Game machine
The gaming machine addresses the issue of players leaving with small amounts of game value by implementing a disappearance process that transfers ownership to a hall computer, thereby reducing staff workload.
Patent Information
- Application Number
- JP2023215580
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-21
- Publication Date
- 2025-07-03
- Estimated Expiration
- 2043-12-21
AI Technical Summary
Conventional gaming machines face issues where players leave with small amounts of game value credited, necessitating staff intervention to collect or manage these values, increasing workload.
A gaming machine with a value management unit that allows for a disappearance process to transfer ownership of small amounts of game value to a hall computer without manual collection, reducing staff workload.
Reduces staff labor by automatically managing and transferring small amounts of game value, enhancing operational efficiency.
Smart Images

Figure 2025099147000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, so-called medal-less machines that can execute game progress using game value data, which is electronic data, without using physical medals, are known (see Patent Document 1).
[0003] In such a gaming machine, when a player finishes a game and leaves the gaming machine, an amount of game value that is not enough to execute even one game may remain credited to the gaming machine. Specifically, this is the case when 2 or less (hereinafter referred to as "a small amount") of game values are credited in a gaming machine that requires 3 game values to execute one game.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In this case, when the player leaves the gaming machine, the player may transfer the information of the small amount of game value to the card unit and leave the card withdrawn from the card unit in the vicinity. In such a state, it becomes necessary for the store staff to collect the left-behind card.
[0006] There are also players who leave the store without transferring information on a small amount of game value to the card unit. On the other hand, there are players who secure a gaming machine even if the credited game value is small. In this case, the store staff calls the player, and if the player does not execute the game even after a predetermined period has elapsed, the store staff releases the gaming machine as an empty stand.
[0007] However, even in this case, for example, it is necessary for the store staff to transfer the information on the game value to the card unit and hold the card withdrawn from the card unit.
[0008] Moreover, this problem is not limited to medal-less machines as described above, but can also occur in gaming machines that use conventional physical medals. That is, when a small number of medals are credited and there is no gaming machine nearby that can execute a game with a single bet, the player may leave the gaming machine with the small number of medals still credited.
[0009] An object of the present invention is to provide a gaming machine that can reduce the workload of store staff even when a small amount of game value is credited.
Means for Solving the Problems
[0010] The present invention is provided with a value management unit capable of managing game values whose quantities vary as the game progresses in a gaming machine, wherein the value management unit is capable of executing a first process of transferring information on the game value to game value recording means connected to the gaming machine or installed in the gaming machine based on an operation of an operator, is capable of executing a second process, which is a process different from the first process and erases information on the managed game value, based on the operation of the operator, and When the second process is executed, it is possible to generate disappearance information for notifying that the second process has been executed to a device other than the game value recording means and connected to the outside of the gaming machine. It is a gaming machine.
Effects of the Invention
[0011] According to the present invention, it is possible to provide a gaming machine capable of reducing the labor of store staff even when a small amount of game value is credited.
Brief Description of the Drawings
[0012]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Embodiments for Carrying Out the Invention
[0013] [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 the connection targets are directly connected and a case where the connection targets are indirectly connected via another substrate, device, or the like.
[0014] As shown in FIG. 1, the slot machine 1 of this embodiment is a rotary 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.
[0015] In this slot machine 1, unlike conventional slot machines, there is no need 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 rotary gaming machine, or the like.
[0016] First, the card unit 7 connected to this slot machine 1 will be described below.
[0017] <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.
[0018] Further, the card unit 7 can store a card 70 that stores gaming value data as electronic data in place of physically existing medals inside thereof.
[0019] Further, 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 discharging process of the card 70 associated with the transfer of gaming value data from the slot machine 1.
[0020] Further, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from a media management unit 620 (described later) of the slot machine 1.
[0021] In addition, 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.
[0022] 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 referred to as "store staff", "player", etc.
[0023] 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.
[0024] The cash management mechanism 73 introduces the bills inserted from an opening (not shown) for inserting cash into the card unit 7 and detects and accumulates the bills.
[0025] The card management mechanism 74 introduces and accommodates the card 70 inserted from an opening (not shown) for inserting and discharging the card 70, and discharges the card 70 from the opening when the discharge button 72 is operated.
[0026] 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.
[0027] 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.
[0028] 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 in accordance with the operation of the ejection button 72, and the like.
[0029] The lending process of the game value includes a process of transmitting the game value data for the amount to be lent to the slot machine 1 (media management unit 620 mounted on the game value control unit 62 described later) in accordance with the operation of the lending button 71. At that time, a process of subtracting the game value data for the amount to be lent from the game value data of the loan balance temporarily stored in the RAM in the card unit 7 is also performed.
[0030] In the authentication process of the card 70, when the PIN is input via the display panel when the card 70 is inserted into the opening, it is determined whether or not the input PIN matches the PIN 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).
[0031] 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.
[0032] In the writing process for the card 70, when 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.
[0033] 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 game value data received from the slot machine 1 to the game value data and writing it to the card 70.
[0034] Thereby, 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.
[0035] Also, the card unit 7 is 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 advantageous game states including the number of game times in advantageous game states (AT, CZ, special combination (bonus) implementation states, etc. to be 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.
[0036] <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 real - world items of medals. In the slot machine 1 of the present embodiment, instead of real - world items of medals, the game is played using game value data as electronic data. Incidentally, hereinafter, separately from the "game value data", in some cases, it may be expressed as "game value" as a term corresponding to the conventional "medal".
[0037] 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.
[0038] 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 surface of each of a plurality of rotating reels 20, which will be described later, through this reel window 200.
[0039] In the vicinity of 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.
[0040] Further, 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.
[0041] 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.
[0042] Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration part 102 for performing various effects during the game are provided.
[0043] The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game.
[0044] Speaker 101 outputs predetermined BGM (background music), SE (sound effect), and voice. In this embodiment, the operator can adjust (set) the volume of BGM, SE, operation sound, etc. using a volume adjustment function that can be set, for example, on a menu screen.
[0045] The lighting decoration unit 102 is composed of LEDs or the like, and lights up or goes out in a predetermined pattern, for example, when a highly anticipated production screen is displayed or a role wins a prize.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] Inside the stop switches 40a, 40b, and 40c, a lamp is provided. The lamp can indicate, for example, in a light emission 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 constant speed rotation state.
[0051] Information on the fact that the stop switches 40a, 40b, and 40c have been pressed (information on which of the stop switches 40 has been pressed, in what order, and at what timing) is used by the rotary reel control unit 611, game result determination unit 612, game state control unit 615, medium management unit 620, etc., which will be described later.
[0052] 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 (medium management unit 620). In the following, the term "credited game values" means the game values (game value data) managed by the medium management unit 620.
[0053] The lever 42 functions as a start switch that receives an operation for rotating the rotary reels 20a, 20b, and 20c.
[0054] The digital counter 43 digitally displays the credit number of game values, the payout number (winning number) of game values, etc. 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.
[0055] In addition, 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 the winning combination established by internal lottery". That is, the "number of payouts of game value" means "the increase in the numerical value of the virtual game medium in electronic data form". Also, for example, the "predetermined number of game values" corresponds to the concept of the "predetermined number of medals" in the prior art.
[0056] The count 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 (for executing the "transfer process", which is the first process). When the count button 44 receives the operation of the operator, a transfer signal is generated by the count button 44.
[0057] In addition, after the count 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 count button 44, or may be a button different from the count button 44. Alternatively, by the operator operating the 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.
[0058] Also, the amount of subtraction of the game value data being managed when the count button 44 is operated once may be determined in advance, such as "1" or "50". Also, while the count button 44 is being continuously operated (while it continues to be operated), the credited game value may continue to be subtracted.
[0059] In this embodiment, the count 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.
[0060] More specifically, as shown in FIG. 1, the count button 44 is disposed on the operation unit 4 on the side closer to the card unit 7 in the 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.
[0061] Further, the count button 44 may be provided with a lamp whose emission color changes before and after being operated, either inside or around it.
[0062] The cancel button 45 can receive an operation by the operator to change the game value in the bet state (bet state) to the 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.
[0063] 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 was bet until it becomes "0" to the game value data that is credited. As a result, the credit number displayed by the digital counter 43 increases by the amount of the game value data that was bet. That is, the cancel button 45 is a button for causing the medium management unit 620 to execute a bet cancellation process that returns the game value during betting to the credit number by changing the bet state to the non-bet state.
[0064] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet is placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is disposed near the bet switch 41.
[0065] The effect button 46 is a button used by the player to set the volume, check game data, and set various menu settings related to the game when playing a game. The effect button 46 may be operated by the operator during the game depending on the effect. When the effect button 46 is operated during the game, a change occurs in the effect.
[0066] The effect button 46 also includes a lamp that can emit light in various colors and patterns. The lamp is turned on when the effect button 46 is in an operable state, and is turned off when the effect button 46 is in an invalid state. When the operation of the effect button 46 is triggered to output a winning notification effect of a special combination or an advantageous game state such as AT, the lamp can also flash at high speed in a color different from the normal lighting, such as red or rainbow colors.
[0067] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.
[0068] The reset button 51 is operated to release various errors and initialize the RAM constituting the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game zone is set to the "normal zone."
[0069] 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 of the slot machine 1 is switched from off to on while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes in an operable state, and when the setting change button 52 is operated in this state, setting of the setting value becomes possible.
[0070] During game progress or during 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 scenes where the cabinet 10 and the front door 100 are unlocked are, 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.
[0071] The setting value is a value representing the payout rate, which indicates the ratio of the total number of game values paid out to the total number of game values inserted into the slot machine 1. The set setting value affects the internal lottery. And depending on the setting value, at least some of the winning probabilities of the winning candidates are different. The setting value is set by a store staff member before the store opens.
[0072] 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 of the slot machine 1.
[0073] 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.
[0074] On the surfaces of the rotating reels 20a, 20b, and 20c, for example, symbols (patterns) as shown in FIG. 3 are arranged. Whether 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 is determined by the game result determination unit 612 described later, and the game proceeds.
[0075] 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.
[0076] 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 one revolution in 504 steps. As a result, 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.
[0077] The rotation and stop of these rotating reels 20a, 20b, and 20c and the stepping motors 21a, 21b, and 21c are controlled by the rotating reel control unit 611 described later.
[0078] <Flow of the game by the operator> The operator bets game values on the slot machine 1 by using the game values credited by operating the bet switch 41. 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.
[0079] In this 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.
[0080] FIG. 1 shows an example in which the effective line L is composed of a single downward - right - slanting line. The effective 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. In the slot machine 1 of this embodiment, when three game values are bet and the lever 42 is operated, one game can be executed.
[0081] Hereinafter, not only the roles with the payout of game values such as bells and watermelons are aligned on the effective line L, but also the patterns corresponding to specific roles such as replay, chance eyes, and special roles (bonuses) where no payout of game values is made are aligned on the effective line L, which is also expressed as "winning".
[0082] One game (one play) in this embodiment refers to a series of operations by a player operating 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.
[0083] 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 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.
[0084] When all the rotating reels 20a, 20b, 20c stop, according to the combination (role) of the patterns aligned (winning) on the effective line L, a payout process of a predetermined number of game values is executed. Thereby, one game ends.
[0085] Incidentally, at least a part of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 has been operated, that the lever 42 has been operated, that the stop switch 40 has been operated, that the internal lottery has been executed, that a predetermined combination has been won, that the rotating reels have rotated, etc.) is managed by the main control unit 61.
[0086] <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, an internal lottery and a predetermined lottery are performed.
[0087] 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 mutually exclusive, but are merely classified states for convenience of explanation.
[0088] As shown in FIG. 5, the first game state includes a non-special combination carry-over state, a bonus internal state (special combination carry-over state), and a special combination execution state. The non-special combination carry-over state, the bonus internal state, and the special combination execution state are in a mutually exclusive relationship.
[0089] The non-special combination carry-over state means a state in which a special combination (for example, a type 1 BB which is a combination continuous operation device for a first type of special combination item) has not been won by the internal lottery and the winning of the special combination has not been carried over. The non-special combination carry-over state is set, for example, when the set value described later is changed, when the RAM is initialized (an example of a specific condition), when the game value is paid out exceeding a predetermined number in the special combination execution state, etc.
[0090] The bonus internal state refers to a state where, although a special role has been assigned through internal drawing, the winning of that special role has been carried over. That is, the bonus internal state means that, through internal drawing, the flag of the special role has been assigned, but the symbols indicating that special role are not aligned on the effective line L, and the special role has not yet won. Note that when the winning of the first type of BB has been carried over, no further drawing for the first type of BB is performed.
[0091] The special role execution state refers to a state where the special role assigned through internal drawing has won, and no payout of a game value exceeding a predetermined number has been made.
[0092] During the game of the slot machine 1, the operator continues the game with the first game state remaining in the special role carry-over state without causing the carried-over special role to win.
[0093] As shown in FIG. 6, the second game state takes any one of the general game state, AT (an example of a special game state), and CZ (Chance Zone, an example of a special game state). In the second game state, the general game state, AT, and CZ are in an exclusive relationship.
[0094] The general game state is a state that is not AT or CZ, that is, a state where an assist function (for example, an operation sequence navigator) does not occur (or occurs less frequently). For example, from after the RAM clear or after the end of AT (or CZ) until the drawing for AT (or CZ) is assigned, the second game state is set to the general game state.
[0095] <Explanation of AT> AT is a state where an assist function that notifies the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, 40c of the roles other than the special role assigned through internal drawing via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc. is operating.
[0096] 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 section is an advantageous section during the general game state or CZ. When an AT wins in the AT draw (an AT transition signal is generated) while the game section is an advantageous section, the second game state transitions from the general game state or CZ to AT.
[0097] When a predetermined number of games have elapsed since the start of the game in AT, when the stock number of AT becomes 0 (zero), when the total number of game values paid out since the start of the game in AT reaches a predetermined number, when the assist has been executed a specified number of times, or when the assist for a specific combination (e.g., push-order bell) has been executed a specified number of times, etc., the second game state transitions from AT to the general game state. As a result, AT ends.
[0098] <CZ description> CZ is an example of a special game state, different from the modes described later, and is a zone where it can stay temporarily when it is neither the general game state nor AT, and is the period during which the AT draw is executed.
[0099] 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 cleared in the advantageous section reaches a predetermined number of games, or when the accumulated points reach a predetermined value according to the progress of the game. During this CZ, the AT winning probability becomes higher than in the general game state, and the second game state is more likely to transition to AT.
[0100] <Regarding the game section> The game section described above is a state (section) for determining whether the process related to the instruction function is performed. As shown in FIG. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section are in an exclusive relationship, and the game section can take either the normal section or the advantageous section.
[0101] The processes related to the instruction function include, for example, processes for exerting (assisting with) the instruction function, mode (a mode in which the AT hit probability is determined, or a mode in which the AT top-up hit probability is determined) extraction, mode transition processes, CZ extraction processes, CZ processes, AT extraction processes (including processes related to the continuation of AT), AT processes, and the like.
[0102] Note that the mode is a zone where one can stay in any of the general gaming state, CZ, or AT. For example, in FIG. 6, modes (e.g., low probability mode, high probability mode, heaven mode) may be prepared in each of the general gaming state, CZ, and AT. Also, it is not limited to the general gaming state, CZ, and AT, and one can also stay in the same mode during the advantageous section.
[0103] During the normal section, the processes related to the instruction function cannot be executed, but it is a section where the transition process to the advantageous section is executed when the transition conditions to the advantageous section are satisfied. Note that while the gaming section is in the normal section, the second gaming state is the general gaming state.
[0104] The advantageous section is a section where the processes related to the instruction function can be executed. The advantageous section includes an advantageous section in which the second gaming state progresses in the general gaming state (including the high probability mode and the heaven mode), and an advantageous section that progresses in CZ or AT. The state where the gaming section is the advantageous section is maintained until a predetermined end condition is satisfied after the gaming section has shifted to the advantageous section.
[0105] Note that summarizing the combination patterns of the gaming section and the second gaming state that can be taken in the slot machine 1 is as follows. · A pattern where the gaming section is the normal section and the second gaming state is the general gaming state · A pattern where the gaming section is the advantageous section and the second gaming state is the general gaming state (including the high probability mode and the heaven mode) · A pattern where the gaming section is the advantageous section and the second gaming state is CZ · A pattern where the gaming section is the advantageous section and the second gaming state is the AT state
[0106] <Regarding the disappearance process> In the slot machine 1 of this embodiment, based on the operation of the operator, in addition to the transfer process (an example of the first process) of transferring game value data to the card unit 7 connected to the slot machine 1, based on the operation of the operator, a process different from the transfer process, that is, a disappearance process (an example of the second process) of disappearing the game value data credited (managed) in the slot machine 1 can be executed.
[0107] The disappearance process is a process of transferring (returning) the ownership (or the right to use) of the credited game value from the player to the store. In this embodiment, when the game value less than 3 that cannot execute one game is credited, this disappearance process can be executed.
[0108] In this embodiment, the operation for the disappearance process (hereinafter referred to as the "disappearance operation") is effective when the credited game value is a small amount (in this embodiment, 2 or less) that cannot execute even one game, and is invalid when the game value in an amount that can execute one or more games (in this embodiment, 3 or more) is credited.
[0109] Specifically, when the credited game value is a small amount of 2 or less, when the operation unit for the disappearance operation is operated, a disappearance signal is generated (i.e., it is valid) on that occasion. On the other hand, when the credited game value is 3 or more, even if the operation unit for the disappearance operation is operated, a disappearance signal is not generated (i.e., it is invalid). Also, not limited to the above, when the disappearance operation is valid, the operation unit for the disappearance operation can be physically operated, and when the disappearance operation is invalid, it may be configured such that the operation unit for the disappearance operation cannot be physically operated. Here, the inability to physically operate the operation unit for the disappearance operation means that the operation unit becomes hard (or heavy) and cannot be operated by the player, or the player can operate the operation unit, but disappearance information (information regarding the fact that the disappearance process has been executed and the quantity of game value whose ownership has been transferred from the player to the store due to the execution of the disappearance process. The same applies hereinafter) is not generated or output, and the like.
[0110] In this case, when the disappearance operation is executed in the case where the disappearance operation is valid, the credited game value disappears, and disappearance information is transmitted to the hall computer, which is an external device of the slot machine 1. On the other hand, even if the disappearance operation is executed in the case where the disappearance operation is invalid, the ownership of the credited game value is not transferred, disappearance information is not generated or output, and disappearance information is not transmitted to the hall computer.
[0111] As described above, the disappearance information generated when the disappearance process is executed is transmitted to the hall computer via the external terminal. By executing such a process, it is possible to disappear a small amount of game value data credited to the slot machine 1 (transfer the ownership of the game value), so that the operator (specifically, the user who was playing the game or the store staff) does not need to perform operations such as transferring a small amount of game value data to the card 70. In addition, since the disappearance information is transmitted to the hall computer without the game value data being collected by the store side via the card 70, even if the information regarding the quantity of the game value credited in the slot machine 1 is erased without being transferred to the card 70, the store side can manage the game value.
[0112] Note that the hall computer is, for example, a device installed to manage the quantity of game value in each store where the hall computer is installed.
[0113] In the present embodiment, a player (an example of an operator) and a store staff (an example of an operator) can execute the disappearance operation.
[0114] The player can execute a determination operation (an example of the disappearance operation), which is an operation for determining the consumption purpose of the currency (in the present embodiment, the donation destination of the game value) corresponding to the quantity of the game value for which the disappearance process is to be executed.
[0115] That is, for example, as shown in FIG. 9, the player can determine the donation destination of a small amount of game value by operating the lever 42 while pressing any one of the stop switches 40a, 40b, and 40c on the menu screen (both operations are the "determination operation"). On the other hand, when the player operates the count button 44, the selection of the donation destination of the game value can be canceled.
[0116] As donation destinations, for example, as shown in FIG. 9, there are tree planting (simultaneous operation on the left stop switch 40a and lever 42), welfare facilities for children (simultaneous operation on the middle stop switch 40b and lever 42), and welfare facilities for the disabled (simultaneous operation on the right stop switch 40c and lever 42). These donation destinations and operation methods may be freely set by the store side via the store side menu.
[0117] On the other hand, the store staff may execute the disappearance process by a staff - exclusive operation (an example of the disappearance operation) on the slot machine 1.
[0118] Examples of the staff - exclusive operation include the store staff operating the count button 44 with the front door 100 open, operating the reset button 44 during normal times, operating the settlement button 44 while inserting a key into the keyhole of the housing 10, simultaneously operating the setting change button 52 and the lever 42, or simultaneously operating the reset button 51 and the lever 42, etc.
[0119] That is, the staff - exclusive operation is an operation that only the store staff can perform or an operation on an operation part (for example, a device or operation part inside the housing 10 that can be touched with the front door 100 opened using a key) that only the store staff can touch. On the other hand, the determination operation that the player can execute is not limited to the store staff and is an operation on an operation part that the player can also perform or touch.
[0120] Note that the effect button 46, menu button (not shown), and cursor keys (not shown) cannot be targets of the disappearance operation. This is because the control board that manages game value information is the game value control board P2 (described later), and the effect button 46 and the like are operation units managed by the sub-control board P3 (described later), and it is not recognized that signals are transmitted from the sub-control board P3 to the game value control board P2. That is, the operation units that can be targets of the disappearance operation are the operation units managed by the main control board P1 (described later) or the game value control board P2.
[0121] Also, in the slot machine 1 of the present embodiment, as will be described later, based on the setting operation of the player, it is possible to perform an absence setting indicating that the player has left the slot machine 1.
[0122] Also, when a predetermined time (for example, 5 minutes) has elapsed after transitioning to the non-game state, control is performed so that setting operations cannot be received (the absence setting is locked).
[0123] Also, when the store staff executes the disappearance process in a state where the absence setting and / or the lock of the absence setting is being performed, the absence setting and / or the lock of the absence setting is released.
[0124] <Configuration of the 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.
[0125] 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).
[0126] 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 board.
[0127] The main control board P1 on which the main control unit 61 is implemented and the game value control board P2 on which the game value control unit 62 is implemented are electrically connected by a harness, and two-way serial communication is possible.
[0128] The information and commands transmitted from the main control board P1 to the game value control board P2 include outer edge information, whether a setting is being changed, commands regarding various errors, a bet request signal for game values due to the operation of the bet button 41, a payout request signal for game values corresponding to winning combinations, a request signal for a bet cancellation process due to the operation of the cancel button 45, a transfer request for game values due to the operation of the count button 44, and so on.
[0129] 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 count has reached the upper limit value (a value for prompting the operator to transfer because the credit count is too high), information regarding the presence or absence of communication abnormalities between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and so on.
[0130] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is implemented are electrically connected by a harness, but only one-way serial communication from the main control board P1 to the sub-control board P3 is performed. The information and commands transmitted from the main control board P1 to the sub-control board P3 include game value data (for example, bet / payout information of game values, total number of acquired game values during AT), information indicating the start / end of a game, start / end information of accessory operation, information regarding various errors, and so on.
[0131] 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.
[0132] The 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 regarding the prior notice before the operation of the complete function, information regarding the transfer of game values (for example, indication of transfer start, during transfer, transfer completion, etc.), information indicating the number of credits or the number of winnings, information indicating that the number of credits has reached the upper limit, error information in case a backup error of the number of credits has occurred, and so on.
[0133] As the functions of the operation unit 4 such as the lever 42 and the stop switches 40a, 40b, 40c are activated along with the progress of the game, one-way serial communication is performed from the main control board P1 to the operation unit 4 and the like.
[0134] <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 the progress of the game (for example, control of the rotating reels 20, ball output control, transfer request) are stored.
[0135] In the RAM and RWM of the main control unit 61, game data (information regarding the progress of the game) necessary for the progress of the game is stored.
[0136] 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 by operations using the storage units (ROM, RAM, RWM; hereinafter the same) by the CPU of the main control unit 61.
[0137] 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 is, for example, internal lottery processing, control of the rotating reels 20a, 20b, 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, error processing, and so on.
[0138] In addition to the current number of games, the game data includes 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 holding special combinations, a bonus internal state, etc.
[0139] <Internal lottery unit 610> The internal lottery unit 610 performs 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 performs 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.
[0140] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information regarding the progress of the game) can be used by the rotating reel control unit 611, the game result determination unit 612, the game state control unit 615, and the effect control unit 630.
[0141] The internal lottery table shows information on the combinations that may be won by the internal lottery. The internal lottery unit 610 performs an internal lottery according to the combination of the RT state and the type of bonus when the lever 42 is operated, based on the internal lottery table.
[0142] Note that in the information on the combinations shown in the internal lottery table, one or more combinations of symbols and the corresponding combinations are associated and set. In addition to the losing combinations for which no game value is paid out, the combinations include operation mode combinations (e.g., cherry, watermelon, push-order bell) for which game value is paid out if the operation modes of the stop switches 40a, 40b, and 40c are correct.
[0143] If the operation mode role is assigned and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role wins and a plurality (for example, 10) of game values corresponding to that role can be obtained. If, despite the operation mode role being assigned, the stop switch 40 is not operated according to the correct operation mode, the operation mode role does not win, or another role (such as a so-called single-card role) wins.
[0144] Note that the operation mode role is assigned and established even during the general game state (for example, other than the AT, CZ, and special role execution states). However, when the operation mode role is assigned 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 (for example, 10) of game values is increased.
[0145] <Rotary Reel Control Unit 611> Based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, the rotary 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 rotary reel 20a, 20b, 20c or rotation stop control to stop the rotation.
[0146] Specifically, when the lever 42 is operated in a state where the rotation of all the rotary reels 20a, 20b, 20c has stopped, the rotary reel control unit 611 starts the rotation of all the rotary reels 20a, 20b, 20c.
[0147] Also, when the stop switch 40 (for example, 40c) corresponding to the rotating rotary reel 20 (for example, 20c) is operated, the rotary reel control unit 611 stops the rotation of the rotary reel 20 (for example, 20c) corresponding to the operated stop switch 40 (for example, 40c).
[0148] During the rotation stop control during the game by the player, the rotation reel control unit 611, based on the operations of the stop switches 40a, 40b, and 40c, causes the combinations of symbols corresponding to the winning flags (excluding the flags for special winning combinations) shown by the internal lottery results to be arranged on the effective line L of the rotation reels 20, so that the rotation of the rotation reels 20a, 20b, and 20c can be stopped so that the corresponding winning combination wins.
[0149] Also, when a certain time (4.1 seconds, which is the so-called wait time) has elapsed since the start of the rotation of the rotation reels 20a, 20b, and 20c in the previous game, the rotation reel control unit 611 starts the rotation of the rotation 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 rotation of the rotation reels 20a, 20b, and 20c in the previous game, even if the lever 42 is operated, the rotation of the rotation reels 20a, 20b, and 20c is not started and the game does not progress.
[0150] Also, during 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 the internal lottery, 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 reels 20 so as to pull the symbols corresponding to the winning combination onto the effective line L. Kick-off control is a control for stopping the rotation of the rotation reels 20 so that the symbols corresponding to non-winning combinations do not align on the effective line L.
[0151] When a special winning combination wins, the rotation reel control unit 611 can cause the rotation and stop of the rotation reels 20 based on the operation of the lever 42 immediately before the special winning combination wins and the operation of the stop switch 40 immediately after that, but can prevent the special winning combination from winning.
[0152] <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 rotating reel 20 stops. The result of the game is determined based on whether or not the winning combination has won according to the symbols aligned on the effective line L.
[0153] Specifically, when the combination of 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.
[0154] <Explanation of the setting value control unit 613> 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 based on the operation of the setting change button 52 by the store staff. 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 can be used by the internal lottery unit 610, the effect control unit 630, and the like.
[0155] Depending on which setting value is used, at least one of the degree of advantage in game progress, for example, the machine cut, the winning probability of specific minor winning combinations such as the push order regardless bell (also called the common bell), the winning probability of CZ, the winning probability of AT, etc. is different. For example, the larger the setting value (for example, the closer it is to 6), the greater the degree of advantage in game progress (for example, the larger the machine cut).
[0156] Note that the slot machine 1 may further include a setting key. The setting key is a key for switching to the setting change mode and is provided inside the housing 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.
[0157] <Interval control unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (a normal interval and a favorable interval) during a game.
[0158] When the transition condition to the favorable interval is satisfied while the game interval is the normal interval, the interval control unit 614 sets (transitions) the game interval to the favorable interval.
[0159] Further, when the game interval is the favorable interval, the interval control unit 614 determines whether to maintain the state of the favorable interval or to transition to the normal interval (whether to end the favorable interval).
[0160] Specifically, when the forced end condition including the case where the difference in game value during the favorable interval (the favorable interval difference described later) based on the quantity of game value at the time of transitioning to the favorable interval reaches +2400 is satisfied, the interval control unit 614 forcibly transitions the game interval from the favorable interval to the normal interval. Note that the forced end condition may be, for example, when the game interval is the favorable interval, the second game state has transitioned from AT to the general game state, or after the end of AT, although the player has entered the CZ which is the pull-back zone, the player cannot pull back AT in the CZ and has transitioned to the general game state.
[0161] For example, when the favorable interval difference becomes -1000 after the favorable interval is entered, the operator (especially the player) can obtain a maximum of 1000 + 2400 = 3400 game values.
[0162] Further, when the power of the slot machine 1 is turned on, the set value is changed, or the RAM is cleared, etc., the interval control unit 614 sets the game interval to the normal interval regardless of the previous game interval.
[0163] Note that the interval control unit 614 can transmit information regarding the game interval (whether it is the normal interval or the favorable interval) as information regarding the progress of the game to the effect control unit 630 etc.
[0164] <Game state control unit 615> The game state control unit 615 sets the settings for each of the first game state and the second game state.
[0165] Specifically, the game state control unit 615 sets the first game state to any one of a special combination non - carry - over state, a bonus internal state, and a special combination execution state, and sets the second game state to any one of a general game state, AT, and CZ.
[0166] The game state control unit 615 sets the first game state to the special combination non - carry - over state, for example, immediately after the RAM of the main control unit 61 is cleared.
[0167] And when a special combination is drawn by internal lottery and the special combination does not win, the game state control unit 615 sets the first game state to the bonus internal state.
[0168] In the bonus internal state, when a specific condition is satisfied (for example, when the RAM is cleared or when the set value is changed), the game state control unit 615 shifts the first game state from the bonus internal state to the special combination non - carry - over state.
[0169] In the special combination non - carry - over state, when a special combination is drawn (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 shifts the first game state from the special combination non - carry - over state through the bonus internal state to the special combination execution state.
[0170] Also, in the bonus internal state, when the special combination wins, the game state control unit 615 shifts the first game state from the bonus internal state to the special combination execution state.
[0171] In addition, in the special role execution state, when specific conditions are met or when more than a predetermined number of game values are paid out, the game state control unit 615 shifts the first game state from the special role execution state to the non - carry - over special role state.
[0172] Returning to FIG. 6, when not performing an AT lottery in the general game state or CZ, the game state control unit 615 sets the second game state to the general game state.
[0173] Also, when the AT ends, the game state control unit 615 shifts the second game state from AT to the general game state or CZ.
[0174] 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.
[0175] Also, when the game state control unit 615 shifts the second game state to AT, it first starts the AT - preparing state. When an AT - start winning combination is won during the AT - preparing state, it starts the AT - executing state. Also, when the game state control unit 615 ends the AT - executing state, it shifts the second game state to the general game state or CZ.
[0176] Also, during the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to win the AT lottery 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 an AT lottery (or an AT bonus lottery) with an AT winning probability (or a bonus probability) associated with the selected mode.
[0177] 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.
[0178] <RT state control unit 616> The RT state control unit 616 can carry out game progress using one of a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) that the flag of replay becomes a winning flag is defined in advance, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) wins.
[0179] In this embodiment, for each RT state, the specifications of the internal lottery process (for example, the internal lottery table that defines which combination flags are to be established / which are likely to be established) executed in response to a game start operation (operation on the lever 42) may be different. Therefore, by the RT state control unit 616 controlling the RT state, the internal lottery tables used for internal lottery are variously changed, and as a result, the diversity of the game is realized.
[0180] Note that information regarding the RT state (which of the RT states such as RT0, RT1, etc.) can be used by the game state control unit 615, the effect control unit 630, etc. as information regarding the progress of the game.
[0181] <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.
[0182] 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.
[0183] As a result, the game value control unit 62 performs processing according to the content of an 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 101 of the content of the error that has occurred.
[0184] <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.
[0185] In the RAM and RWM of the game value control unit 62, game data (information related to the progress of the game) necessary for the management of game values is stored.
[0186] Through the operation using the storage unit by the CPU 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.
[0187] <Explanation of the medium management unit 620> The medium management unit 620 manages the credit number and bet number of game values.
[0188] The medium management unit 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 processing.
[0189] Specifically, when game values are bet based on the player's operation (when an input request is made), the medium management unit 620 decreases the credit number (an example of information related to the progress of the game) according to the bet number of game values, and when game values are credited based on the player's operation, the medium management unit 620 increases the credit number.
[0190] In addition, when the winning flag is established by internal lottery and a winning combination corresponding to the winning flag wins based on the player's operation (when a payout request is made), the media management unit 620 increases the credit count according to the number of payouts of the game value based on the type of the winning combination.
[0191] In addition, as shown in FIG. 7, the media management unit 620 calculates a difference value of game values (an example of information regarding the progress of the game), which is a cumulative value of the number obtained by subtracting the number of bets of game values from the number of payouts of game values, regardless of whether it is a normal section or a favorable section, and regardless of whether it is a general game state or a special game state (CZ, AT). The difference value of game values is used for, for example, calculating the difference value in the favorable section and determining whether the complete function is activated, which will be described later.
[0192] In addition, as shown in FIG. 7, the media management unit 620 calculates a favorable section difference value, which is the difference value of game values in the favorable section (from when the game section shifts from the normal section to the favorable section until it shifts back to the normal section again).
[0193] In this embodiment, when this favorable section difference value becomes +2400 (hereinafter, it is assumed to be +2400, but it is not limited thereto and may be +1000, +2000, etc.), the media management unit 620 initializes the favorable section difference value to 0 (zero). For example, when shifting to AT when the difference value becomes -300 after the game in the favorable section starts, the media management unit 620 initializes the favorable section difference value when 2700 is paid out thereafter (in this case, the favorable section difference value becomes +2400). The media management unit 620 transmits a signal to that effect to the section control unit 614 when the favorable section difference value becomes +2400. Thereby, the section control unit 614 shifts the game section to the normal section.
[0194] In addition, when a predetermined end condition is satisfied and the favorable section ends other than when the favorable section difference value becomes +2400, the media management unit 620 can initialize the favorable section difference value to 0 (zero).
[0195] When the game section shifts back to the advantageous section, the Media Management Department 620 starts calculating the difference in the advantageous section.
[0196] Also, as shown in FIG. 7, the Media Management Department 620 uses the difference in game values, which is the cumulative value of the number obtained by subtracting the number of bets on game values from the number of payouts of game values since the power of the slot machine 1 was last turned on, to calculate the range (MY), which is the difference between the maximum value and the minimum value of the difference. Unlike the above-mentioned difference in the advantageous section and the difference in game values, this range (MY) is calculated continuously for all game sections (advantageous sections and normal sections), that is, as long as the power of the slot machine 1 remains on.
[0197] Information regarding this range (MY) is used in the Complete Function, which will be described later, in the Function Operation Unit 621.
[0198] When the power of the slot machine 1 is turned off by the store staff, the Media Management Department 620 resets the range (MY).
[0199] Also, the Media Management Department 620 can execute a transfer process (First Process) of transferring game value data to the card unit 7 externally connected to the slot machine 1 based on the operation of the counting button 44 by the operator.
[0200] Also, the Media Management Department 620 can execute a disappearance process (Second Process), which is a process different from the transfer process, of disappearing the credited game value data based on a disappearance operation.
[0201] Note that when a small amount of game value is credited, the Media Management Department 620 can enable the determination operation (operation of any one of the stop switches 40a, 40b, 40c and the lever 42) by the player. On the other hand, when a large amount of game value, such as 3 or more, is credited, even if the player performs a determination operation, the Media Management Department 620 does not execute the disappearance process (or does not accept an operation for executing the disappearance process).
[0202] In addition, when the deletion process is executed, the medium management unit 620 can generate and transmit deletion information for notifying a hall computer, which is a device other than the card unit 7 and is connected to the outside of the slot machine 1, that the deletion process has been executed.
[0203] Note that the number of bets, credit number, difference, etc. of the game value calculated by the medium management unit 620 are transmitted to the game state control unit 615, the effect control unit 630, etc. as information regarding the progress of the game.
[0204] <Function operation unit 621> The function operation unit 621 executes processes related to the prior notice using the information regarding the range (MY) generated by the medium management unit 620.
[0205] The function operation unit 621 generates information related to a prior notice indicating that the activation of the complete function is near when the range (MY) becomes equal to or greater than the first range, for example, 18500.
[0206] 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.
[0207] 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 game 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 game value is not performed.
[0208] Note that information regarding the advance notice is transmitted to the production control unit 630 every game while this information is being generated by the function operation unit 621, for example. As a result, the advance notice is given by the production control unit 630.
[0209] Also, when the range (MY) becomes less than 18,500 which is the first range, the function operation unit 621 stops generating information regarding the advance notice. As a result, the advance notice is no longer given by the production control unit 630.
[0210] Note that the information regarding the advance notice may be a flag for turning on or off the notification of the advance notice. In this case, when the notification of the advance notice changes from off to on, information indicating that the flag is "on" is transmitted to the production control unit 630, and conversely, when the notification of the advance notice changes from on to off, information indicating that the flag is "off" is transmitted to the production control unit 630. In this way, by making the information regarding the advance notice in a flag format, it is possible to suppress an excessive amount of signals transmitted from the main control unit 610 to the sub-control unit 630.
[0211] Also, when the range (MY) becomes 19,000 or more which is the second range, the function operation unit 621 activates the complete function.
[0212] 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 reset to 0 (zero). Therefore, the notification of the advance notice is not given, and gaming on the slot machine 1 becomes possible in a state where the conditions for the complete function to be activated again are far away.
[0213] <Explanation of 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, production control of the liquid crystal screen 3, LED emission control of the electric decoration unit 102, voice output control of the speaker 101) are stored.
[0214] In the RAM and RWM of the sub-control unit 63, various data related to effect control are stored.
[0215] The sub-control unit 63 functions as an effect control unit 630 by the operation of using the storage unit by the CPU of the sub-control unit 63.
[0216] <Effect control unit 630> The effect 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 effect button 46 as an effect pattern by executing effect extraction.
[0217] Specifically, the effect control unit 630 selects an effect extraction table based on the game progress information (for example, game state, stay mode) transmitted from the main control unit 61, and executes effect extraction using the selected effect extraction table.
[0218] Also, when the AT is being executed, the effect control unit 630 executes an AT effect using an AT-exclusive effect extraction table.
[0219] Specifically, the effect control unit 630 executes an effect during AT preparation using an effect extraction table dedicated to AT preparation, and executes an effect during AT execution using an effect extraction table dedicated to AT execution.
[0220] Based on the operation of the player, as shown in FIG. 9, the effect control unit 630 causes a screen for determining a donation destination of game value to be displayed on the liquid crystal screen 3 in the menu screen. The player can determine the donation destination of the game value by operating the corresponding stop switches 40a, 40b, 40c and the lever 42 on this screen. Also, the player can cancel the donation of the game value by operating the count button 44 on this screen.
[0221] In addition, the effect control unit 630 can execute a leave setting during the game of the slot machine 1 based on the setting operation of the player.
[0222] When the player makes a leave setting, the effect control unit 630 causes the liquid crystal display screen 3 to display a leave display composed of a text message reading "Currently away" on the liquid crystal display screen 3.
[0223] In principle, the effect control unit 630 accepts the setting operation of the leave setting by the player. However, when a predetermined period (for example, 10 minutes. Note that this predetermined period can be freely set by the store) has elapsed after shifting to the non-game state attract screen, the effect control unit 630 executes processing for automatically locking the leave setting (no longer accepting the setting operation of the leave setting). This is to prevent a malicious player from making a leave setting as a prank.
[0224] As processing for locking the leave setting, for example, it is conceivable that the leave button is displayed on the menu screen but is deactivated and operations on the leave button are not accepted, or the leave button is not displayed on the menu screen.
[0225] Alternatively, during a winning section such as an AT, the leave setting may be locked. However, even in this case, at the timing when it is possible to make a break during the AT (for example, during the subtraction section of the game value such as during ST, or at the timing when one set has ended in an AT of 50 games per set), the lock of the leave setting may be released.
[0226] Note that after 10 minutes have elapsed since shifting to the attract screen and the leave setting is locked, the elapsed time may be displayed, such as "10 minutes have passed". The store staff can execute an operation to cancel this display.
[0227] In addition, not limited to the above, it is also possible to enable both the player and the store staff to cancel the lock of the leave setting.
[0228] In this case, the target of the unlocking operation for the departure setting may be the operation units managed by the main control board P1 and / or the game value control board P2, as well as the operation units managed by the sub-control board P3.
[0229] When the player unlocks the departure setting, it is sufficient if at least a part of the operations required for executing one game, such as executing one game or operating the lever 42, is included.
[0230] When the store staff unlocks the departure setting, for example, a dedicated unlocking operation for the store staff such as inputting a password or simultaneously pressing and holding the middle stop switch 40b and the right stop switch 40c for 3 seconds needs to be executed.
[0231] This is because the player may try to set the departure setting while securing the current slot machine 1 and checking the status of other slot machines, but then leave the store without canceling the departure setting. Even in this case, since the departure setting will be locked after 10 minutes have passed, the store staff can unlock the departure setting.
[0232] Note that the store may freely set the method (operation details) for unlocking the departure setting.
[0233] Also, from the perspective of preventing pranks, the departure setting lock can be set even when the departure setting has not been made.
[0234] Also, when the slot machine 1 is left unattended with the departure setting made and time conditions (for example, 10 minutes have passed since the departure setting was made) are met, the departure setting remains and the departure setting is locked. Even in this case, with the unlocking operation of the departure setting lock by the player or the store staff, the departure setting lock can be canceled and the departure setting can also be canceled.
[0235] In addition, when the departure setting is made and the departure setting is locked, if a store staff member performs a staff-exclusive operation, which is a disappearance operation, the ownership of the credited game value is transferred, the departure display is erased, and the lock on the departure setting is preferably released. By doing so, the store staff member does not need to perform multiple operations, thus saving time and effort.
[0236] Also, when a small amount of game value is credited and up to 10 minutes have elapsed since the transition to the attraction screen, staff-exclusive operations by the store staff member may not be accepted (may be invalid). In this case, staff-exclusive operations become acceptable (valid) when 10 minutes have elapsed since the transition to the attraction screen. Also, in this case, the elapsed time since the transition to the attraction screen (e.g., "3 minutes elapsed") may be displayed on the liquid crystal screen 3.
[0237] On the other hand, in the present embodiment, even if a player performs a determination operation while the departure setting is made and the lock on the departure setting is made, the departure setting is not released and the lock on the departure setting is not released either. This is to prevent trouble from occurring between players, as there is a possibility that another player has secured the slot machine 1 by crediting a small amount of game value.
[0238] <Basic operation process flow of the slot machine 1> Using FIG. 10, the basic operation process flow of the slot machine 1 will be described.
[0239] 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 in operation) (step S101).
[0240] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0241] On the other hand, when 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 such as the bet switch 41 and the lever 42. As a result, the slot machine 1 enters a game start state (step S102).
[0242] Next, the medium management unit 620 starts counting the range (MY) (step S103). After that, regardless of whether it is a normal section or an advantageous section, the medium management unit 620 counts the range (MY) for each game.
[0243] Next, the section control unit 614 advances the game in the normal section (step S104).
[0244] The game state control unit 615 advances the game in the general game state (step S105).
[0245] Next, the section control unit 614 determines whether the game section has become an advantageous section due to the establishment of the transition condition to the advantageous section, or whether the game section is an advantageous section because the state of the advantageous section is being maintained (step S106).
[0246] If the game section is not an advantageous section (S106: NO), the process returns to step S104.
[0247] On the other hand, when the game section is an advantageous section (S106: YES), the medium management unit 620 counts the advantageous section difference (in the game that has transitioned to the advantageous section, the counting of the advantageous section difference is started) (step S107). Thereafter, the section control unit 614 continues to count the advantageous section difference while the game section is an advantageous section (in either the general game state or CZ, AT).
[0248] Next, the game state control unit 615 determines whether or not to shift to the second game state to AT (step S108).
[0249] If the second game state does not shift to AT (S108: NO), the process returns to step S105.
[0250] On the other hand, if the second game state shifts to AT (S108: YES), the game state control unit 615 advances the game in AT (step S109).
[0251] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) has become 19000 or more.
[0252] If the complete function is activated (S110: YES), the process proceeds to step S113 described later.
[0253] On the other hand, if the complete function is not activated (S110: NO), the section control unit 614 determines whether or not the advantageous section difference number has become +2400 or more (step S111).
[0254] If 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 615 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.
[0255] On the other hand, if the advantageous section difference number is not +2400 or more (S111: NO), the game state control unit 615 determines whether or not to end AT (step S112).
[0256] If AT ends (S112: YES), the process returns to step S105.
[0257] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.
[0258] Returning to step S110, when 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).
[0259] 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 the transfer process (step S114).
[0260] Next, in response to the power-off operation by the store staff, when the power of the slot machine 1 is turned off (step S115), the medium management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 releases the complete function (step S116). Note that when the slot machine 1 is only restored from power-off, the range (MY) is initialized and the complete function is released, but the advantageous section and the advantageous section difference number are carried over.
[0261] 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). After that, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.
[0262] <Flow of disappearance process> Next, the disappearance process of this embodiment will be described with reference to FIG. 11.
[0263] First, the flow branches based on whether the slot machine 1 is in a gaming state (step S201).
[0264] If the slot machine 1 is not in a gaming state (S201: YES), the process proceeds to step S203 described later.
[0265] On the other hand, when the slot machine 1 is in a gaming state (S201: NO), based on the operation of the operator, the main control unit 61 and the game value control unit 62 cooperate to advance the game (step S202), and as the game progresses, the sub-control unit 63 executes game effects.
[0266] Next, based on whether a departure setting has been made (specifically, whether a departure setting has been made at this timing, or whether a staff-only operation has not been performed in step S214 described later), the flow branches (step S203).
[0267] When a departure setting has been made (S203: YES), the effect control unit 630 causes the liquid crystal screen 3 to execute a departure display on which a text message "Currently away" is described (step S210).
[0268] Next, based on whether a time condition (for example, 10 minutes have elapsed since the departure setting was made) has been satisfied after the departure setting has been made, the flow branches (step S211).
[0269] When the time condition is not satisfied (S211: NO), the process proceeds to step S213.
[0270] On the other hand, when the time condition is satisfied (S211: YES), the effect control unit 630 executes a process for locking the departure setting (step S212). As a result, on the menu screen, the button for making a departure setting becomes inactive or the like.
[0271] Next, based on whether the departure setting has been canceled or the lock on the departure setting has been released based on the operation of the player, the flow branches (step S213).
[0272] When the departure setting or the lock is released based on the operation of the player (S213: YES), the process returns to step S201.
[0273] On the other hand, when the departure setting and the lock have not been released based on the player's operation (S213: NO), the flow branches based on whether or not a staff-exclusive operation has been executed (step S214).
[0274] When the staff-exclusive operation has not been executed (S214: NO), the process returns to step S203.
[0275] On the other hand, when the staff-exclusive operation has been executed (S214: YES), the ownership of the game value is transferred and the departure setting (or both the departure setting and the lock of the departure setting) is released (step S215).
[0276] Next, the medium management unit 620 transmits disappearance information to the hall computer (step S209). After that, the disappearance process of the present invention ends.
[0277] Returning to step S203, when the departure setting has not been made (S203: NO), the flow branches based on whether or not the count button 44 has been operated (step S204).
[0278] When the count button 44 has been operated (S204: YES), transfer processing is performed, and then the process ends.
[0279] On the other hand, when the count button 44 has not been operated (S204: NO), the flow branches based on whether or not a small amount of game value has been credited (step S205).
[0280] When a non-small amount (for example, 3 or more) of game value has been credited (S205: NO), the process returns to step S201.
[0281] On the other hand, when a small amount of game value is credited (S205: YES), the main control board P1 and / or the game value control board P2 perform control to enable the disappearance operation, that is, control to execute the disappearance process, when the operator executes the disappearance operation (step S206). Thereby, at least the determination operation of the destination of the game value contribution by the player becomes effective. Note that the staff-exclusive operation by the store staff can be made effective regardless of the amount of the game value.
[0282] Next, the flow branches based on whether or not the disappearance operation (determination operation or staff-exclusive operation) has actually been performed (step S207).
[0283] If the disappearance operation (determination operation and staff-exclusive operation) has not been performed (S207: NO), the process returns to step S201.
[0284] On the other hand, when the disappearance operation (determination operation or staff-exclusive operation) has been performed (S207: YES), the medium management unit 620 transfers the ownership of the credited game value (step S208).
[0285] Next, the medium management unit 620 transmits disappearance information to the hall computer (step S209). Thereafter, the disappearance process of the present invention ends. The disappearance process is executed according to the above procedure.
[0286] Summarizing the above, the slot machine 1 of the present invention includes a medium management unit 620 capable of managing game values whose quantities vary as a game progresses on the slot machine 1, The medium management unit 620 is capable of executing a first process (transfer process) of transferring credited game value data to a card unit 7 connected to the slot machine 1 based on an operator's transfer operation. Based on the disappearance operation of the operator (decision operation or staff-exclusive operation), it is possible to execute a second process (disappearance process) that is different from the transfer process and that causes the credited game value data to disappear (transfer the ownership of the game value), and When the disappearance process is executed, it is possible to generate disappearance information (information regarding the execution of the disappearance process and the amount of game value for which the ownership has been transferred) for notifying a device other than the card unit 7 and connected to the outside of the slot machine 1 (hall computer) that the disappearance process has been executed.
[0287] <Effect of the Invention> Conventionally, there has been known a so-called smart slot in which game progress can be executed using game value data, which is electronic data, without using physical medals.
[0288] In such a gaming machine, when a player finishes playing and leaves the gaming machine, a small amount (for example, 2 or less) of game value that cannot execute even one game may remain.
[0289] In this case, it is sometimes seen that the player transfers the information of the small amount of game value to the card unit and leaves the card withdrawn from the card unit in the vicinity. In such a state, the store staff needs to collect the left-behind card.
[0290] On the other hand, in the present invention, based on the disappearance operation of the operator, a disappearance process that is different from the transfer process and that causes the credited game value data to disappear (transfer the ownership of the game value) is executed. When the disappearance process is executed, disappearance information (for example, information regarding the transfer of the ownership of the game value and the amount of game value for which the ownership has been transferred) for notifying a hall computer, which is a device other than the card unit and connected to the outside of the slot machine, that the disappearance process has been executed is transmitted.
[0291] Accordingly, when the game value credited is a small amount (for example, 2 or less) to the extent that one game cannot be executed, by executing the disappearance process of the game value without the operator transferring it to the card unit, the ownership of the game value is transferred. Therefore, the operator does not need to carry around a card with a small amount of game value recorded (or, in the case of a conventional slot machine using physical medals, the medals), and the labor of the operator can be reduced. Also, since the disappearance information is transmitted to the hall computer, the amount of game value in the store can be appropriately grasped.
[0292] According to the present invention, it is possible to provide a gaming machine that can reduce the labor of store staff even when the game value is credited in a small amount.
[0293] [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 designed and changed 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 alone or combined as appropriate.
[0294] Also, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example.
[0295] In the above embodiment, an example was described in which a player can execute one game by betting three game values, but it is not limited thereto. For example, the player may be able to execute one game by betting not only three game values but also two game values.
[0296] Among the disappearance operations, the content of the staff-exclusive operations may be customizable by the store staff from the store menu screen. Even in this case, the store staff needs to set the content of the staff-exclusive operations using the buttons managed by the main control board. Also, the store staff may be able to set the disappearance operations according to the schedule, for example, by operating the lever on Monday and by simultaneously operating two stop switches on Wednesday.
[0297] Also, regarding the content of the determination operation by the player among the disappearance operations, the store may be able to customize and set it, but it is preferably determined in advance. This is because when the determination operation is set by customization, it is necessary to inform the player for each store.
[0298] Also, the store staff may be able to set whether to permit the determination operation by the player from the store menu screen. When the store staff sets to permit the determination operation by the player, the content may be maintained thereafter, but a combination of the schedule and permission / non-permission may be determined, for example, not permitted on weekdays due to few players and permitted on holidays due to many players.
[0299] Also, not limited to the above embodiment, even when the amount of credited game value can execute one or more games (for example, when three or more game values are credited) and the disappearance operation is enabled.
[0300] In this case, the store may be able to customize and set the amount of credited game value that makes the disappearance operation valid. In this case, for example, the store staff may set that the disappearance operation is valid when the credited game value is 50 or more, or that the disappearance operation is invalid when the game value is 50 or more. In addition, the store may be able to customize and set the amount of game value to which the possession right is transferred in one operation for disappearance processing. In addition, the store staff may be able to customize and set the amount of game value to which the possession right is transferred between 1 and 50.
[0301] In the above embodiment, an example was described in which the player can release the lock on the away setting by playing one game, operating a lever, etc., but the present invention is not limited to this. For example, if the lock on the away setting simply disables the away setting, this can be managed by the control of the sub-control board, so that the lock on the away setting may be released when a button managed by the sub-control board is operated.
[0302] In addition, the away setting and away setting lock may be released not only when a staff-only operation is performed when the away setting is set and / or when the away setting is locked, but also when a confirm operation is performed by the player.
[0303] In addition, in the above embodiment, the button used to set the leave seat setting was an operation unit managed by the main control board and / or the game value control board, but this is not limited to this and may be an operation unit managed by the sub-control board.
[0304] In addition, in the above-described embodiment, an example is described in which a staff-only operation can be accepted even if 10 minutes have not elapsed since the attraction screen was displayed when the departure setting is made and / or when the departure setting is locked. However, the present invention is not limited to this. For example, when the departure setting is made and / or when the departure setting is locked, a staff-only operation may be accepted after 10 minutes have elapsed since the attraction screen was displayed.
[0305] In addition, in the above-described embodiment, an example of the disappearance process for the credited game value was described. However, the present invention is not limited to this. A disappearance process may be executed for the bet game value.
[0306] In addition, in the above-described embodiment, an example is described in which the bonus is an accessory continuous operation device for the first type of special accessory. However, the present invention is not limited to this. The bonus may be at least any one of the first type of special accessory, the accessory continuous operation device for the first type of special accessory, the second type of special accessory, or the accessory continuous operation device for the second type of special accessory.
[0307] Also, by transmitting a signal representing the type of the game section from the section control unit to the digital counter, in the digital counter, for example, it may be possible to display whether the game section is an advantageous section based on whether dots are displayed or not.
[0308] In addition, not limited to the above-described embodiment, for example, when the AT ends or when the number of continuous games in the advantageous section reaches 3000 games, the section control unit may forcibly shift the game section from the advantageous section to the normal section.
[0309] In addition, in the above-described embodiment, a range (MY) was used when operating the complete function. However, the present invention is not limited to this, and the difference in game value may be used to determine whether to operate the complete function.
[0310] 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 with only bonuses that do not execute AT, ART, etc., or a slot machine that can execute both bonuses and AT (or ART).
[0311] Also, the slot machine of the above-described embodiment was a medal-less machine. However, the slot machine to which the present invention is applied may not be a medal-less machine. When the slot machine is not a medal-less machine, the slot machine includes components such as a medal insertion slot, a medal payout slot, and a hopper.
[0312] Also, in the above-described embodiment, an example of a so-called smart slot is described. However, the present invention is not limited to this. In the slot machine in this case, an upper limit (for example, 4000 games) may be provided for the number of games in which the advantageous section can be executed.
[0313] Also, 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) equipped with a handle, a pinball launcher, an electric tulip, etc. This is because the smart pachinko (registered trademark) has the same problems as the slot machine.
Explanation of Signs
[0314] 1 Slot machine (gaming machine) 61 Main control unit 610 Internal lottery unit 611 Rotating reel control unit 612 Game result determination unit 613 Installation value control unit 614 Section control unit 615 Game state control unit 616 RT state control unit 617 Error determination unit 62 Game value control unit 620 Medium management unit 621 Functional operation unit 63 Sub-control unit 630 Presentation control unit
Claims
1. A gaming machine comprising a value management unit capable of managing gaming values whose quantity varies as the game progresses, wherein the value management unit is capable of executing a first process of transferring information regarding the gaming value to gaming value recording means connected to the gaming machine or installed within the gaming machine, based on an operation by an operator, is capable of executing a second process, which is a process different from the first process and erases information regarding the managed gaming value, based on an operation by the operator, and when the second process is executed, is capable of generating disappearance information for notifying a device other than the gaming value recording means and connected to the outside of the gaming machine that the second process has been executed. Gaming machine.
2. The operator is a player and / or a store staff member, wherein the value management unit is capable of executing the second process by receiving a determination operation of the consumption purpose of currency corresponding to the quantity of the gaming value for which the second process is to be executed, by the player, and / or is capable of executing the second process by receiving an operation on the gaming machine, by the store staff member. The gaming machine according to claim 1.
3. wherein the value management unit receives bets of a predetermined number of the gaming values necessary for the operator to execute one game, and when managing less than the predetermined number of gaming values, is in a state where execution of the second process is permitted. The gaming machine according to claim 1.
4. comprising at least a sub-control board that controls game effects and a main control board different from the sub-control board, wherein the value management unit is capable of executing the second process based on an operation by the operator on an operation unit other than the operation unit managed by the sub-control board. The gaming machine according to claim 1.
5. Based on a setting operation by the operator, it is possible to set absence information indicating that the operator has left the gaming machine, and when a predetermined time has elapsed after transitioning to a non-game state, control is performed so that the setting operation cannot be received. The gaming machine according to claim 1.
6. Based on a setting operation by the operator, it is possible to set absence information indicating that the operator has left the gaming machine, When the second process is executed in a state where the departure information is set, the departure information is canceled. The gaming machine according to claim 1.
7. It is provided with a value management unit capable of managing game values whose quantities fluctuate as the game progresses on the gaming machine. The value management unit Based on the operation of the operator, it is possible to execute a transfer process that transfers the ownership of the managed game value from the player who was playing the game on the gaming machine to another person, and When the transfer process is executed, it is possible to generate transfer information for notifying the device connected to the outside of the gaming machine that the transfer process has been executed. Gaming machine.
Citation Information
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