Game machine

By implementing a gaming machine with a control unit that automatically updates or generates lottery tables, the issue of excessive data capacity in conventional gaming machines is addressed, resulting in more efficient storage and development processes.

JP2025096310APending Publication Date: 2025-06-26ENTERRISE CO LTD
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Patent Information

Application Number
JP2025060302
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-01
Publication Date
2025-06-26

AI Technical Summary

Technical Problem

Conventional gaming machines require a large data capacity to store multiple types of lottery tables, leading to excessive data storage needs.

Method used

A gaming machine with a storage unit and a control unit that automatically updates or generates lottery tables based on predetermined conditions, reducing the need for pre-prepared tables.

Benefits of technology

This approach reduces the excessive data capacity required in gaming machines, minimizing storage needs and development time.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of reducing an excess of data capacity.SOLUTION: A game machine includes: a storage section capable of storing a lottery table used for predetermined lottery processing regarding a game; and a control section capable of executing setting processing regarding a lottery table when a predetermined condition is satisfied, and executing lottery processing by using a lottery table after the setting processing. In the setting processing, at least a partial content of a lottery table itself before execution of the setting processing is rewritten and updated automatically, or at least a partial content of a table related to a previously prepared lottery table is rewritten and a new lottery table is generated automatically and is set to a lottery processing table while the previously prepared lottery table is allowed to remain.SELECTED DRAWING: Figure 2
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Description

Technical Field

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

Background Art

[0002] Conventionally, gaming machines have been known that can enhance the game nature and diversify the effects as the game progresses (see Patent Document 1). In such gaming machines, a plurality of types of lottery tables (for example, internal lottery tables, mode lottery tables, effect lottery tables, etc.) are prepared in advance.

[0003] And, for example, the effect lottery table is a table that is used appropriately according to the progress of the game, and a plurality of different effect tables are prepared in advance, in which the types of effect items that can be drawn by the effect lottery and / or the number of positions assigned to the effect items are variously different.

[0004] For example, Patent Document 1 describes that the assignment of the number of positions regarding the effect items (continuous effect numbers) of the advantageous state success / failure lottery table can be changed at the design stage of the gaming machine.

[0005] And, in such gaming machines, the lottery table to be used at that timing is determined from a plurality of types of lottery tables set in advance according to the progress of the game or the type of winning combination, etc. Thereby, conventional gaming machines can provide diverse effects.

Prior Art Documents

Patent Documents

[0006]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0007] However, in such a conventional gaming machine, since it is necessary to prepare a plurality of types of lottery tables at the design stage, the data capacity becomes large.

[0008] An object of the present invention is to provide a gaming machine capable of reducing an excessive data capacity.

Means for Solving the Problems

[0009] The present invention a storage unit capable of storing a lottery table used in a predetermined lottery process related to a game; a control unit that, when a predetermined condition is satisfied, executes a setting process related to the lottery table and executes the lottery process using the lottery table after the setting process is performed; and the setting process is a process of automatically rewriting and updating at least part of the content of the lottery table itself before the setting process is executed, or a process of automatically generating a new lottery table by rewriting at least part of the content of a table related to the lottery table prepared in advance while leaving the lottery table prepared in advance as it is, and setting it as the table for the lottery process; is a gaming machine.

Effects of the Invention

[0010] According to the present invention, it is possible to provide a gaming machine capable of reducing an excessive data capacity.

Brief Description of the Drawings

[0011]

Figure 1

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Figure 14

[0012] [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 11. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. In the following description, "connection" includes both a case where connection targets are directly connected and a case where connection targets are indirectly connected via another substrate or device.

[0013] As shown in FIG. 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals.

[0014] In this slot machine 1, unlike conventional slot machines, it is not necessary to insert physically existing medals, nor are physically existing medals paid out. In the slot machine 1, a pseudo gaming medium converted into electronic data is used as gaming value data, and the game progresses. Such a slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), an enclosed reel gaming machine, etc.

[0015] First, the card unit 7 connected to this slot machine 1 will be described below.

[0016] <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.

[0017] The card unit 7 can store a card 70 that stores gaming value data as electronic data in place of physically existing medals inside it.

[0018] The card unit 7 can mainly perform a gaming value lending process associated with the transfer of gaming value data to the slot machine 1 and, conversely, a card 70 ejection process associated with the transfer of gaming value data from the slot machine 1.

[0019] Further, the card unit 7 can manage game value data in the slot machine 1 by transmitting and receiving necessary data to and from a media management unit 620 (described later) of the slot machine 1.

[0020] Also, the card unit 7 is provided with a lending button 71. When a bill is inserted into the card unit 7 by an operator and then the lending button 71 is operated by the operator, a lending signal is generated and transmitted to the media management unit 620.

[0021] In this specification, the "operator" means all of a player who is a user executing a game, a user who has ended the game (including a user walking inside the store), and store staff. However, if necessary, it may be individually described as "store staff", "player", etc.

[0022] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, as shown in FIG. 2, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided.

[0023] The cash management mechanism 73 introduces bills inserted from an opening (not shown) for inserting cash into the card unit 7 and detects and accumulates the bills.

[0024] The card management mechanism 74 introduces and accommodates the card 70 inserted from an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the ejection button 72 is operated.

[0025] The card unit side control unit 75 is composed of a CPU, a RAM, a ROM, etc. The card unit side control unit 75 performs operation control of each of the cash management mechanism 73 and the card management mechanism 74, lending processing of game values, authentication processing of the card 70, data reading processing and writing processing from and to the card 70, etc.

[0026] The operation process of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of giving an error notification to that effect when the inserted banknote gets jammed in the cash management mechanism 73, a process of adding the game value corresponding to the inserted banknote to the current loan balance and temporarily storing it in the RAM, and the like.

[0027] The operation process of the card management mechanism 74 includes a process of operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, a process of operating the card management mechanism 74 so that the card 70 is ejected along with the operation of the ejection button 72, and the like.

[0028] The lending process of the game value includes a process of transmitting the game value data for lending to the slot machine 1 (the medium management unit 620 mounted on the game value control unit 62 to be described later) along with the operation of the lending button 71. At that time, a process of subtracting the game value data for lending from the game value data of the loan balance temporarily stored in the RAM in the card unit 7 is also performed.

[0029] In the authentication process of the card 70, when a PIN number is input via the display panel when the card 70 is inserted into the opening, it is determined whether or not the input PIN number matches the PIN number written on the card. When the card unit side control unit 75 determines that both match, it allows the card 70 to be continuously used as the authentication target, but when it determines that both do not match, it may not allow the card 70 to be continuously used as the authentication target (restricts the use).

[0030] In the data reading process from the card 70, if game value data is written on the card 70, this is read out and temporarily stored in the RAM as the loan balance.

[0031] In the writing process to the card 70, when the game value data is transferred to the card unit 7 along with the operation of the counting button 44 of the slot machine 1, the game value data is temporarily stored in the RAM, and then, when the ejection button 72 is operated, the game value data is written to the card 70.

[0032] When the ejection button 72 is operated and there is already game value data written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of the game value data received from the slot machine 1 to the game value data and writing it to the card 70.

[0033] As a result, when the ejection button 72 is operated in the card unit 7, the card 70 in which at least one of the game value data owned by the player and the data of the remaining loan balance is written is ejected from the opening.

[0034] In addition, the card unit 7 is also communicably connected to a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. From the card unit 7 to the hall computer and the unit management computer, for example, information regarding the advantageous game state including the number of game times in the advantageous game state (AT, CZ, special combination (bonus) implementation state, etc. described later), the transition of the quantity of game values, the number of played games, various information related to the slot machine 1 such as the accessory ratio, are sent.

[0035] <Configuration of the Slot Machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress the game without using medals, which are real objects. In the slot machine 1 of the present embodiment, instead of medals, which are real objects, the game is played using game value data as electronic data. Hereinafter, separately from the "game value data", there may be cases where it is expressed as "game value" as a term corresponding to the conventional "medal".

[0036] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.

[0037] A transparent reel window 200 is provided in the central portion of the front door 100. The operator can visually recognize a plurality of symbols displayed on the surfaces of a plurality of rotating reels 20, which will be described later, through this reel window 200.

[0038] Near the right end portion of the front door 100 in the front view of the slot machine 1 (the direction of the back side of the paper in FIG. 1), a keyhole (not shown) is provided. A key for locking or unlocking the front door 100 and the housing 10 is inserted into the keyhole. 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.

[0039] Also, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the housing 10, and the store staff does not need to replenish actual medals during the game. Therefore, during the game, except when an error occurs in the slot machine 1, in principle, the store staff does not lock / unlock the front door 100 and the housing 10.

[0040] When the store staff performs setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 can be rotated with respect to the housing 10. Thereby, the store staff can access the inside of the housing 10.

[0041] Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration unit 102 for performing various effects during the game are provided.

[0042] The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game.

[0043] Speaker 101 outputs predetermined BGM (background music), SE (sound effect), and voice.

[0044] The lighting decoration unit 102 is composed of an LED or the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated production screen is displayed or a role wins a prize.

[0045] Below the reel window 200, an operation unit 4, a lower panel 103, a front bottom 104, etc. are provided. On the lower panel 103, the title of the slot machine 1 and the like are displayed. On the front bottom 104, personal belongings of the operator can be placed.

[0046] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and an effect button 46.

[0047] Near each switch of the operation unit 4, a sensor is provided that detects the operation of the player and outputs an operation signal to the control unit 6.

[0048] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each rotating reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c receive an operation to stop the rotation of the corresponding rotating reels 20a, 20b, 20c while the rotating reels 20a, 20b, 20c are rotating. That is, when the stop switch 40a is operated, the rotation of the rotating reel 20a stops, when the stop switch 40b is operated, the rotation of the rotating reel 20b stops, and when the stop switch 40c is operated, the rotation of the rotating reel 40c stops.

[0049] Inside the stop switches 40a, 40b, and 40c, lamps are provided. The lamps can indicate, for example, in a color (e.g., red) that the stop switches 40a, 40b, and 40c are in an inoperative state from when the lever 42 is operated until each of the rotary reels 20a, 20b, and 20c reaches a steady rotation state. Also, the lamps can indicate, in a color different from the above-mentioned coloring (e.g., blue), that the stop switches 40a, 40b, and 40c are in an operative state from when each of the rotary reels 20a, 20b, and 20c reaches a steady rotation state until the stop switches 40a, 40b, and 40c are operated.

[0050] The bet switch 41 is used when the operator bets game values. Note that the quantity of the credited game values and the bet game values is managed by the slot machine 1 (media management unit 620). Hereinafter, the term "credited game values" means the game values (game value data) managed by the media management unit 620.

[0051] The lever 42 functions as a start switch that receives an operation for rotating the rotary reels 20a, 20b, and 20c.

[0052] The digital counter 43 digitally displays the credit number of game values, the payout number (winning number) of game values, and the like. The operator can also check during the game how much the quantity of the held game values is by checking the digital counter 43. Also, thereby, the player can play the game without having actual medals in hand.

[0053] Note that the "number of payouts of game value" in this embodiment does not refer to the operation of actually paying out medals outside the slot machine 1, but rather means "the increase in the game value corresponding to a winning combination established by internal lottery". That is, the "number of payouts of game value" means "the increase in the numerical value of virtual game media converted into electronic data". Also, for example, the "predetermined number of game values" corresponds to the concept of the "predetermined number of medals" in the prior art.

[0054] The counting button 44 can receive an operation by the operator for transferring game value data from the medium management unit 620 to the card unit 7. When the counting button 44 receives the operator's operation, a transfer signal is generated by the counting button 44.

[0055] Note that after the counting button 44 is operated, for example, by raising and lowering the lever 42, any amount of game value data specified by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer any amount of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, by the operator operating a button on the card unit 7 side, any amount of game value data specified by the operator may be transferred to the slot machine 1.

[0056] Also, the amount of reduction of the game value data being managed when the counting button 44 is operated once may be determined in advance, such as "1" or "50". Also, while the counting button 44 is being continuously operated (while it continues to be operated), the credited game value may continue to be reduced.

[0057] In this embodiment, the counting button 44 is disposed at a position visible to the operator on the slot machine 1. The visible position is a position where the operator can touch it without unlocking and opening the front door 100, and in this embodiment, it is the front surface of the housing 10.

[0058] More specifically, as shown in FIG. 1, the count button 44 is disposed on the operation unit 4 closer to the card unit 7 in a front view of the slot machine 1. This makes it easier for the player to understand that the count button 44 is a button related to the card unit 7, and also smooths the operation flow from when the count button 44 is operated until the card 70 is discharged from the card unit 7.

[0059] Further, the count button 44 may be provided with a lamp whose emission color changes before and after being operated, inside or around it.

[0060] The cancel button 45 can receive an operation by an operator to change a game value in a bet state (bet state) to a non-bet state (non-bet state). When the cancel button 45 receives the operator's operation, a cancel signal is generated by the cancel button 45. Thereafter, the medium management unit 620 that has received the cancel signal manages the game value data in the bet state as the non-bet state.

[0061] For example, when the cancel button 45 is operated in a state where the game value during betting is 1 or more, the medium management unit 620 updates the game value during betting to "0", and adds the game value data that has been bet until it becomes "0" to the game value data that has been credited. As a result, the credit number displayed by the digital counter 43 increases by the amount of the game value data that has been bet. That is, the cancel button 45 is a button for causing the medium management unit 620 to execute a bet cancellation process of returning the game value during betting to the credit number by changing the bet state to the non-bet state.

[0062] Note that the bet cancellation process based on the operation of the cancel button 45 is effective when the bet state is on but the lever 42 has not been operated yet. On the other hand, the bet cancellation process is invalidated 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 arranged near the bet switch 41.

[0063] The effect button 46 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 effect button 46 may be operated by the operator according to the effect during the game. When the effect button 46 is operated during the game, a change occurs in the effect.

[0064] Also, the effect button 46 is provided with a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state and is turned off when it is in an inoperable state. Also, when outputting a winning notification effect for an advantageous game state such as a special role and an AT triggered by the operation of the effect button 46, the lamp can blink rapidly in a color different from when it is normally lit, such as red or rainbow color.

[0065] Also, inside the housing 10, as shown in FIG. 2, a reset button 51 and a setting change button 52 are provided.

[0066] The reset button 51 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 51 is being operated, the quantity of game values managed by the medium management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game section is set to the "normal section".

[0067] The setting change button 52 is a button operated by a store staff member when any one of a plurality of levels of setting values is set in the slot machine 1. For example, when the power supply of the slot machine 1 is switched from off to on while the slot machine 1 is set to the setting change mode, the setting change button 52 becomes in an operable state, and when the setting change button 52 is operated in this state, setting of the setting value becomes possible.

[0068] During game progress or game standby, since the cabinet 10 and the front door 100 are locked, those who do not have the right to unlock (for example, store staff members who own the key) cannot touch the reset button 51 and the setting change button 52. The scene where the cabinet 10 and the front door 100 are 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 51 and the setting change button 52.

[0069] The setting 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 game values inserted into the slot machine 1. The set setting value affects the internal lottery. And depending on the setting value, the winning probabilities of at least some of the winning candidate roles are different. The setting value is set by the store staff member before the store opens.

[0070] Also, as shown in FIG. 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0071] 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 cabinet 10 corresponding to the position of the reel window 200.

[0072] On the surfaces of the rotating reels 20a, 20b, and 20c, for example, symbols (patterns) as shown in FIG. 3 are arranged. The game progresses by the game result determination unit 612 described later determining whether or not the combination of symbols displayed on the effective line L described later when the rotation of the rotating reels 20a, 20b, and 20c stops is a predetermined combination of symbols.

[0073] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0074] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (for example, 20a) corresponding to the operated stop switch 40 (for example, 40a) 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 in 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.

[0075] The rotation and stop of these rotating reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by the rotating reel control unit 611 described later.

[0076] <Flow of the game by the operator> The operator bets game values on the slot machine 1 by operating the bet switch 41 using the game values credited. When a predetermined number (for example, 3) of game values are bet on the slot machine 1, the effective line L is activated. Thereafter, the operation of the lever 42, that is, the game can be started.

[0077] In the present embodiment, an example is described in which a predetermined number (for example, 3) of game values that can execute one game are automatically bet by pressing the bet switch 41 once.

[0078] FIG. 1 shows an example in which the valid line L is composed of a single downward - right - slanting line. The valid line L is a virtual line for determining the winning of a role. In this embodiment, when three bets (triple bet) with MAX BET are made, one line L is activated.

[0079] In the following, not only the roles with the payout of game values such as bells and watermelons are aligned on the valid line L, but also the patterns corresponding to specific roles such as replay, chance symbols, and special roles (bonus / so - called real bonus) where no game value is paid out are aligned on the valid line L, which is also expressed as "winning".

[0080] One game (one play) in this embodiment refers to a series of operations by which a player operates the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc., including internal lottery, winning determination processing, and increase - decrease processing of game value data, to obtain a predetermined game result.

[0081] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery for determining the lottery flag is performed, and the rotation of the rotating reels 20a, 20b, 20c starts. In this state, when any of the stop switches 40a, 40b, 40c is operated, the rotating reel 20 (40b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the rotating reels 20a, 20b, 20c stop, a payout process of a predetermined number of game values is executed according to the combination (role) of the patterns aligned (winning) on the valid line L. Thereby, one game ends.

[0082] Note that at least a part of the information regarding the progress of the game until these predetermined game results are obtained (for example, the bet switch 41 is operated, the lever 42 is operated, the stop switch 40 is operated, the internal lottery is executed, a predetermined role wins, the rotating reel rotates, etc.) is managed by the main control unit 61.

[0083] <Regarding the game state> During the game, as shown in FIG. 4, the type of game section is set, and as shown in FIGS. 5 and 6, one game state is set from among a plurality of game states. Based on the set game section and game state, internal lottery and a predetermined lottery are performed.

[0084] The game states include a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not game states that are exclusively established, but are merely states classified for convenience of explanation.

[0085] As shown in FIG. 5, the first game state includes a non - carry - over state of special combination, a bonus internal state (carry - over state of special combination), and a special combination execution state. The non - carry - over state of special combination, the bonus internal state, and the special combination execution state are in a mutually exclusive relationship.

[0086] The non - carry - over state of special combination means a state in which a special combination (for example, one - type BB which is a device for continuous operation of symbols related to the first - type special combination item) has not been won by internal lottery and the winning of the special combination has not been carried over. The non - carry - over state of special combination is set, for example, when the set value described later is changed, when the RAM is initialized (an example of a predetermined condition), when the game value is paid out exceeding a predetermined number in the special combination execution state, etc.

[0087] The bonus internal state means a state in which a special combination has been won by internal lottery but the winning of the special combination has been carried over. That is, the bonus internal state means a state in which, by internal lottery, the flag of the special combination has been won, but the symbols indicating the special combination are not aligned on the effective line L and the special combination has not yet won. Note that when in a state where the winning of one - type BB has been carried over, no further lottery for one - type BB is performed.

[0088] The special combination execution state refers to a state in which a special combination selected by internal lottery wins and no payout of more than a predetermined number of game values has been made.

[0089] During the game of the slot machine 1, the operator continues the game with the first game state remaining in the special combination carry-over state without causing the carried-over special combination to win.

[0090] The slot machine 1 in the present embodiment is an AT (assist time) machine. The AT machine is, for example, a machine in which the first game state is set to the bonus internal state by the operation of the store staff before the store opens, and the operator enjoys the game by transitioning to the second game state under this state.

[0091] As shown in FIG. 6, the second game state takes any one of a general game state, an AT (an example of a special game state), and a CZ (a chance zone, an example of a special game state). In the second game state, the general game state, the AT, and the CZ are in an exclusive relationship.

[0092] The general game state is a state that is not an AT or a CZ, that is, a state in which an assist function (for example, an operation sequence navigator) does not occur (or a state in which it is difficult to occur). For example, the second game state is set to the general game state from after the RAM is cleared or after the AT (or CZ) ends until the AT lottery (or CZ lottery) is selected.

[0093] The AT is a state in which an assist function that notifies the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c of combinations other than the special combination selected by internal lottery is operating via the liquid crystal screen 3, the speaker 101, and the lighting unit 102.

[0094] The AT draw is performed according to the winning combination (winning of a rare combination, number of wins of a predetermined combination, etc.) determined by the internal draw when the game period is the advantageous period. When the AT wins in the AT draw (an AT transition signal is generated) while the game period is the advantageous period, the second game state transitions from the general game state to AT.

[0095] When a predetermined number of games have elapsed since the start of the game in AT, when the total number of game values paid out since the start of the game in AT has reached a predetermined number, when the assist has been executed a specified number of times, or when the assist for a specific combination (for example, the push-order bell) has been executed a specified number of times, etc., the second game state transitions from AT to the general game state. Thereby, AT ends.

[0096] CZ is, unlike the modes described later, an example of a special game state, a zone where it can stay temporarily when it is neither the general game state nor AT, and it gives an impression of the winning expectancy of AT.

[0097] Also, CZ enters when certain conditions are met, such as when winning in the CZ draw performed based on the combination determined by the internal draw, when the number of games played in the advantageous period reaches a predetermined number of games, or when the accumulated points reach a predetermined value according to the progress of the game. In this case of CZ, the AT winning probability becomes higher than in the general game state, and the second game state is likely to transition to AT.

[0098] <Regarding the game period> The above-described game period is a state (period) for determining whether or not the process related to the instruction function is performed. As shown in FIG. 4, the game period is composed of a normal period and an advantageous period. The normal period and the advantageous period are in an exclusive relationship, and the game period can take either the normal period or the advantageous period.

[0099] The processing related to the instruction function includes, for example, the processing to exert the instruction function (perform assistance), the mode (the mode in which the AT hitting probability is determined, or the mode in which the AT superimposed hitting probability is determined) extraction, the mode transition processing, the CZ extraction processing, the CZ processing, the AT extraction processing (including the processing related to the continuation of the AT), the AT processing, and so on.

[0100] Note that the mode is a zone where it can stay in any of the general game state, CZ, and AT. For example, in FIG. 6, in each of the general game state, CZ, and AT, modes (for example, low probability mode, high probability mode, heaven mode) may be prepared. Also, it is not limited to the general game state, CZ, and AT, and it can also stay in the same mode during the advantageous section.

[0101] During the normal section, the processing related to the instruction function cannot be executed, but it is a section where the transition processing to the advantageous section is executed when the transition condition to the advantageous section is satisfied. Note that while the game section is in the normal section, the second game state is the general game state.

[0102] The advantageous section is a section where the processing related to the instruction function can be executed. The advantageous section includes the advantageous section where the second game state progresses in the general game state (including the high probability mode and the heaven mode), and the advantageous section where it progresses in CZ or AT. The state where the game section is the advantageous section is maintained until a predetermined end condition is satisfied after the game section transitions to the advantageous section.

[0103] Note that summarizing the combination patterns of the game section and the second game state that can be taken in the slot machine 1 is as follows. · A pattern where the game section is the normal section and the second game state is the general game state · A pattern where the game section is the advantageous section and the second game state is the general game state (including the high probability mode and the heaven mode) · A pattern where the game section is the advantageous section and the second game state is CZ · A pattern where the game section is the advantageous section and the second game state is the AT state

[0104] <Configuration of Control Unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a game value control unit 62, and a sub-control unit 63.

[0105] Each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).

[0106] Hereinafter, the connection relationship and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be described with reference to FIG. 8. In the present embodiment, each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is mounted on a different circuit board.

[0107] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, and bidirectional serial communication is possible.

[0108] The information and commands transmitted from the main control board P1 to the game value control board P2 include outer end information, whether or not setting changes are in progress, commands regarding various errors, a game value bet request signal due to the operation of the bet button 41, a payout request signal for the game value corresponding to the winning combination, a request signal for a bet cancellation process due to the operation of the cancel button 45, a transfer request for the game value due to the operation of the count button 44, and the like.

[0109] The information and commands transmitted from the game value control board P2 to the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the credit number has reached the upper limit value (a value for prompting the operator to transfer because the credit number is too large), information regarding the presence or absence of communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[0110] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication 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 related to game values (e.g., bet / payout information of game values, total number of game values acquired during AT), information indicating the start / end of a game, accessory operation start / end information, information related to various errors, etc.

[0111] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication from the game value control board P2 to the sub-control board P3 is performed.

[0112] Information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described later, information indicating the operation of the complete function, commands related to prior notification before the operation of the complete function, information related to the transfer of game values (e.g., indication of start of transfer, during transfer, transfer completed, etc.), information indicating the credit number or the number of acquired values, information indicating that the credit number has reached the upper limit, error information in case of a backup error of the credit number, etc.

[0113] When the functions of the operation unit 4 such as the lever 42 and the stop switches 40a, 40b, 40c are activated as the game progresses, one-way serial communication from the main control unit 61 to the operation unit 4 etc. is performed.

[0114] <Description of the main control unit 61> In the ROM of the main control unit 61 mounted on the main control board P1, programs and various data directly related to game progress (e.g., control of the rotating reels 20, ball output control, transfer request) are stored.

[0115] In the RAM and RWM of the main control unit 61, game data (information related to game progress) necessary for game progress is stored.

[0116] 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 set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617, which are functions of the game control unit, through the operations of the CPU and the storage unit (ROM, RAM, RWM; the same applies hereinafter) of the main control unit 61.

[0117] That is, in the present embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control executed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game sections, various error monitoring such as communication connection monitoring between the slot machine 1 and the card unit 7, and error processing.

[0118] The game data includes, in addition to the current number of games, data indicating the game status (which state or section each game state and game section is in). The game data in the present embodiment includes, for example, data indicating that the first game state is a state without a special combination carry-over and a bonus internal state.

[0119] <Internal lottery unit 610> 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 combination flags as the winning flag. Specifically, the internal lottery unit 610 conducts an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state and the RT state when the lever 42 is operated.

[0120] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information related to the progress of the game) is transmitted from the internal lottery unit 610 to the rotating reel control unit 611, the game result determination unit 612, the game state control unit 615, the effect control unit 630, and the like.

[0121] The internal lottery table shows information on roles that may be won by internal lottery. Based on the internal lottery table, the internal lottery unit 610 conducts an internal lottery according to combinations such as the RT state and the type of bonus when the lever 42 is operated.

[0122] 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 with each other. In addition to the losing roles for which no game value is paid out, the role information includes operation mode roles (e.g., cherry, watermelon, push-order replay, push-order bell) for which game values are paid out if the operation modes of the stop switches 40a, 40b, and 40c are correct.

[0123] When an operation mode role is won and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role wins, and a plurality (e.g., 8) of game values corresponding to that role can be obtained. If the stop switch 40 is not operated according to the correct operation mode even though the operation mode role is won, the operation mode role does not win, or another role (so-called single-role, etc.) wins.

[0124] Note that the operation mode role is also won and established during the general game state (e.g., other than AT and CZ). However, when the operation mode role is won during the general game state, basically the correct operation mode is not notified, so the operation mode role may be missed, or the number of game values paid out may be 1. On the other hand, during AT, since the correct operation mode is notified, the possibility of paying out a plurality (e.g., 8) of game values increases.

[0125] <Rotation reel control unit 611> Based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, the rotation reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c, and performs rotation start control to start the rotation of each rotation reel 20a, 20b, 20c or rotation stop control to stop the rotation.

[0126] Specifically, when the lever 42 is operated while the rotations of all the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 starts the rotations of all the rotating reels 20a, 20b, and 20c. As described above, when the stop switch 40 (for example, 40c) corresponding to the rotating reel 20 (for example, 20c) during rotation is operated, the rotating reel control unit 611 stops the rotation of the rotating reel 20 (for example, 20c) corresponding to the operated stop switch 40 (for example, 40c).

[0127] In the rotation stop control during the game by the player, the rotating reel control unit 611, based on the operations of the stop switches 40a, 40b, and 40c, stops the rotations of the rotating reels 20a, 20b, and 20c so that the combination of symbols corresponding to the winning combination indicated by the winning flag (excluding the flags of special winning combinations), which is the internal lottery result, is arranged on the effective line L of the rotating reel 20, thereby winning that combination.

[0128] Also, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of the rotations of the rotating reels 20a, 20b, and 20c in the previous game, the rotating reel control unit 611 starts the rotations of the rotating reels 20a, 20b, and 20c based on the operation of the lever 43 by the operator. That is, in this slot machine 1, until 4.1 seconds have elapsed since the start of the rotations of the rotating reels 20a, 20b, and 20c in the previous game, even if the lever 42 is operated, the rotations of the rotating reels 20a, 20b, and 20c are not started and the game does not proceed.

[0129] Also, in the rotation stop control during the game by the operator, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination determined by internal lottery, and the positions of the rotation reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is a control for stopping the rotation of the rotation reel 20 by pulling in the symbol corresponding to the winning combination onto the effective line L. Kick-off control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to non-winning combinations do not align on the effective line L.

[0130] In addition, when a special winning combination is determined, the rotation reel control unit 611 rotates and stops the rotation reel 20 based on the operation of the lever 42 immediately before the special winning combination is determined and the operation of the stop switch 40 immediately after that, but can prevent the special winning combination from winning.

[0131] <Explanation of the game result determination unit 612> The game result determination unit 612 determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each rotation reel 20 stops. The result of the game is determined by whether the winning combination wins or not based on the symbols aligned on the effective line L.

[0132] Specifically, when the combination of the symbols stopped on the effective line L matches the predetermined combination of symbols, it is determined that the winning combination has won. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, and the like.

[0133] <Explanation of the set value control unit 613> Based on the operation of the setting change button 52 by the store staff, the setting value control unit 613 conducts game progress using any one of a plurality of types of setting values (for example, 1 to 6) with different degrees of advantage in game progress control. This setting value is set for each slot machine 1. The information (setting value signal) of the setting value set by the setting value control unit 613 is transmitted to the internal lottery unit 610, the effect control unit 630, etc.

[0134] Depending on which setting value is being used, at least one of the degree of advantage in game progress, for example, the mechanical division, the hitting probability of specific small winning combinations such as the push order - regardless bell (also called the common bell), the hitting probability of CZ, the hitting probability of AT, etc., is different. For example, the larger the setting value (the closer it is to 6, for example), the greater the degree of advantage in game progress (for example, the larger the mechanical division).

[0135] Note that the slot machine 1 may further be provided with a setting key. The setting key is a key for switching to the setting change mode and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0136] <Interval control unit 614> As shown in FIG. 4, the interval control unit 614 sets any one of a plurality of game intervals (normal interval and advantageous interval) during the game.

[0137] When the game interval is the normal interval, the interval control unit 614 sets (transitions) the game interval to the advantageous interval when the transition condition to the advantageous interval is satisfied. Examples of the transition condition include that the game immediately following the game that has transitioned to the normal interval is executed, and winning the interval transition lottery. When the interval transition lottery is executed, a lottery is conducted to determine whether to conduct the interval transition lottery when a predetermined lottery target winning combination (for example, rare winning combinations such as cherry, chance symbol, etc.) wins, and if it wins as a result, the interval transition lottery is conducted.

[0138] Further, when the game section is the advantageous section, the section control unit 614 determines whether to maintain the state of the advantageous section or shift to the normal section (whether to end the advantageous section).

[0139] Specifically, when the forced end conditions are satisfied, including when the number of games played in the state of the advantageous section reaches 4000 games, and when the difference in game values during the advantageous section (the advantageous section difference described later) based on the quantity of game values at the time of shifting to the advantageous section reaches +2400, the section control unit 614 forcibly shifts the game section from the advantageous section to the normal section. The forced end conditions may be, for example, that the section control unit 614 determines that the second game state has shifted from AT to the general game state when the game section is the advantageous section.

[0140] For example, when the advantageous section difference becomes -1000 after the advantageous section is entered, the operator (especially the player) can obtain 1000 + 2400 = 3400 game values.

[0141] In addition, when the power of the slot machine 1 is turned on, or when the RAM is cleared, etc., regardless of the previous game section, the section control unit 614 sets the game section to the normal section.

[0142] Note that the section control unit 614 can transmit information regarding the game section (whether it is the normal section or the advantageous section) as information regarding the progress of the game to the game state control unit 615, the effect control unit 630, etc.

[0143] <Game state control unit 615> The game state control unit 615 sets the first game state and the second game state respectively.

[0144] Specifically, the game state control unit 615 sets the first game state to any one of the non - carry - over state of special symbols, the bonus internal state, and the special symbol execution state, and sets the second game state to any one of the general game state, AT, and CZ.

[0145] The game state control unit 615 sets the first game state to a special combination non - carry - over state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0146] And when a special combination is determined by internal lottery and the special combination does not win, the game state control unit 615 sets the first game state to a bonus internal state.

[0147] In the bonus internal state, when a predetermined condition is satisfied (for example, when the RAM is cleared or when the set value is changed), the game state control unit 615 causes the first game state to transition from the bonus internal state to the special combination non - carry - over state.

[0148] In the special combination non - carry - over state, when a special combination is determined (from this point until the special combination wins, it is in the bonus internal state) and the special combination wins, the game state control unit 615 causes the first game state to transition from the special combination non - carry - over state, via the bonus internal state, to the special combination execution state.

[0149] Also, in the bonus internal state, when the special combination wins, the game state control unit 615 causes the first game state to transition from the bonus internal state to the special combination execution state.

[0150] Also, in the special combination execution state, when a predetermined condition is satisfied or when the game value is paid out exceeding a predetermined number, the game state control unit 615 causes the first game state to transition from the special combination execution state to the special combination non - carry - over state.

[0151] Also, as shown in FIG. 6, the game state control unit 615 determines whether to set the second game state to AT based on the result of the AT lottery. Specifically, when the game state control unit 615 participates in the AT lottery conducted when the game section is an advantageous section, it sets the second game state to AT.

[0152] On the other hand, when it does not participate in the AT lottery, the game state control unit 615 sets the second game state to a general game state.

[0153] Also, when the AT ends, the game state control unit 615 causes the second game state to transition from the AT to the general game state or CZ.

[0154] In this way, the game state control unit 615 can transition the second game state between the general game state and CZ, between CZ and AT, and between AT and the general game state.

[0155] Also, when in the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to win the AT lottery and a high-probability mode in which it is easy to win the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 615 executes the AT lottery (or the AT bonus lottery) with the AT winning probability (or the additional probability) associated with the selected mode.

[0156] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the effect control unit 630 and the like.

[0157] <RT state control unit 616> The RT state control unit 616 can carry out the game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) in which the flag of the replay is established as the winning flag determined in advance, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) wins.

[0158] In the present embodiment, the RT state control unit 616 makes the RT state different between the special combination execution state and other states (non-carry-over state of the special combination, bonus internal state). Also, the RT state control unit 616 maintains the same RT state between the non-carry-over state of the special combination and during the bonus. And the RT state control unit 616 does not transition the RT state during the bonus in which the AT is executed.

[0159] Note that the RT state control unit 616 can transmit information regarding the RT state (which RT state among RT0, RT1 with a higher replay hit probability than RT0, etc.) as information regarding the progress of the game to the effect control unit 630 and the like.

[0160] <Error determination unit 617> 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 7, reaching the upper limit value of the credit number, and the like.

[0161] 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 control unit 62 and the sub-control unit 63 as information regarding the error.

[0162] As a result, the game value control unit 62 can perform processing according to the content of the error such as backup processing of the game value being managed, and the sub-control unit 63 can perform processing to notify the liquid crystal screen 3 and the speaker 102 of the content of the occurred error.

[0163] <Explanation of the game value control unit 62> In the ROM of the game value control unit 62 mounted on the game value control board P2, programs and various data directly related to the management of game values are stored.

[0164] In the RAM and RWM of the game value control unit 62, game data (information regarding the progress of the game) necessary for the management of game values is stored.

[0165] By the operation of the CPU and the storage unit of the game value control unit 62, the game value control unit 62 functions as a medium management unit 620 and a function operation unit 621.

[0166] <Explanation of Media Management Department 620> The Media Management Department 620 manages the number of credits and bets of game values.

[0167] The Media Management Department 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the Main Control Unit 61 and executes the following processes.

[0168] Specifically, when game values are bet based on the player's operation (when an input request is made), the Media Management Department 620 decreases the number of credits (an example of information regarding the progress of the game) according to the number of bets of the game values, and when game values are credited based on the player's operation, it increases the number of credits.

[0169] Also, when the winning flag is established by internal lottery and the winning combination corresponding to the winning flag wins based on the player's operation (when a payout request is made), the Media Management Department 620 increases the number of credits according to the payout number of game values based on the type of the winning combination.

[0170] Also, as shown in FIG. 7, the Media Management Department 620 calculates a game value difference (an example of information regarding the progress of the game), which is the cumulative value of the number obtained by subtracting the number of bets of the game values from the payout number of the game values, regardless of whether it is in the normal section or the advantageous section, and regardless of whether it is in the general game state or the special game state (CZ, AT). Note that the game value difference is used for, among other things, the calculation of the advantageous section difference and the determination of whether the complete function operates, which will be described later.

[0171] Also, as shown in FIG. 7, the Media Management Department 620 calculates an advantageous section difference, which is the game value difference in the advantageous section (from when the game section transitions from the normal section to the advantageous section until it transitions back to the normal section again).

[0172] In this embodiment, when the advantageous interval difference number becomes +2400, the medium management unit 620 initializes the advantageous interval difference number to 0 (zero). For example, when shifting to AT when the difference number becomes -300 after the game in the advantageous interval starts, the medium management unit 620 initializes the advantageous interval difference number when 2700 is paid out thereafter (in this case, the advantageous interval difference number becomes +2400). Note that when the advantageous interval difference number becomes +2400, the medium management unit 620 transmits a signal to that effect to the interval control unit 614. Thereby, the interval control unit 614 shifts the game interval to the normal interval.

[0173] Further, when a predetermined end condition is satisfied and the advantageous interval ends except when the advantageous interval difference number becomes +2400, the medium management unit 620 can initialize the advantageous interval difference number to 0 (zero).

[0174] When the game interval shifts to the advantageous interval again, the medium management unit 620 starts calculating the advantageous interval difference number.

[0175] Also, as shown in FIG. 7, the medium management unit 620 uses the difference number of game values, which is the cumulative value of the number of game values paid out minus the number of game values bet from the time the power of the slot machine 1 was turned on last time, to calculate the range (MY), which is the difference between the maximum value and the minimum value of the difference number. Unlike the aforementioned advantageous interval difference number, the difference number of game values, etc., this range (MY) is calculated continuously for all game intervals (advantageous intervals and normal intervals), that is, as long as the power of the slot machine 1 remains on.

[0176] Information regarding this range (MY) is transmitted to the function operation unit 621 and used for the complete function described later.

[0177] When the power of the slot machine 1 is turned off by the store staff, the medium management unit 620 resets the range (MY).

[0178] Note that the number of bets, the number of credits, the difference, etc. of the gaming value calculated by the medium management unit 620 are transmitted as information regarding the progress of the game to the game state control unit 615, the effect control unit 630, and the like.

[0179] <Function operation unit 621> The function operation unit 621 receives information regarding the range (MY) transmitted from the medium management unit 620.

[0180] Then, when the range (MY) becomes equal to or greater than the first range, for example, 18500, the function operation unit 621 generates information regarding a prior notice indicating that the operation of the complete function is approaching.

[0181] This complete function is a so-called stop function. When the complete function is activated, the slot machine 1 stops accepting operations related to the game, and the operator cannot continue the game (enters a non-game state) unless the power is turned off and on by the store staff.

[0182] The operation related to the game mentioned here means an operation for completing one game, and particularly includes the operation of the bet switch 41 for betting the gaming value as an operation for starting the rotating reel 20. When the complete function is activated, such an operation related to the game cannot be accepted. Therefore, even if the bet switch 41 is operated in a state where the complete function is activated, the bet process of the gaming value is not performed.

[0183] Note that the information regarding the prior notice is transmitted to the effect control unit 630 every game, for example, while this information is being generated by the function operation unit 621. As a result, a prior notice is given by the effect control unit 630.

[0184] Also, when the range (MY) becomes less than 18500, which is the first range, the function operation unit 621 stops generating the information regarding the prior notice. As a result, no prior notice is given by the effect control unit 630.

[0185] Note that the information regarding the advance notice may be a flag for turning on or off the advance notice. In this case, when the advance notice changes from off to on, the information with the flag "on" is transmitted to the effect control unit 630. Conversely, when the advance notice changes from on to off, the information with the flag "off" is transmitted to the effect control unit 630. In this way, by using a flag for the information regarding the advance notice, it is possible to suppress an excessive signal transmitted from the main control unit 610 to the sub-control unit 630.

[0186] In addition, when the range (MY) becomes 19000 or more, which is the second range, the function operation unit 621 activates the complete function.

[0187] When the store staff turns off the power of the slot machine 1, the function operation unit 621 releases the complete function. When the power of the slot machine 1 is turned on again after being turned off, not only is the complete function released, but the range (MY) is also reset to 0 (zero). Therefore, the advance notice is not made, and gaming on the slot machine 1 becomes possible with the conditions for the complete function to operate again being far away.

[0188] <Explanation of the sub-control unit 63> In the ROM of the sub-control unit 63, programs and various data related to the progress of the game indirectly (for example, effect control of the liquid crystal screen 3, LED emission control of the lighting unit 102, audio output control of the speaker 101) are stored.

[0189] In the RAM and RWM of the sub-control unit 63, various data related to effect control are stored.

[0190] The sub-control unit 63 functions as the effect control unit 630 by the operation of the CPU and the storage unit of the sub-control unit 63.

[0191] <Effect control unit 630> The production control unit 630 determines at least one of a moving image / still image output on the liquid crystal screen 3, a sound pattern output from the speaker 101, a light emission pattern of the lighting unit 102 such as an LED, and a light emission pattern of the production button 46 as a production pattern by performing production lottery.

[0192] Specifically, the production control unit 630 selects a production lottery table based on the game progress information (for example, game state, stay mode) transmitted from the main control unit 61, and performs production lottery using the selected production lottery table.

[0193] FIG. 9(a) is an example of a production lottery table (hereinafter referred to as "production lottery table A") prepared in advance at the design stage. This production lottery table A is a table used, for example, in the case of a general game state and a low probability mode (hereinafter referred to as "progress state A"). The "progress state" of the game is information indicating the progress situation of the game caused by the game state, mode, RT state, game section, etc., or a combination thereof.

[0194] Hereinafter, for the sake of convenience of explanation, an example in which the production lottery table is selected only based on the "progress state" of the game is described. However, in addition to the progress state (such as progress state A), information on the winning combination, information on how the future progress including the AT winning result will develop (for example, continuous production with a high expectation of AT winning, being in a zone where points accumulated during the game can be intensively stored / or the transition to this zone is determined, the AT bonus being determined, etc.), information on the production (for example, the type of background or stay stage during the production, the type of character appearing during the production, etc.), etc. The production lottery table may be selected based on various elements.

[0195] Although not shown in the drawings, a production lottery table B that is used in a general gaming state and in a high-probability mode state (progress state B) is prepared in advance. A production lottery table C that is used in a state where the AT is in the normal mode and is being executed (progress state C) is prepared. A production lottery table D that is used in a state where the AT is in the high-probability mode and is being executed (progress state D) is prepared. A production lottery table E that is used in a state where a special combination is being executed (progress state E) is prepared separately from the production lottery table A. In addition, a production lottery table used in a state not illustrated may be prepared in advance at the design stage.

[0196] As shown in FIG. 9(a), the production lottery table A includes a total of 10 production items: "Combination of Character A", "Conversation between Characters A and B", "Stage performance of Character A", "Map display", "Appearance of Character B", "Passage of Character C", "Stage change", "Ice performance", "Taunt a", and "Taunt b".

[0197] In the production lottery table A, a setting number is assigned to each of these production items, and all of these production items are targets that can be executed. That is, there is no production item in the production lottery table A of FIG. 9(a) to which "0" is assigned as the setting number. Specifically, in the production lottery table A, for example, the setting number "1000" is assigned to the production item "Combination of Character A", and the setting number "2901" is assigned to the production item "Conversation between Characters A and B".

[0198] Here, when the setting condition (predetermined condition) is satisfied (for example, when the same production item is drawn three times in a row), the production control unit 630 can execute the following setting process with respect to the production lottery table A. The setting condition is a condition that can trigger the execution of the setting process and is a condition set in advance.

[0199] In this setting process, the effect control unit 630 first automatically creates a copy of the effect extraction table A (see Fig. 9(a)) (hereinafter referred to as "effect extraction table A'") while keeping it as it is without deleting the effect extraction table A itself and without changing at least a part of the content of the effect table A (specifically, the effect items and / or the setting values).

[0200] Note that the effect extraction table A' at this point has the same content as the effect extraction table A and is not shown in Fig. 9. Also, hereinafter, for the sake of convenience of explanation, the effect extraction table A' during the rewriting process is also referred to as the effect extraction table A'.

[0201] Next, in the setting process, the effect control unit 630 rewrites the setting value assigned to the effect item (in the following example, "character C passes") that caused the setting condition to be satisfied (the setting value should be updated) in the effect extraction table A', and automatically generates a new effect extraction table A" (see Fig. 9(b)). The procedure will be described below.

[0202] First, the effect control unit 630 automatically rewrites the setting value of "character C passes" in the effect extraction table A' from "7802" to "0 (zero)".

[0203] Next, the effect control unit 630 sets the value obtained by subtracting the setting value (7802) assigned to the effect item "character C passes" in the effect extraction table A' from the total setting value (32768) in the effect extraction table A' to the total setting value (24966) in the effect extraction table A'. As a result, the effect extraction table A" shown in Fig. 9(b) is generated, and the range (upper limit value) of the random number corresponding to the total setting value is reset. In this setting, the total setting value and the upper limit value are set to be the same. That is, when the total setting value is changed, the range of the random number corresponding to the total setting value is used, and when the total setting value is not changed, the range of the random number can be kept unchanged (used as the specified range and specified value).

[0204] Note that the production lottery table A” is stored in the RAM or the like of the sub-control unit 63.

[0205] Then, in the game immediately following the game in which the setting process has been executed, the production lottery table A” newly generated by the execution of the setting process, that is, the production lottery table A” separately generated from the production lottery table A, is used by the production control unit 630 to execute the production lottery.

[0206] As a result, the production item whose setting number has been updated with respect to the production lottery table A’ (in this example, “character C passing” which caused the setting condition to be satisfied) will no longer be drawn continuously. Therefore, it is possible to avoid the same production item being continuously output. Note that “the same production item being continuously output” includes, for example, not only the case where the same production item is output again in the next game of a game in which the same production item has been continuous, but also after several games have passed after the same production item (for example, “character C passing”) has been continuous (during which, for example, production items other than “character C passing” such as “character A's grappling” may be drawn), and the same production item (“character C passing”) is output.

[0207] Note that the production control unit 630 can continue to use the production lottery table A” for the production lottery in the games after the production lottery has been executed using the production lottery table A”, and also, for example, can use the production lottery table A for the production lottery in the games after the production lottery has been executed using the production lottery table A”.

[0208] That is, even in games after the lottery table A” is used, the effect control unit 630 can continue to store the lottery table A” in the RAM or the like and use it for lottery, and also after the game in which the lottery table A” is used (for example, it may be the game in which the lottery table A” is used, or it may be several games after the game in which the lottery table A” is used), the lottery table A” can be deleted from the RAM or the like (or left stored in the RAM or the like) so as not to be used for lottery.

[0209] In contrast, when a predetermined time has elapsed since the lottery table A” is set, when the predetermined upper limit number of uses is reached, when the current progress status changes, or when the situation regarding the current effect changes (such as a change in the staying stage), the effect control unit 620 can also delete the lottery table A”.

[0210] Furthermore, in contrast, the effect control unit 630 continues to store the lottery table A” in the RAM or the like even in games after the lottery table A” is used, but the effect control unit 630 deletes the lottery table A” from the RAM or the like based on the establishment of specific conditions (for example, a change from progress state A to another progress state, a change in the set value, a clearing of the RAM or the like, a power failure of the slot machine 1, a shift of the game section from a favorable section to a normal section). Considering the limited capacity of the RAM or the like of the sub-control unit 63, it is preferable for the effect control unit 630 to execute a process of deleting the lottery table A” from the RAM or the like based on the establishment of specific conditions.

[0211] Among the above-mentioned specific conditions, when the slot machine 1 has a power failure and the power failure time is shorter than a predetermined time (including momentary interruption), the effect control unit 630 can continue to store the lottery table A” in the RAM or the like, and when the power failure time is longer than a predetermined time, the lottery table A” can also be deleted from the RAM or the like.

[0212] This "predetermined time" may be, for example, from several minutes to several hours. For example, due to the power supply situation, if the slot machine 1 is temporarily powered off and then powered on again within several minutes to several hours, the player may continue to progress the game. Therefore, the effect control unit 630 can continue to store the effect lottery table A" in a RAM or the like. In this case, since the effect lottery table A" is in a state where it can be used in subsequent effect lotteries, it is possible to avoid outputting the same effect.

[0213] On the other hand, the case where "the power-off time is longer than the predetermined time" may be assumed to be a case where the store business has ended and the power of the slot machine 1 has been turned off. When the store business starts after that day and the power of the slot machine 1 is turned on and activated, the effect control unit 630 deletes the effect lottery table A" from the RAM or the like, so that, unlike before the power-off, the effect lottery is not performed using the effect lottery table A". Therefore, the effect items whose setting numbers were "0 (zero)" in the effect lottery table A" can be selected and output again. Therefore, from the perspective of the player, it can be felt that the slot machine 1 has not been reset.

[0214] Note that the effect control unit 630 can execute a process of deleting the effect lottery table A” from the RAM or the like regardless of whether a setting change process by the main control unit 61 or a reset process based on an operation of the reset button 51 has been performed. For example, even if the power of the slot machine 1 is simply turned on from off while the setting change process or the reset process is not being performed by the main control unit 61, the effect control unit 630 can execute a process of deleting the effect lottery table A” from the RAM or the like based on the comparison result between the power-off time and a predetermined time. Thereby, even if the set value of the slot machine 1 has not been changed or the reset process has not been performed, if the process of deleting the effect lottery table A” from the RAM or the like is performed, the effect items whose set values in the effect lottery table A” are “0 (zero)” can be selected and output again. Therefore, from the perspective of the player, it becomes difficult to distinguish whether the setting of the slot machine 1 has been changed or the reset process has been performed, so it can also contribute as a countermeasure against reset.

[0215] Also, in the above, an example is described in which the set value of the effect item to be updated (for example, output continuously three times) is set to 0 (zero), but instead of 0 (zero), a number (a positive integer other than 0) smaller (or larger) than the set value assigned in the effect lottery table prepared in advance at the design stage, such as 1 or 100, may be assigned.

[0216] Also, during the AT, the effect control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 101 to notify the correct operation mode (for example, “center, right, left”) when the operation mode role (for example, the push order bell) hits, and to give a prior notice regarding the complete function.

[0217] <Flow of basic operation processing of slot machine 1> Using FIG. 10, the flow of basic operation processing of the slot machine 1 will be described.

[0218] With the power of the slot machine 1 turned on and the set values changed, the function operation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is operating) (step S101).

[0219] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115 described later.

[0220] On the other hand, if the slot machine 1 is in a playable state (S101: YES), on the condition that game value data is being transmitted from the card unit 7, the main control unit 61 and the game value control unit 62 of the slot machine 1 cause the digital counter 43 to display the quantity of the credited game values, and accept operations by the operator on the bet switch 41, lever 42, etc. Thereby, the slot machine 1 enters the game start state (step S102).

[0221] Next, the medium management unit 620 starts counting the range (MY) (step S103). Thereafter, regardless of the normal section and the advantageous section, the medium management unit 620 counts the range (MY) for each game.

[0222] Next, the section control unit 614 advances the game in the normal section (step S104).

[0223] Next, the game state control unit 615 advances the game in the general game state (step S105).

[0224] Next, the section control unit 614 determines whether the game section has become the advantageous section due to the establishment of the transition condition to the advantageous section, or whether the game section is the advantageous section because the state of the advantageous section is maintained (step S106).

[0225] If the game section is not the advantageous section (S106: NO), the process returns to step S104.

[0226] On the other hand, when the game section is the advantageous section (S106: YES), the medium management unit 620 counts the advantageous section difference number (in the game that has shifted to the advantageous section, the counting of the advantageous section difference number is started) (step S107). Thereafter, the section control unit 614 continues to count the advantageous section difference number while the game section is the advantageous section (in both the general game state and CZ and AT).

[0227] Next, the game state control unit 615 determines whether to shift the second game state to AT (step S108).

[0228] When the second game state does not shift to AT (S108: NO), the process returns to step S105.

[0229] On the other hand, when the second game state shifts to AT (S108: YES), the game state control unit 615 advances the game in AT (step S109).

[0230] Next, the function activation unit 621 determines whether to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether the range (MY) has become 19000 or more.

[0231] When the complete function is activated (S110: YES), the process proceeds to step S113 described later.

[0232] On the other hand, when the complete function is not activated (S110: NO), the section control unit 614 determines whether the advantageous section difference number has become +2400 or more (step S111).

[0233] When the advantageous section difference number has become +2400 or more (S111: YES), the section control unit 614 shifts the game section to the normal section, the game state control unit 617 ends AT, and the medium management unit 620 initializes the advantageous section difference number to zero (0), and then the process returns to step S104.

[0234] On the other hand, when the favorable interval difference is not +2400 or more (S111: NO), the game state control unit 615 determines whether to end the AT (step S112).

[0235] When the AT ends (S112: YES), the process returns to step S105.

[0236] On the other hand, when the AT does not end (S112: NO), the process returns to step S109.

[0237] When returning to step S110 and the complete function is activated (S110: YES), the function activation unit 621 controls so that the operator cannot proceed with the game on the slot machine 1 (step S113).

[0238] Next, in response to the operation of the count button 44, the medium management unit 620 and the card unit 7 transmit and receive necessary information to execute a transfer process (step S114).

[0239] Next, in response to the power-off operation by the store staff and when the power of the slot machine 1 is turned off (step S115), the medium management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 releases the complete function (step S116). Note that when the slot machine 1 is only powered off and then restored, the range (MY) is initialized and the complete function is released, but the favorable interval and the favorable interval difference are carried over.

[0240] Next, in response to the power-on restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). Thereafter, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.

[0241] <Flow of table update process> Next, the flow of the table update process will be described with reference to FIG. 11. In the following table update process, once a new production extraction table (in the following example, "production extraction table A") set by the setting process is used once in production extraction, in subsequent games, a production extraction table prepared in advance at the design stage (in the following example, "production extraction table A") is used. An example is described below.

[0242] First, the production control unit 630 performs production extraction using a production extraction table prepared in advance for the progress state (for example, progress state A) (for example, production extraction table A prepared in advance at the design stage) (S201).

[0243] Next, the production control unit 630 determines whether the same production item (for example, "character C passing") has been drawn consecutively a plurality of times (for example, 3 times) as a result of the production extraction (step S202).

[0244] If the same production item has not been drawn consecutively a plurality of times (S202: NO), the process returns to step S201.

[0245] On the other hand, if the same production item has been drawn consecutively a plurality of times (S202: YES), the production control unit 630 automatically generates a copy of the production extraction table A (production extraction table A') without deleting the production extraction table A (step S203).

[0246] Next, the production control unit 630 sets the number of times assigned to the consecutively drawn production item (in this example, "character C passing") in the production extraction table A' to 0 (zero) (step S204).

[0247] Next, the production control unit 630 subtracts the total number of times assigned in the production extraction table A' by the number of times assigned to the consecutively drawn production item (in this example, "character C passing") (for example, in the example of FIG. 9(a), 7802) (step S205).

[0248] As a result, a new effect extraction table A” as shown in FIG. 9(b) is generated, and the effect extraction table A” is automatically set as the effect extraction table for effect extraction in the progress state A (step S206). This effect extraction table A” is stored in the RAM or the like of the sub-control unit 3.

[0249] Next, the effect control unit 630 executes effect extraction using the effect extraction table A” (step S207).

[0250] Next, the effect control unit 630 deletes the effect extraction table A” from the RAM or the like of the sub-control unit 62, and re-sets the effect extraction table A as the effect extraction table for effect extraction in the progress state A (step S208). Thus, the table update process of the present embodiment ends. The above is the flow of the table update process.

[0251] In summary, the slot machine 1 of the present invention a storage unit (e.g., ROM, RAM) capable of storing a lottery table (e.g., effect extraction table A) used in a predetermined lottery process related to a game (e.g., effect extraction process); an effect control unit 630 capable of executing a setting process for the effect extraction table A when a setting condition (e.g., when the same type of effect is continuously output) is satisfied, and executing an effect extraction process using the effect extraction table A” after the setting process is performed; and The setting process is a process of automatically generating a new effect extraction table A” by rewriting a part of the setting (an example of the content) of the effect extraction table A’, which is a copy of the effect extraction table A (an example of a table related to the effect extraction table A) without deleting the previously prepared effect extraction table A, and setting it as the table for the lottery process.

[0252] <Advantages of the Invention> In conventional gaming machines, in order to avoid the continuous execution of the same effect (for example, effect a), for example, · the effect lottery is repeatedly performed until different effects (for example, effect b, effect c) are selected, or · another effect lottery table that does not include a certain effect (for example, effect a) is prepared in advance at the design stage, and when effect a is continuously selected, a re-lottery is performed using the effect lottery table that does not include effect a was done.

[0253] Thus, in conventional gaming machines, all possible pattern effect lottery tables have been prepared in advance from the design stage, and depending on the gaming situation, an effect is executed using one of them.

[0254] Also, as a function installed in gaming machines, a function called a so-called customization function has been conventionally known. This customization function is, for example, a function that allows an operator to manually change the intensity of an effect and the appearance rate (pattern of the effect lottery table). Even in this case, all possible pattern effect lottery tables have been prepared in advance at the development / design stage, and from among them, an effect lottery table corresponding to the customization content based on the operator's operation is selected, and the effect lottery is executed using the selected effect lottery table.

[0255] Therefore, in conventional gaming machines, since it is necessary to prepare multiple types of lottery tables at the design stage, there is a risk that the data capacity will increase and the man-hours of developers will increase during the development of the gaming machine.

[0256] In contrast, in the invention of the present application, an extraction table for production extraction is not prepared for every pattern (for example, a production extraction table including production a and a production extraction table not including production a). Instead, when a set condition (for example, the same production item is continuously executed multiple times) is satisfied, a new production extraction table is automatically generated (an example of setting processing), and production extraction is executed using the generated production extraction table.

[0257] As a result, it is not necessary to prepare extraction tables for all patterns that may be used during the development / design stage. Therefore, according to the present embodiment, it is possible to reduce an excessive data capacity and reduce the man-hours of developers during development.

[0258] [Second Embodiment] In the setting process of the first embodiment, the pre-prepared production extraction table A is not deleted but is kept as it is, and a new production extraction table A” is automatically generated by rewriting some of the settings of the production extraction table A’, which is a copy of the production extraction table A, and is set in the table for production extraction. However, the setting process is not limited to this.

[0259] That is, the production control unit can execute a setting process of automatically rewriting and updating at least a part of the settings (an example of the content) of the production items in the production extraction table A itself before the setting process is executed, and setting the updated production extraction table A’ in the table for production extraction. That is, the production control unit can update the production extraction table A itself and continue to use the updated production extraction table A.

[0260] Specifically, different from the first embodiment, according to the progress of the game, without copying the production lottery table A (without increasing the number of production lottery tables for the progress state A), the production lottery table A' in which the number of production items in the production lottery table A is automatically rewritten is used in the next production lottery. Further, according to the progress of the game, the production lottery table A' itself is further automatically rewritten, and the production lottery table A'' is used in the next production lottery.

[0261] According to this table update process, different from the first embodiment, for example, as the production lottery table used for the "progress state A", only one production lottery table exists throughout the game. Therefore, even during the progress of the game, the data capacity can be further reduced compared to the first embodiment.

[0262] Furthermore, by developing the table update process in the second embodiment, only one production lottery table Z is prepared at the development stage for all progress states (for example, progress state A to progress state E), and at least some of the production items and / or the number of settings in the production lottery table Z may be automatically rewritten according to the progress of the game. In this case, all production items (for example, all production items that can be used in progress state A to progress state E) are described in advance in the production lottery table Z, and it may be determined which number of production items is adopted in the production lottery by a predetermined lottery. In this case, for example, all production items (for example, production items A, B, C, D, E) are included in advance in one lottery table Z, and as a result of a predetermined lottery, production items A, B, C are used in production lottery A (in this case, the total number of settings = the number of settings of production item A + the number of settings of production item B + the number of settings of production item C, and the range of random numbers also becomes a value corresponding to the total number of settings. The same applies hereinafter), and in production lottery B, production items A, D, E are used, etc. In this way, the production lottery can be executed using various lottery candidate patterns.

[0263] [Third Embodiment] In the first embodiment, an example was described in which a new production lottery table was generated by changing the type, number of occurrences, and total number of occurrences of consecutive lottery production items. In this embodiment, however, setting processes for various other patterns will be described.

[0264] (Pattern A) In this Pattern A, as shown in FIG. 12, the number of occurrences of production items other than those for which the number of occurrences has been updated to 0 (zero) is changed.

[0265] Specifically, for example, the number of occurrences at the beginning of "Character C Passing" (at the time of the production lottery table A in the design stage) is 7802, as shown in FIG. 12(a).

[0266] When "Character C Passing" is consecutively selected three times (an example of when the setting conditions are met), as shown in FIG. 12(b), the number of occurrences of "Character C Passing" is set to 0 (zero).

[0267] In the example of FIG. 12(b), based on the number of occurrences (7802) assigned to "Character C Passing", different numerical values are added to the number of occurrences for each production item for "Character A's Wrestling", "Conversation between Characters A and B", "Character A Stage Production", "Map Display", "Stage Change", "Taunt a", and "Taunt b". That is, the number of occurrences of "Conversation between Characters A and B" has increased by "1300" before and after the setting process, while the number of occurrences of "Map Display" has increased by "390" before and after the setting process. On the other hand, in the example of FIG. 12(b), the number of occurrences of "Character B Appears" and the number of occurrences of "Ice Production" have not been changed. In this case, since there is no change in the total number of occurrences, the range of random numbers used in the production lottery is not changed before and after the setting process.

[0268] Note that in this Pattern A, different from FIG. 12(b), the number of occurrences (for example, 1000) assigned to the production items for which the number of occurrences should be changed can also be evenly assigned (for example, 100 each for 10 production items) to production items other than those production items.

[0269] In addition, as for how much of the number of settings subtracted in a certain production item is allocated to other production items, it may be determined by a predetermined calculation according to the progress status or production status, etc., or it may be determined based on the priority assigned to each production item. In this case, for example, in the case of progress state A, the production control unit can allocate more settings to "map display", and in the case of progress state B, allocate more settings to "ice production".

[0270] In addition, the production control unit may evenly allocate the number of settings subtracted in a certain production item to other production items according to at least one of the progress status, production status, and satisfied setting conditions, or may allocate based on the priority as described above.

[0271] In addition, the production control unit may select whether to use an update method in which the total number of settings fluctuates as in the first embodiment and the second embodiment, or an update method in which the total number of settings does not fluctuate as in pattern A, according to at least one of the progress status, production status, and satisfied setting conditions.

[0272] (Pattern B) In this pattern B, when the setting condition is satisfied, a production lottery table in which the number of settings of production items other than a specific production item (for example, "ice production") all become 0 (zero) is automatically set as the table for production lottery, and only "ice production" is targeted.

[0273] That is, in the first embodiment, the effect of "preventing the same type of production items from being continuously targeted" was obtained, but in pattern B, by deliberately "continuously outputting the production items of the same production", for example, when the setting condition that it is targeted at AT is established, it is possible to execute a production that suggests a relatively high targeting expectation that can give the operator a sense of expectation such as whether it has hit AT directly.

[0274] (Pattern C) This pattern C, unlike pattern B, for example, when the setting condition that an effect is produced to gradually reduce the candidates for the output effect items is satisfied, sets the weights of the effect items other than "Character A stage effect" and "Character B appearance" to 0 (zero) (or makes them smaller than the originally assigned weights), so that either "Character A stage effect" or "Character B appearance" is always selected (or is more likely to be selected).

[0275] In this case, it is effective in a scene where it is desired to narrow down the effect items to a two-way choice (or a three-way choice, etc.). In this way, the present invention can be used not only to reduce the data volume but also as a mechanism for intentionally generating the desired effect items.

[0276] (Pattern D) In this pattern D, when the setting condition is satisfied, instead of setting the weight of "Taunt a" to 0 (zero), for example, "Monster's Roar" is added as a new effect.

[0277] In this case, for example, it is preferable that all the effect items that can be added as lottery targets later (in this example, "Monster's Roar") are included in the pre-prepared effect lottery table. Thereby, while setting the weight assigned to "Monster's Roar" in the original effect lottery table to 0 (zero), when the setting condition is satisfied, the weight assigned to "Taunt a" can be assigned to "Monster's Roar".

[0278] Note that instead of this pattern D, the effect control unit can also increase the total weight value (for example, 30000) by the weight (for example, 200) assigned to the added effect item without changing the weights of the other effect items in the effect lottery table, and perform the effect lottery using the range of random numbers based on the new total weight value (for example, 30200). In this effect lottery, for example, it includes obtaining a random number that is a numerical value within the range and performing a lottery process using the obtained random number and the effect lottery table.

[0279] Furthermore, different from this, without changing the total number of setting values, the setting values to be assigned to the added production items (for example, 200) can also be created by subtracting them from the setting values of other production items (for example, if the number of other production items is 10, subtract 20 each). In this case, there is no change in the total number of setting values.

[0280] (Pattern E) In this Pattern E, as shown in FIGS. 13(a) and 13(b), "on" and "off" use flags (for switching whether to use the corresponding production item for production extraction) are set for each production item. For the items with the use flag being on, the set setting values are used for production extraction, and for the production items with the use flag being off, the set setting values are set to 0 (zero) or NULL.

[0281] According to Pattern E, by turning the use flag on / off, it becomes possible to easily change between the case where there are setting values for the production items (when they are targets for production extraction) and the case where there are no setting values (when they are not targets for production extraction). In this case, compared with the above-described embodiment and Patterns A to D, etc., the processing load on the sub-control unit can be reduced.

[0282] Note that the production control unit may leave the setting values of the production items with the use flag off unchanged, update the setting values according to the production items with the use flag on, and change the total number of setting values of all the updated setting values. In this case, the production control unit changes the range of the random numbers according to the change in the total number of setting values. That is, the upper limit value of the random number is adjusted according to the total number of setting values.

[0283] Furthermore, the production control unit can also associate the use flag being on with the value of the setting value, and associate the use flag being off with the setting value = 0 (zero). In this case, since the production control unit can return to the original setting value by turning the use flag on, the load of the setting value rewriting process can be reduced.

[0284] (Pattern F) This Pattern F is a pattern in which, as shown in FIGS. 14(a) and 14(b), each production item is provided with an "ON" or "OFF" lock flag (defining whether to allow overwriting of the set value). For a production item with the lock flag ON, such as "Combination of Character A" in FIG. 14(a), the set value can be changed, while for a production item with the lock flag OFF, such as "Conversation between Characters A and B" in FIG. 14(b), the set value cannot be changed. In this case, the production items to be subject to the setting process and those not to be subject to the setting process can be grouped in advance.

[0285] Note that a mixed type of Pattern E and Pattern F is also conceivable. That is, when a use flag and a lock flag are prepared in the production extraction table, even if there is an error in the use flag due to some trouble, as long as the lock flag is ON, the set value will not be rewritten, so unnecessary rewriting can be prevented. When mixing Pattern E and Pattern F in this way, it is preferable that the reference of the lock flag (priority, function. The same applies hereinafter) is more important than the reference of the use flag.

[0286] (Pattern G) In this Pattern G, for example, after a game in which the player is in an advantageous state such as a direct hit on the AT, the set value of the production item in the production extraction table is changed to first output a production item with a low expectation level, and then, for example, one of "Precursor Production A (expectation level 20%)", "Precursor Production B (expectation level 50%)", and "Precursor Production C (expectation level 80%)" with different "heat (expectation level)" is randomly selected and determined, and the set value of the production item is changed so that it is output.

[0287] Alternatively, differently, the setting process for the production lottery table may be performed such that the number of occurrences of "Prelude Production A (expectancy 20%)" is increased in the first game, the number of occurrences of "Prelude Production B (expectancy 50%)" is increased in the second game, and the number of occurrences is allocated only to "Prelude Production D (expectancy 100%)" in the third game.

[0288] [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. Also, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0289] Also, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example.

[0290] Also, in the above embodiment, an example is described where the setting condition is that the same production item has been executed continuously multiple times, but the present invention is not limited to this. The setting conditions include various conditions.

[0291] Examples of the setting conditions include: hitting a predetermined setting draw (a draw for changing the type and / or number of appearance items), hitting a rare role, transitioning to a favorable section, hitting an AT, the production content being customized by the user, a predetermined number of games (e.g., 300 games) being executed during the favorable section, the total number of games since the introduction of the slot machine to the store exceeding a predetermined number of games (e.g., 10,000 games), the number of days since the introduction of the slot machine exceeding a predetermined number of days (e.g., 100 days), the operator achieving a predetermined mission during the game, conditions related to the production (e.g., the content of the continuous production output previously, how its ending was, where the staying stage is, what characters appear during the production, etc.), what the game state is, the role hit, the success or failure of the AT draw, the success or failure of the CZ draw, the success or failure of the bonus draw, and so on. Also, conditions regarding the set value may be the setting conditions.

[0292] Also, when multiple types of setting conditions are provided, the production control unit can determine, in the setting process, the combination of the production items and / or the number of times to be rewritten in the production draw table according to which of the multiple types of setting conditions is satisfied, and execute the setting process for that combination. Thereby, more diverse production patterns can be created.

[0293] In addition, in the above-described embodiment, an example is described in which when the same effect item is hit continuously multiple times, the number of occurrences of that effect item is changed. However, the same processing does not have to be executed for all effect items. For example, it may be determined whether or not setting processing is performed based on the "heat (the degree of expectation of hitting the AT. The same applies hereinafter)" of the effect item. Specifically, when "heat" is "fan b" > "combination technique of character A", when "combination technique of character A" is hit continuously twice, setting processing is executed, but even if "fan b" is hit continuously three times, setting processing does not necessarily have to be executed. In this case, when "fan b" is hit continuously four times, setting processing may be executed. Thus, the number of consecutive outputs of the same effect item that is a condition for performing the setting processing may differ depending on the effect item.

[0294] In addition, not limited to the above-described embodiment, the effect control unit can automatically execute various processes as setting processes, such as changing the number of occurrences in the effect lottery table (for example, alternately swapping the numbers of occurrences of a plurality of effect items), adding a new effect item, assigning a number of occurrences to the added effect item, and adding the number of occurrences of the added effect item to the total number of occurrences.

[0295] In addition, not limited to the above-described embodiment, when assigning the number of occurrences associated with the effect item for which the number of occurrences is to be changed to another effect item when the setting condition is satisfied, the effect control unit can also determine the value of the number of occurrences to be assigned based on a predetermined lottery or information such as the game state and the information of the winning combination. On the contrary, what the satisfied setting condition is, the number of occurrences to be assigned to other effect items may be determined based on the previous effect history (which effect items were output, in what order which effect items were output). Also, when determining the value of the number of occurrences to be assigned to other effect items, it may be determined whether or not to change the value, and if the value is to be changed, to what value it is to be changed.

[0296] Also, when the set conditions are satisfied, the effect control unit can also determine which effect item to change the setting value by a predetermined lottery, or determine whether to allocate the setting value of the effect item to be changed to other effect items or not to allocate it to other effect items based on a predetermined lottery or the game state, etc. The effect control unit may determine the effect item to change the setting value based on what the satisfied set conditions are and the previous effect history (which effect items were output, in what order which effect items were output).

[0297] Not limited to the above embodiment, various types of effect lottery tables and various types of effect items can be used. For example, regarding the setting suggestion effect table, according to the number of games, the setting value of the object (for example, title, character appearance, background, character appearance combination, etc., the same hereinafter) to be presented during the game (for example, at the end of the AT) can be rewritten. In addition, regarding the setting suggestion effect table, depending on whether it is an AT ending scene, whether it is a scene where the AT ended without going through the ending scene, the number of times the correct pressing order of the winning combination was notified in the AT, the remaining number of rights to notify the correct pressing order until the end of the AT, the number of medals obtained in the AT or the remaining difference in medals until the end of the AT, the remaining difference in medals until the end of the advantageous section, the remaining number of games until the end of the advantageous section, etc., the setting value of the object to be presented during the game (for example, at the end of the AT) can be rewritten.

[0298] Also, the effect items included in the effect lottery table may include an effect category (for example, "fishing effect", "grilling meat effect") as a major item and detailed effect contents (as minor items of the effect category "fishing effect", for example, "fishing success", "letting fish A escape", "the fishing rod breaks", "catching the big fish Z") as minor items.

[0299] In this case, for example, by setting the setting value related to the "fishing effect" to 0 (zero), it is possible to prevent all minor items related to the "fishing effect" (fishing success / failure, which fish was caught, etc.) from being executed.

[0300] In addition, the setting value of the major item "fishing performance" is not set to 0 (zero), and the setting value of the minor item "let fish A escape" is set to 0 (zero), so that "catch big fish Z" is executed, but "let fish A escape" can be prevented from being executed.

[0301] As described above, the conventional customization means that the operator manually changes the intensity and appearance ratio of the performance, and among a plurality of pre-prepared performance extraction tables, the performance extraction table that matches the changed content is selected. Although the process is completely different from the invention of the present application, by combining the invention of the present application and customization, for example, based on the operator manually changing the intensity and appearance ratio of the performance, the performance extraction table can be automatically rewritten. Also in this case, similar to the above-described embodiment, by preparing one performance extraction table in advance, the setting values such as the intensity of the performance are automatically changed based on the operator's selection.

[0302] In addition, while preparing a plurality of types of performance extraction tables in advance as in the past, the setting process is executed on the performance extraction table only when specific game conditions are satisfied (for example, when returning from the complete function, when 2000 game plays are executed in the advantageous section, when hitting a rare combination multiple times in a row, etc.), and the pattern of the performance extraction table may be increased.

[0303] In addition, the performance items are not limited to those displayed on the liquid crystal screen, and also include the type of sound output from the speaker, the sound output pattern, the color pattern in the lighting section, and the like.

[0304] In addition, in the above-described embodiment, an example in which the performance control unit mounted on the sub-control unit executes the setting process is described, but one of the functions of the main control unit can also execute the setting process.

[0305] Further, different from the above-described embodiment, when a setting condition (for example, a predetermined role (for example, a chance combination) has hit twice in a row, a predetermined state (for example, heaven mode) has been achieved, or a predetermined lottery has been won, etc.) is satisfied, the main control unit can execute a setting process on the AT lottery table.

[0306] This setting process is · A process of setting, in the table for AT lottery, an updated AT lottery table obtained by automatically rewriting at least a part of the content of the AT lottery table itself (for example, the winning probability of AT) before the setting process is executed. · A process of generating a new AT lottery table by rewriting at least a part of the content of a copy of the AT lottery table that has been prepared in advance and is kept without being deleted, and setting the new AT lottery table in the table for AT lottery. It is either of the above.

[0307] Furthermore, similarly, for the internal lottery unit, game state control unit, section control unit, etc. of the slot machine, when a predetermined setting condition is satisfied, a setting process can be executed on the lottery tables (internal lottery table, mode lottery table, section transition lottery table, etc.) used in the lotteries respectively executed by them.

[0308] Thereby, according to the slot machine of the present invention, it is not necessary to prepare in advance a plurality of types of tables for the internal lottery table, mode lottery table, section transition lottery table, etc., so that the data capacity can be reduced.

[0309] Also, not limited to the above-described embodiment, when a branch condition of a certain process is reached by AI (artificial intelligence) or the like, the effect control unit can automatically perform the assignment of the number of settings and the resetting of the total number of settings of the effect lottery table to generate a new effect lottery table.

[0310] In the above-described embodiment, an example in which the card unit and the slot machine are separate bodies is described, but the present invention is not limited thereto. At least a part of the functions of the card unit (for example, a cash management mechanism) may be mounted on the slot machine.

[0311] Further, in the above-described embodiment, an example of a slot machine that is a medal-less machine is described, but the present invention is not limited thereto. For example, the present invention can also be applied to a conventional gaming machine including a medal insertion port, a hopper, and a medal payout port.

[0312] Further, the gaming machine is not limited to a slot machine, and the present invention can also be applied to a so-called enclosed pinball gaming machine, that is, a smart pachinko (registered trademark) including a handle, a pinball ejecting device, an electric tulip, etc. This is because the smart pachinko (registered trademark) has the same problems as the slot machine.

[0313] Further, not limited to the above-described embodiment, the bet switch may be separately provided with a MAX bet switch for automatically betting a predetermined number (for example, 3) of game values and a bet switch for betting less than the predetermined number of game values (for example, 1 or 2).

[0314] Note that, not limited to the above-described embodiment, an effect pattern in which the housing and / or the effect button vibrates may be prepared.

[0315] Further, in the above-described embodiment, an example in which the bonus is an accessory continuous operation device related to a first type of special accessory is described, but the present invention is not limited thereto. The bonus may be at least any one of a first type of special accessory, an accessory continuous operation device related to a first type of special accessory, a second type of special accessory, or an accessory continuous operation device related to a second type of special accessory.

[0316] In the above-described embodiment, an example where the slot machine is an AT machine is described. However, the slot machine may be an ART (assist replay time) machine, or may be a slot machine that only has bonuses without executing AT, ART, etc., or may be a slot machine that can execute both bonuses and AT (or ART).

[0317] Also, by transmitting a signal representing the type of game section from the section control unit to the digital counter, in the digital counter, for example, whether the game section is a favorable section or not can be displayed based on whether dots are displayed or not.

[0318] Also, not limited to the above-described embodiment, for example, when AT ends, or when the number of continuous games in the favorable section reaches 3000 games, etc., the section control unit may forcibly shift the game section from the favorable section to the normal section. Also, the slot machine may not have a game section (favorable section and normal section).

[0319] Also, in the above-described embodiment, a range (MY) was used when activating the complete function. However, this is not limited thereto, and the difference in game value may be used to determine whether to activate the complete function.

Explanation of Signs

[0320] 1 Slot machine (gaming machine) 61 Main control unit 610 Internal lottery unit (control unit) 611 Rotating reel control unit 612 Game result determination unit 613 Setting value control unit 614 Section control unit (control unit) 615 Game state control unit (control unit) 616 RT state control unit (control unit) 617 Error determination unit 62 Game value control unit 620 Medium management unit 621 Function activation unit 63 Sub-control unit (control unit) 630 Presentation control unit

Claims

1. A storage unit capable of storing a lottery table used in a predetermined lottery process; A performance control unit that executes a setting process for the lottery table when a predetermined condition is satisfied, and executes the lottery process using the lottery table after the setting process is performed; Equipped with The setting process includes: A process of automatically rewriting and updating at least a part of the content of the lottery table itself before the setting process is executed, or A process of automatically generating a new lottery table by rewriting at least a part of the content of a table related to the lottery table prepared in advance while leaving the lottery table prepared in advance, and setting the new lottery table as a table for the lottery processing; and The content to be the target of the setting process is preset as to whether it is rewritable or not. Amusement machine.

2. A storage unit capable of storing a lottery table used in a predetermined lottery process; A performance control unit that executes a setting process for the lottery table when a predetermined condition is satisfied, and executes the lottery process using the lottery table after the setting process is performed; Equipped with The setting process includes: A process of automatically rewriting and updating at least a part of the content of the lottery table itself before the setting process is executed, or A process of automatically generating a new lottery table by rewriting at least a part of the content of a table related to the lottery table prepared in advance while leaving the lottery table prepared in advance, and setting the new lottery table as a table for the lottery processing; and A plurality of types of the predetermined conditions are prepared, The performance control unit changes the content of the setting process depending on which of the plurality of types of predetermined conditions is satisfied. Amusement machine.

3. A storage unit capable of storing a lottery table used in a predetermined lottery process; A performance control unit that executes a setting process for the lottery table when a predetermined condition is satisfied, and executes the lottery process using the lottery table after the setting process is performed; Equipped with The setting process includes: A process of automatically rewriting and updating at least a part of the content of the lottery table itself before the setting process is executed, or A process of automatically generating a new lottery table by rewriting at least a part of the content of a table related to the lottery table prepared in advance while leaving the lottery table prepared in advance, and setting the new lottery table as a table for the lottery processing; and A plurality of types of the predetermined conditions are prepared, The type of the predetermined condition that can be satisfied varies depending on the type of the content for which the setting process is executed. Amusement machine.

Citation Information

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