satisfied, it is possible to control so that the special symbol (bonus) being targeted does not win.
[0102] - Game result determination unit - The game result determination unit 612 determines the game result based on the results of internal lottery and the rotation stop control of the rotation reels 20a, 20b, 20c. The game result means the result of determining whether or not the targeted combination has won based on the symbols aligned on the effective line L. Specifically, when the combination of the symbols stopped on the effective line L matches the predetermined combination of symbols, the game result determination unit 612 determines that the targeted combination has won.
[0103] - Game progress control unit - The game progress control unit 614 controls the game progress based on the operations of the player. At that time, the game progress control unit 614 controls the game progress by the player based on the set values set by the store staff.
[0104] Also, when the reset button 71 is pressed, the game progress control unit 614 initializes the RAM of the main control unit 61 to clear the game data such as the first and second game states and game sections. When the setting change button 72 is pressed, the game progress control unit 614 changes the current set value to another set value.
[0105] - Section control unit - The section control unit 615 sets one of a plurality of game sections (normal section and advantageous section) during the game by the player.
[0106] Specifically, when the game section is the normal section, when the transition conditions to the advantageous section are satisfied, the section control unit 615 sets (transitions) the game section from the normal section to the advantageous section.
[0107] Further, when the game section is an advantageous section, the section control unit 615 determines whether to maintain the state of the advantageous section or shift to the normal section. For example, when the game section is an advantageous section, if a predetermined condition such as the second game state shifting from the AT state to the general game state is satisfied, the section control unit 615 shifts the game section from the advantageous section to the normal section even if the forced end condition described later is not satisfied.
[0108] Further, when a forced end condition including the case where the difference in the game value during the advantageous section reaches 2400 sheets based on the quantity of the game value at the time of entering the advantageous section is satisfied, the section control unit 615 forcibly shifts the game section from the advantageous section to the normal section.
[0109] In the present embodiment, a limit value for the difference in the game value obtained in the advantageous section is provided. The difference is the cumulative value of the number obtained by subtracting the number of bets from the number of payouts of the game value. The limit value for the difference in the game value obtained in the advantageous section is that the difference in the game value during the advantageous section reaches 2400 sheets (predetermined limit value) based on the quantity of the game value at the time of entering the advantageous section, as in an example of the forced end condition of the advantageous section. Since the quantity of the game value at the time of entering the advantageous section is used as a reference (for example, the difference is expressed as "0"), the predetermined limit value (2400 sheets) can also be said to be the limit value for the increase in the game value to be positive for the player who has been continuously playing since entering the advantageous section. As a specific example, the first example and the second example will be described. In the first example, assume that from the time of entering the advantageous section, a losing state (a state where the number of game value tokens bet is greater than the number of paid-out tokens) continues, and the difference becomes a negative value, reaching a bottom value (for example, -1000 tokens). Subsequently, assume that a winning state (a state where the number of game value tokens bet is less than the number of paid-out tokens) continues, and the difference in game value from the time of entering the advantageous section returns to 0. Further, when the winning state continues, the point at which the difference in game value from the time of entering the advantageous section reaches the above-mentioned predetermined limit value of 2400 tokens and the advantageous section is forcibly terminated is the point at which the difference in game value from the time when the bottom value was set reaches 3400 tokens. The remaining balance of the player's game value becomes -1000 tokens initially, then +3400 tokens, and the forced termination condition of the advantageous section is satisfied when the total reaches +2400 tokens. On the other hand, in the second example, when a winning state continues from the time of entering the advantageous section, the difference in game value from the time of entering the advantageous section reaches 2400 tokens and the advantageous section is forcibly terminated. The remaining balance of the player's game value does not become negative even once, and the forced termination condition of the advantageous section is satisfied when it reaches +2400 tokens.
[0110] Note that in this specification, when expressing the quantity of game value (for example, the number of medals) as "number of tokens", and when expressing the difference between the quantity of game value bet and the quantity of game value obtained as the result of the game as "difference in tokens", these expressions are not limited to the meaning applicable to gaming machines using game media such as medals. Even in gaming machines that use the quantity of virtual game media in electronic data form as the quantity of game value, for the sake of convenience of explanation, they are expressed as "number of tokens".
[0111] Also, when the set value is changed or the game data is cleared, the section control unit 615 sets the game section to the normal section regardless of the game section immediately before reset.
[0112] - Game state control unit - The game state control unit 616 performs the settings for each of the first game state and the second game state.
[0113] Specifically, the game state control unit 616 sets the first game state to any one of a non - carry - over special combination state, a carry - over special combination state, and a special combination execution state, and sets the second game state to any one of a general game state, a CZ state, and an AT state.
[0114] As an example, as shown in FIG. 4, when predetermined conditions such as RAM clearing or setting change of the main control unit 61 are satisfied, the game state control unit 616 sets the first game state to the non - carry - over special combination state. Immediately after a special combination is not won by internal lottery, the game state control unit 616 sets the first game state to the carry - over special combination state. When the special combination wins, the game state control unit 616 sets the first game state to the special combination execution state.
[0115] Also, as shown in FIG. 5, the game state control unit 616 determines whether to set the second game state to the AT state (that is, whether to win the AT) based on the result of the AT lottery. When winning the AT lottery during the advantageous section, the game state control unit 616 sets the second game state to the AT state. Conversely, when not winning the AT lottery, the game state control unit 616 can set the second game state to the general game state or the CZ state. Also, when the AT ends, the game state control unit 616 can shift the second game state from the AT state to the general game state or the CZ state.
[0116] Although not shown, the game state control unit 616 can perform transition control of the RT state. The RT state is an internal state of the game in which the winning probability of the replay flag is predetermined. The slot machine 1 is provided with a plurality of RT states in which the winning probabilities of the replay flag are different from each other. In any RT state, when the RT transition condition is satisfied, the transition is made from the current RT state to another RT state. For example, during the carry - over special combination state in which the AT can be executed, the transition of the RT state is not performed and one RT state is maintained. Outside the carry - over special combination state, the transition of the RT state can be performed.
[0117] - Error determination unit - The error determination unit 617 determines the presence or absence of various errors. Examples of various errors include backup abnormalities, communication abnormalities between the main control board P1 and the game value control board P2, connection abnormalities between the slot machine 1 and the card unit 9, reaching the upper limit value of the credit number, and the like.
[0118] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted from the main control unit 61 to each of the game value number control unit 62 and the sub-control unit 63 as information regarding the error. As a result, the game value number control unit 62 can perform processing according to the content of the error, such as backup processing of the game values being managed, and the sub-control unit 63 can perform processing to notify the content of the occurred error to the liquid crystal screen 3 and the speaker 102.
[0119] <Game value number control unit> By the CPU reading and executing the program in the ROM, the game value number control unit 62 functions as a medium management unit 620 and a complete operation control unit 621.
[0120] - Medium management unit - The medium management unit 620 performs increase / decrease processing and management processing of game values (credit numbers). For example, when game values are transferred from the card unit 9, the medium management unit 620 increases the game values being managed accordingly. When receiving a bet request for game values from the main control unit 61, the medium management unit 620 determines whether a bet process is possible based on the game values being managed and the bet request. When the game values being managed are equal to or greater than the bet amount, the medium management unit 620 determines that "betting is possible" and subtracts the bet amount from the game values being managed. When the game values being managed are less than the bet amount, the medium management unit 620 determines that "betting is not possible" and performs processing to transmit that fact to the main control unit 61. In the case where betting is not possible, the quantity of the game values being managed is maintained.
[0121] When a winning combination with a payout by internal drawing is hit, the media management unit 620 performs a process of increasing the game value being managed by an amount corresponding to the type of the winning combination that has been hit.
[0122] Also, when the cancel button 45 is operated, the media management unit 620 increases the game value being managed by the amount that has been bet. When the count button 46 is operated, the media management unit 620 transfers the data of the game value being managed to the card unit 9.
[0123] Furthermore, the media management unit 620 calculates a difference value of the game value, which is a cumulative value of the number obtained by subtracting the number of bets from the number of payouts of the game value. Using this difference value, the media management unit 620 calculates the following. (A) The difference value of the game value during the advantageous section for each advantageous section (B) A range (hereinafter referred to as the MY value), which is the difference between the maximum value and the minimum value of the difference value after the power of the slot machine 1 has been turned on
[0124] The above (A) is used to determine whether or not the forced end condition of the advantageous section is satisfied. The above (A) is continuously calculated from when the game section shifts from the normal section to the advantageous section until it shifts back to the normal section again. Therefore, the above (A) is cleared when it shifts to the normal section, and the calculation is started again when it shifts to the advantageous section again.
[0125] The above (B) is used for the operation control of the following complete function. The above (B) is continuously calculated as long as the power of the slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power of the slot machine 1 is turned off, and the calculation is started again when it is turned on again.
[0126] In addition, the media management unit 620 determines whether the gaming value being managed, that is, the number of credits, has reached the credit upper limit value. When the number of credits reaches the credit upper limit value, this fact is output to the main control unit 61 and the sub-control unit 63. As a result, in the sub-control unit 63, using the liquid crystal screen 3, the speaker 102, and the lighting unit 103, a notification process is performed to prompt the transfer of the credit number data to the card unit 9 by operating the count button 46. While this notification process is being performed, in the main control unit 61, a game stop process is performed to stop the progress of the game, such as making the bet switch 41 and the lever 42 inoperable. The state in which this notification process and the game stop process are being performed can be released when the credit number data is transferred by operating the count button 46 and the number of credits falls below the credit upper limit value.
[0127] Note that from the case where the number of credits reaches a value lower than the credit upper limit and close to the credit upper limit value, a notification process may be performed to prompt the operation of the count button 46 without performing the game progress stop process.
[0128] ―Complete operation control unit― When the above-described MY value becomes equal to or greater than the MY upper limit value (for example, 19000 or more), the complete operation control unit 621 performs operation control of the complete function.
[0129] The complete function is a stop function, which is a function that makes the slot machine 1 in a non-gameable state. In the slot machine 1 during the operation of the complete function, the operation parts necessary for playing the game, such as the bet switch 41, the lever 42, and the stop switches 40a, 40b, 40c, become in a state where operations cannot be accepted. Therefore, for example, no betting process is performed even if the bet switch 41 is operated in the slot machine 1 during the operation of the complete function. The operation of this complete function is maintained unless the power of the slot machine 1 is turned off once by the store staff. After the power of the slot machine 1 is turned on again, the operation of the complete function is in a released state (the complete function is in a non-operating state).
[0130] In addition, when the MY value is lower than the MY upper limit value but is equal to or higher than a value close to the MY upper limit value (for example, 18500 or higher), the complete operation control unit 621 performs processing for transmitting a pre-notification command indicating that the operation of the complete function is approaching to the sub-control unit 63.
[0131] <Sub-control unit> By reading and executing the program in the ROM by the CPU, the sub-control unit 63 functions as an effect control unit 630 (corresponding to the notification control unit).
[0132] - Effect control unit - Based on the progress of the game, the effect control unit 630 causes a liquid crystal screen 3 to display an effect video selected from among a plurality of types of effect videos, outputs an effect sound, BGM, etc. corresponding to the effect video from a speaker 102, and causes a lighting decoration unit 103 to emit light in a light emission pattern corresponding to the effect video. For example, when an AT or a bonus fails, the effect control unit 630 selects an effect pattern for displaying that fact on the liquid crystal screen 3, and performs display control of the liquid crystal screen 3, voice output control of the speaker 102, and light emission control of the lighting decoration unit 103 according to the effect pattern.
[0133] During an AT, the effect control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the correct operation mode of the operation mode role that is sequentially winning (assist function, that is, instruction function).
[0134] Also, during the game, when the notification condition of an effect suggesting a set value is satisfied, the effect control unit 630 causes at least one of the liquid crystal screen 3, the speaker 102, and the lighting decoration unit 103 to perform the notification of the effect. The player can use this effect as one of the materials for grasping what set value the current slot machine 1 in the game has. Examples of the notification conditions include when a rare role wins, at the end of the execution state of a special role (bonus), at the end of an AT, etc.
[0135] - Game performance - Game performance is set for the normal game state, CZ, and special game state, respectively. Game performance represents the performance related to the advantage of the player (performance related to the change in game value as the game progresses). The subordinate concepts of game performance may be the performance described below. · Performance related to the number of payouts per unit time in the special game state (so-called payout performance) For example, the net increase per game (expected value of the value obtained by subtracting the number of inserted coins from the number of payouts), the probability of executing the assist function of the winning combination with payouts, etc. can be mentioned. The probability of executing the assist function of the winning combination with payouts refers to the probability that the assist function, especially the function of notifying the correct pressing order of the winning combination, is exerted (that is, the probability of receiving navigation notification). · Performance related to the duration of the special game state For example, the probability of extending the special game state (for example, the continuation rate of AT), the length of the period of the special game state given when it is determined to extend the special game state (for example, the number of additional games of AT), the balance between the number of winning combinations that can shift to the process of determining the extension of the special game state and the length of the period of the special game state given, etc. can be mentioned. The length of the period of the special game state given can be the number of games given, the number of extra coins given, the number of times of navigation given. The number of times of navigation is the number of games in which the function of notifying the correct pressing order of the winning combination is exerted when the winning combination of the pressing order is won. · Performance related to the transition from the normal game state to the special game state For example, the transition probability from the normal game state to CZ, the transition probability from the normal game state to the special game state, the transition probability from CZ to the special game state, the balance between the number of winning combinations that can shift to the process of determining the transition to the special game state and the hitting probability of the special game state, etc. can be mentioned. · Performance related to points When the points reach a predetermined value (ceiling), a process of granting benefits or a process of determining whether to grant benefits is executed. The benefits related to points may be the performance related to the ceiling of points, the ease of granting points, the conditions for granting points, and the types of benefits that can be granted after saving points. As an example, a process of determining whether to shift to a special game state by accumulating points in CZ (AT shift lottery process) may be executed. As an example, when points are accumulated in a special game state (during AT), a process related to extending the period of the special game state (period extension lottery, period extension determination) may be executed. As an example, it is possible to select performance 1 to 3 related to the next points. - Performance 1 related to points: The ceiling of the points is set to be the lowest among performances 1 to 3, and a process of determining point awarding according to the winning combination is executed. The probability of awarding points may be relatively low compared to performance 2 related to points, and it may be difficult for points to accumulate. - Performance 2 related to points: The ceiling of the points is set to be intermediate among performances 1 to 3, and a point awarding determination process (lottery process) is executed according to the winning combination. The probability of awarding points is relatively high compared to performance 1, and it is easy for points to accumulate. For example, the amount of point awarding may be large, or it may be easy for the point awarding determination process (lottery process) to be executed. In performance 1, the point awarding determination process is executed only when winning a rare combination or winning a prize, but in performance 2, the point awarding determination process may be executed even when winning a small paying combination or a replay. - Performance 3 related to points: The ceiling of the points is set to be the highest among performances 1 to 3. Instead, it may be that the point awarding determination process is executed or points are awarded regardless of which combination is won. As an example, it is possible to select one performance from a plurality of performances related to points. The ceilings of the points for each performance are the same, but the ease of awarding points for each performance is different. In the performance where points are easily awarded, it is difficult to obtain benefits when the points reach the ceiling, and in the performance where points are difficult to be awarded, it is relatively easy to obtain benefits when the points reach the ceiling. Benefits may include shifting to a special game state or extending the period of the special game state. As an example, it is possible to select one performance from a plurality of performances (Performance 1 to 3) related to points, and even if the types of benefits given when the points reach the ceiling differ depending on the performance. For example, in Performance 1, the probability of giving a benefit is relatively high, but the amount of the benefit given is relatively small (the probability of adding extra games in the special game state is relatively high or 100%, but the number of extra games added is relatively small), and in Performance 2, the probability of giving a benefit is relatively low, but the amount of the benefit given is relatively large (the probability of adding extra games in the special game state is relatively low, but the number of extra games added is relatively large or huge). As an example, it is possible to select one performance from a plurality of performances (Performance 1 to 3) related to points. Assume that in Performance 1 among the plurality of performances, points are given based on a winning combination or a winning role, and in Performance 2 among the plurality of performances, a process of determining the giving of points may be executed according to the state of the game (whether it is a high probability state of giving points or a low probability state of giving points). · Performance related to the giving of a game medium (item) As an example, it is possible to select one performance from a plurality of performances (1 to 3) related to points, and the attributes of the items that are likely to be given may differ according to the selected performance. For example, in Performance 1, an item that increases the expectation of transitioning to the special game state or the expectation of extending the period of the special game state is given, in Performance 2, an item that makes it certain to transition to the special game state or makes it certain to extend the period of the special game state is given, and in Performance 3, the expectation of transitioning to the special game state or the expectation of extending the period of the special game state is not changed, but if it is determined that the transition to the special game state or the period of the special game state is extended, the special game state given may be special or the amount of extension of the period of the special game state is huge. As an example, it is possible to select one performance from a plurality of performances related to points, and among the plurality of performances, a performance of giving an item that can execute a lottery process for lowering or lowering the ceiling of the above points may be included.
[0136] - Game Mode - The game state control unit 616 is configured to be able to execute a process of advancing a game in which a specified number of game values (3 pieces) are bet in any one of a plurality of game modes. In the present embodiment, the plurality of game modes include a first game mode, a second game mode, and a third game mode, and the game performances of each game mode are different from each other. FIG. 9 is an explanatory diagram regarding the game performances of the first to third game modes. As shown in FIG. 9, in the first to third game modes, the game performances in the general game state and CZ, and the game performances in the special game state are set respectively. The first game mode is the default, and the first game mode is automatically selected at a predetermined timing such as when the set value is changed, when the RAM is cleared, or when the power is cut off. As a specific example, the game performances in the general game state and CZ in the first game mode are the most basic game performances. In the general game state, when a rare combination wins, a CZ transition lottery process is executed. If the CZ is selected in the CZ transition lottery process, the game transitions to CZ. In CZ, when a rare combination wins, an AT transition lottery process is executed. When the AT is selected in the AT transition lottery process, the game transitions to the AT state. The game performance in the special game state in the first game mode is the most basic game performance. A bonus game number determination process is executed according to the winning combination. When it is determined in the bonus game number determination process to extend the period of the special game state, the bonus game number is determined according to the winning combination. The game performances in the general game state and CZ in the second game mode are game performances that can realize a relatively mild gameplay. When a combination other than a losing combination wins, an AT transition lottery process is executed. The probability of selecting the AT in the AT transition lottery process is constant regardless of the combination. The game performance in the special game state in the second game mode is a game performance that can realize a relatively mild gameplay. When a rare combination (strong rare combination, weak rare combination) wins, a fixed number (10 games) is always added as a bonus. In the third game mode, the general game state and the game performance of CZ can achieve a relatively rough gameplay. Even if a winning occurs in a combination other than the strong rare combinations (strong cherry, watermelon), the CZ transition lottery process and the AT transition lottery process are not executed. When a winning occurs in a strong rare combination, the CZ transition lottery process and the AT transition lottery process are executed. The CZ winning probability in the CZ transition lottery process and the AT winning probability in the AT transition lottery process are higher compared to other game modes (the first and second game modes). The game performance in the special game state of the third game mode can achieve a relatively rough gameplay. Even if a winning occurs in a combination other than the strong rare combination, the additional game number lottery process is not executed. When a winning occurs in a strong rare combination, the additional game number lottery process is executed. However, the additional game number determined by the additional game number lottery process reaches three digits, and an extremely large number of games are awarded compared to other game modes. These first to third game modes have different game performances (balances such as roughness and mildness), but for any combination of the general game state and the game performance of CZ in the first to third game modes and the game performance in the special game state of the first to third game modes, the payout rate (machine ratio) according to the set value is obtained. The payout rate indicates the ratio of the number of paid-out game values to the total number of input game values input into the gaming machine.
[0137] - Table regarding game performance - FIG. 11 is a diagram showing an example of a table regarding the game performance in the first game mode. FIG. 12 is a diagram showing an example of a table regarding the game performance in the second game mode. FIG. 13 is a diagram showing an example of a table regarding the game performance in the third game mode. In the tables regarding the game performance in the first to third game modes, for each combination, the CZ winning probability in the CZ transition lottery process, the AT winning probability in the AT transition lottery process, the additional game number in the AT additional lottery process, etc. are associated. These tables are tables other than the internal lottery table for three bets shown in FIG. 8, which is used in the internal lottery process to determine the internal winning combination from a plurality of combinations.
[0138] The tables used for the processes of advancing each of the games shown in FIGS. 11 to 13 are associated with the corresponding game modes among the first to third game modes, respectively. The table (FIGS. 11 to 13) corresponding to the selected game mode among the first to third game modes is used for the process of advancing the game with three bets. Thereby, the game performances in the above first to third game modes can be realized.
[0139] - Selection of game mode - The game mode of the game in which the game value of the specified number of bets (three bets) is bet can be selected from a plurality of game modes according to the operation of the player on the operation unit in the game in which the game value of a number of bets (two bets) less than the specified number of bets (three bets) is bet. As a specific example, one game mode can be selected from a plurality of game modes according to the operation mode for a plurality of operation units. More specifically, one game mode can be selected from a plurality of game modes according to the operation order for the three stop switches 40a, 40b, and 40c. FIG. 10 is a diagram showing a table associating the operation order for the stop switches 40a, 40b, and 40c with the game mode. As shown in FIG. 10, when the operation unit operated first is the left stop switch 40a, the first game mode is selected. When the operation unit operated first is the middle stop switch 40b, the second game mode is selected. When the operation unit operated first is the right stop switch 40c, the third game mode is selected. Regardless of whether the winning combination in the two-bet game is a replay or a two-piece combination, the game mode in the next three-bet game is selected according to the pressing order of the stop switches 40a, 40b, and 40c. When a replay occurs during a two-coin bet game, the next game will automatically be a replay with a two-coin bet. If, in a replay-based game, the order in which the stop switches 40a, 40b, and 40c are pressed is unexpectedly different from the order in which they were pressed in the previous game, the game mode corresponding to the most recent order of pressing will be selected. Therefore, when a replay occurs during a two-coin bet game, it is preferable not to accept the selection of a game mode in the next replay game. In a game started by operating the lever 42 with a two-coin bet, the player should consciously operate the stop switches 40a, 40b, and 40c while considering which stop switch (the first one to be pressed in this embodiment) to press first. It is not assumed that a replay will occur in that game, and it is undesirable for the player to perform the same operation sequence again in the replay game. That is, a game with a two-coin bet respects the player's will, and the selection of a game mode is accepted in that game.
[0140] <Flow of the operation process of the slot machine 1> Using FIG. 14, the process flow of the slot machine 1 according to this embodiment will be described. FIG. 14 is a flowchart showing a part of the process of the slot machine 1. The routine in FIG. 14 is executed each time a game is started. A game starts with a two-coin bet or a three-coin bet.
[0141] In step ST1, the main control unit 61 determines whether the game value has been bet with two chips, the lever 42 has been operated, and the game has started. In step ST1, if it is determined that the game value has been bet with two chips, the lever 42 has been operated, and the game has started (ST1: YES), then in the next step ST2, the main control unit 61 uses the internal lottery table for double bets shown in FIG. 8 to determine the internal winning combination. Here, only one of the replay combination or the double combination is determined. In the next step ST3, after the player has stopped all the reels, if a winning combination is established, the main control unit 61 pays out the game value. In the next step ST4, the main control unit 61 acquires the operation modes (operation order) of the three stop switches 40a, 40b, and 40c for stopping the three reels. In the next step ST5, the main control unit 61 sets and stores the game mode corresponding to the operation order of the stop switches 40a, 40b, and 40c in the selected game mode, and ends one game.
[0142] In step ST1, if it is determined that the game value has not been bet with two chips, that is, the game has started with triple bets (ST1: NO), then in the next step ST6, the main control unit 61 uses the internal lottery table for triple bets to determine the internal winning combination. In the next step ST7, after the player has stopped all the reels, if a winning combination is established, the main control unit 61 pays out the game value. In the next step ST8, the main control unit 61 executes game progress processing using the table corresponding to the default game mode or the game mode selected in ST5, and ends one game. The game progress processing includes CZ transition lottery processing, AT transition lottery processing, additional game number lottery processing, and the like.
[0143] [1] As in this embodiment, the slot machine 1 (gaming machine) can execute a process of advancing a game in which a prescribed number (three) of game values are bet in any one of a plurality of game modes with different game performances, and in a game in which a number (two) of game values less than the prescribed number (three) are bet, according to an operation on the operation unit (stop switches 40a, 40b, 40c), it may be possible to select the game mode of the game in which the prescribed number (three) of game values are bet from among the plurality of game modes.
[0144] <Effect of the Invention> According to this embodiment, when a player wants to change the game performance, the player can select the game performance by operating the operation unit in a game in which a number (two) of game values less than the prescribed number (three) are bet. Therefore, it becomes possible to provide a gaming machine whose game performance can be changed at an arbitrary timing.
[0145] [2] In the gaming machine according to the above [1], it may be possible to select the game mode of the game in which the prescribed number (three) of game values are bet from among the plurality of game modes according to the operation mode on the plurality of operation units (stop switches 40a, 40b, 40c). Since the game mode can be selected according to the operation mode on the plurality of operation units, game playability can be imparted to the selection of the game mode, and the game can be made interesting.
[0146] [3] In the gaming machine according to the above [2], in the plurality of game modes, an operation order for the plurality of operation units (stop switches 40a, 40b, 40c) is associated, and it may be possible to select from the plurality of game modes the game mode corresponding to the operation order for the plurality of operation units. Since the game mode is selected according to the operation order for the plurality of operation units, it becomes possible to easily select the game mode.
[0147] [4] In the gaming machine according to any one of [1] to [3] above, a table used for the process of advancing the game is associated with each of a plurality of game modes, and the table corresponding to the game mode selected from the plurality of game modes may be used for the process of advancing the game. According to this configuration, it is possible to realize, by means of the table, that the gaming performances of a plurality of game modes are different from each other.
[0148] [5] In the gaming machine according to [4] above, the table used for the process of advancing the game may be a table other than the table used in the internal lottery process for determining the winning combination.
[0149] [6] In the gaming machine according to any one of [1] to [5] above, in the process of advancing a game in which the game value of a number of sheets (2 sheets) less than the specified number of sheets (3 sheets) is bet, it is also possible to execute a process in which the game value does not change as the game progresses. According to this configuration, in a game in which a game mode is selected from a plurality of game modes, since the game value does not change as the game progresses, it becomes possible for the player to change the game mode more casually than when the game value changes.
[0150] [Other Embodiments] The various control means and processing procedures described in the above embodiments are 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 redesigned without changing the gist of the present invention.
[0151] (A) In this embodiment, the special game state (AT state) is of the game number management type, and the performance regarding the period of the special game state can be expressed by the remaining number of games in the AT state or the additional number of games added to the remaining number of games, but is not limited thereto. The performance regarding the period of the special game state may be expressed, for example, by either a value based on the number of difference medals in the AT state of the difference medal management type or a value based on the number of times the instruction function can be executed in the AT state. When there are multiple types of special game states, the expression of the performance regarding the period of the special game state may be changed according to the type of the special game state. For example, it may include a special game state with the number of games as the performance regarding the period of the special game state and a special game state with a value based on the number of difference medals as the performance regarding the period of the special game state.
[0152] (B) In this embodiment, a MAX bet switch (41) for automatically betting the game value of the specified number of medals (for example, 3 medals) and a single bet switch 41A for betting the game value less than the specified number of medals (for example, 1 medal) are provided separately, but are not limited thereto. For example, the MAX bet switch 41 may be omitted. In addition to this embodiment, a bet switch for betting 2 more medals may be provided. The method of betting the game value of 2 medals may be as follows. For example, if the single bet switch 41A is not on the outer surface of the housing 10 and it is a medal machine, after inserting 2 medals, the lever 42 may be operated. For example, if the single bet switch 41A is not on the outer surface of the housing 10 but is arranged inside the housing 10 and it is a medal-less machine, although it cannot be operated by the player, the store staff may operate it after changing the set value to change the game performance (gameplay). In this case, for the same type of gaming machine, different game performances (gameplay) can be set individually.
[0153] (C) In this embodiment, as an operation on a plurality of operation units for selecting a game mode, three stop switches are taken as an example, but it is not limited to the stop switches. Any operation unit that can be detected by the main control unit 61 for controlling the game can be appropriately changed. Examples of the operation unit that can be detected by the main control unit 61 include, for example, the lever 42, the bet switch 41, and the stop switches 40a, 40b, and 40c. It is because the operation unit can be detected by the main control unit 61 that the selection of the game mode can be realized. If it were possible to select the game mode by an operation unit that cannot be detected by the sub-control unit 63, a signal would need to be sent from the sub-control unit 63 to the main control unit 61. However, in the gaming machine, it is virtually prohibited to send a signal from the sub-control unit 63 to the main control unit 61. Therefore, an operation unit that can be detected by the main control unit 61 is used as the operation unit for selecting the game mode.
[0154] (D) In this embodiment, as an example of an operation mode for a plurality of operation units (stop switches 40a, 40b, 40c), the operation order (pressing order) is taken as an example, but it is not limited to this. For example, various modes can be adopted, such as which symbol to stop by eye pressing, a combination of pressing order and eye pressing, and simultaneous pressing of two or more operation units.
[0155] (E) Regarding the timing when the game mode returns to the default game mode (the first game mode), it is possible to do as follows. When the set value is changed, when the RAM is cleared, when the power is cut off, when the power cut-off continues for a predetermined time or more, when a predetermined time has elapsed in a state where no game is being played, when a predetermined time has elapsed in a state where the standby screen is being displayed, the game mode may return to the default game mode (the first game mode). Even when it is not known which game mode among a plurality of game modes the current game mode is, it is possible to some extent infer which game mode among the plurality of game modes the current game mode is by continuing the game. If the game mode returns to the default game mode (first game mode) when the setting value is changed, it is inferred that the current game mode is the first game mode and it is highly likely that the setting has been changed. Since this would suggest to the player that the setting value has been changed, when the setting value is changed, the previous game mode may be carried over.
[0156] (F) When the selection of the game mode by double bet is repeated, the selection of the game mode may be overwritten and the selection history of the previous game mode may be erased. Also, when the selection of the game mode by double bet is repeated, the selection of the game mode may not be overwritten, the selection of the most recent game mode may be made valid, and the selection history of past game modes may be retained. The selection history of past game modes may be made displayable. By enabling the player to recognize the selection history of past game modes, it may be possible to give the player a motivation to play the game.
[0157] (G) Triggered by starting the game with double bet, it may be possible to notify in what operation mode and what game mode (game performance) is selected. The game mode (game performance) currently selected may be notified when a predetermined condition such as pressing the effect button 47 during non-gameplay is satisfied. A limit may be set on the number of times the game mode can be selected while the power is on. Also, in order to suppress frequent changes in the game mode, a limit may be set such that the game mode cannot be newly selected unless a predetermined time or a predetermined number of games has elapsed since the previous selection of the game mode.
[0158] (H) In this embodiment, as shown in FIG. 10, although the operation mode (operation order) for the operation unit in a two-card game corresponds one-to-one with the game mode, it is not limited to this. For example, the game mode selected from a plurality of game modes may be determined by a lottery process based on the operation on the operation unit. FIGS. 15 and 16 are explanatory diagrams regarding a table used in the lottery process for selecting the game mode in a modified example. In this lottery process, as shown in FIG. 15, for example, there may be a bias towards a game mode that is more likely to be selected according to the operation mode, such as an operation mode of operating the left stop switch 40a and the middle stop switch 40b first. Also, as shown in FIG. 16, when the game mode is selected by the lottery process, there may be a difference in the determination of the selected game mode depending on the set value. In this case, the tendency for the game mode to be selected may also imply the suggestion of the set value. Furthermore, it may be possible to notify an effect suggesting the game mode selected during the game. In this case, the set value can be inferred from the effect suggesting the game mode.
[0159] (I) It may be made impossible to select one game mode from a plurality of game modes at at least one of the following timings. Examples of the scenarios where it is impossible to select one game mode are as follows. For example, it may be during an error. During an error, since a notification of the error is made, the progress of the game effectively stops. Examples of such errors include errors related to the management of game values, backup errors, etc. For example, it may be a specific game state (for example, during the ending of AT, or during the display of the continuous determination screen of a special game state, in cases where a special effect is to be shown to the player). If the game mode could be selected while the special effect is being notified, the effect would be interrupted in the middle. For example, it may be during the notification of the remaining number of cards until the complete function is activated. When the complete activation is triggered, the game becomes completely unplayable, so the selection of the game mode becomes less meaningful. For example, in the case of an AT machine, in a model where the AT is played in a state where a special role is carried over (inside the bonus), the first gaming state may be a state where the special role is not carried over (outside the bonus).
[0160] (J) For example, information indicating which gaming mode among a plurality of gaming modes has been selected may be output to a management device of a gaming system held by a store. For example, it may be possible to select one gaming mode from a plurality of gaming modes, both in the advantageous section and in the normal section. For example, even if the gaming section transitions between the advantageous section and the normal section, the gaming mode may be maintained. Conversely, when the advantageous section ends and transitions to the normal section, the gaming mode may be returned to the default gaming mode. In the present embodiment, in a game in which two gaming values are bet, one gaming mode can be selected from a plurality of gaming modes, but it is not limited to this. If it is less than the specified number of sheets (3 sheets), for example, in a game in which one gaming value is bet, one gaming mode may be selectable from a plurality of gaming modes.
[0161] (K) For example, for example, one type of BB becomes a winning candidate when the number of bets is the specified number (maximum number) "3", and the second type of BB becomes a winning candidate when the number of bets is less than the specified number. The number of bets of the gaming value when becoming a winning candidate may be different between one type of BB and the second type of BB. Note that among the slot machines 1, there are some with a specification that allows general gaming states and games including AT to be played in a state where a special role (bonus) has won but not been awarded, that is, in a state where the special role is carried over (inside the bonus). In the slot machine 1 equipped with such a use, there can be various methods for setting the state where the special role is carried over (inside the bonus). The following is an example thereof. Case A: When the number of bets is a predetermined number (e.g., 2) less than the specified number (3), assume that a special role becomes a candidate for being assigned and a winning candidate. In a state where the special role has not been assigned and there is no carry-over of the special role, for example, before the store rotation, the store staff makes the predetermined number of bets until the special role is assigned and the game is played. After the state of having the special role assigned but not winning, the player plays a game with the specified number of bets. In this way, the player plays a game including AT in a state of having the special role carried over. Since the special role assigned when the number of bets is the predetermined number does not win when the number of bets is the specified number, the winning of the special role can be avoided and the state of having the special role carried over can be maintained as long as the player does not play a game with the predetermined number of bets. Case B: Different from Case A above, assume that when the number of bets is the specified number, a special role and a minor role other than the special role (e.g., replay or single role) overlap as candidates for being assigned. In a state where the special role has not been assigned and there is no carry-over of the special role, when the player makes the specified number of bets and starts the game, eventually the special role can be assigned. When the special role is assigned, control is performed to ensure that the minor role always wins by the relationship of the symbol arrangement on the reel and the drawing control at the time of reel stop. That is, even if the special role is assigned, since the minor role is drawn and wins, the special role does not win and a state of having the special role carried over is reached. In this Case B, basically, a state where the special role does not win can be created, so the player can continue to play the game in a state of having the special role carried over. In the example of the above embodiment, when the game value with the number of bets less than the specified number (2), as shown in FIG. 8, since the candidates for being assigned are only "bell" and "replay", the special role is not considered as a candidate for being assigned. Therefore, in the example of the present disclosure, Case B is adopted to create a state of having the special role carried over. Unlike FIG. 8 of the above embodiment, if a special combination is included in the winning candidates in the game value (2 sheets) where the number of bets is less than the specified number, assuming that a specification is provided to allow the game performance to be selected by betting on a number of game values less than the specified number, there is a risk of the special combination winning when selecting the game performance. Therefore, in the slot machine 1 with a specification that allows the game performance to be selected by betting on a number of game values less than the specified number and further allows the AT game to be played in the state where the special combination is carried over, it is preferable to adopt the above Case B rather than the above Case A as the method for setting the state where the special combination is carried over.
[0162] (L) In the above embodiment, the rare combination is defined as a combination whose winning or losing depends on a button press, but it is not limited to this. For example, the rare combination may be a combination that does not require a button press. In this case, if the rare combination is hit, it can always win regardless of the button press timing.
[0163] (M) In the above embodiment, the CZ transition lottery process is executed when winning the rare combination, but it is not limited to this. For example, it may be set that the CZ transition lottery process is executed when targeting the rare combination even if the rare combination does not win. Also, the AT transition lottery process is executed when winning the rare combination, but it is not limited to this. For example, it may be set that the AT transition lottery process is executed when targeting the rare combination even if the rare combination does not win.
[0164] (N) In the above embodiment, when hitting a replay in a 2-bet game, it is stated that the selection of the game mode is not accepted in the next replay game, but it is not limited to this. When hitting a replay in a 2-bet game, the selection of the game mode may also be accepted in the next replay game.
[0165] (O) In the above-described embodiment, as shown in FIG. 14, steps ST3, ST4, and ST5 are sequentially executed, but it is not limited thereto. For example, as shown in FIG. 10, since the game mode is selected based on what the first operated stop switch is, it is not necessary to acquire all of the pressing orders. Also, steps ST4 and ST5 may be executed in parallel during the execution of step ST3 shown in FIG. 14.
[0166] (P) In the embodiment shown in FIG. 8, the internal lottery table includes the flags of the roles that have no chance of winning in the data, but it is not limited thereto. For example, the internal lottery table may not have the data of the flags of the roles that have no chance of winning, and may have only the data of the flags of the roles that have a chance of winning.
[0167] In the above-described embodiment, the case where the bet switch 41 and the lever 42 are provided separately is illustrated, but the lever 42 may also serve as the function of the bet switch 41.
[0168] In the above-described embodiment, AT and bonus are illustrated as the advantageous game states, but the advantageous game states may include ART. CZ is a game state in which the probability of entering AT or the replay probability is higher than when it is not CZ. ART is a game state in which the replay probability is higher than in the general game state and the correct operation mode of the operation mode role is notified. And according to the set value, the probability of entering at least one of AT, CZ, and ART may change. According to the set value, the performance of AT, CZ, and ART may change.
[0169] The effect for suggesting the set value may further include, in addition to the one by the image, that when the rotation of the rotary reels 20a, 20b, 20c stops, the symbol visible through the reel window 200 becomes a special symbol.
[0170] In the above-described embodiment, the case where the gaming machine is an AT type slot machine was exemplified. However, the gaming machine can also be realized as a non-AT machine such as an ART type or an A+AT type slot machine. The A+AT type is a type in which the number of balls can be increased in both real bonuses and AT.
[0171] In the above-described embodiment, the case where the gaming machine is a medal-less machine was exemplified. However, the gaming machine is not limited to a medal-less machine and can also be realized as a conventional slot machine that uses actual medals for gaming.
[0172] In the above-described embodiment, the case where the card unit 9 and the slot machine 1 are separate was exemplified. However, at least a part of the functions of the card unit 9 may be mounted on the slot machine 1.
[0173] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. Also, it is possible to appropriately combine the present embodiment with other embodiments and other embodiments with each other.
Explanation of Signs
[0174] 61: Main control unit
Claims
1. A process is executable for advancing a game in which a specified number of game values are bet in any one of a plurality of game modes having different game performances, and the game mode of the game in which the specified number of game values are bet can be selected from the plurality of game modes in response to an operation on an operation unit in a game in which a number of game values less than the specified number are bet. The gaming machine.
2. The gaming machine according to claim 1, wherein the game mode of the game in which the specified number of game values are bet can be selected from the plurality of game modes according to the operation modes for a plurality of operation units.
3. An operation order for the plurality of operation units is associated with the plurality of game modes, The gaming machine according to claim 2, wherein the game mode corresponding to the operation order for the plurality of operation units can be selected from the plurality of game modes.
4. A table used for the process of advancing the game is associated with each of the plurality of game modes, The gaming machine according to any one of claims 1 to 3, wherein the table corresponding to the game mode selected from the plurality of game modes is used for the process of advancing the game.
5. The gaming machine according to claim 4, wherein the table used for the process of advancing the game is a table other than the table used in the internal lottery process for determining the winning combination.
6. In the process of advancing a game in which a number of game values less than the specified number are bet, a process in which the game value does not change as the game progresses is executable. The gaming machine according to any one of claims 1 to 3.
Citation Information
Patent Citations
Game machine
JP2022186335A