Game machine
The gaming machine employs a control and determination system to detect and address illegal securing, ensuring machines are available for legitimate use by monitoring game progress and providing appropriate notifications.
Patent Information
- Application Number
- JP2025069608
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-21
- Publication Date
- 2025-07-10
AI Technical Summary
Gaming machines are often illegally secured by users, preventing others from using them, and existing methods to address this issue are inefficient and difficult to implement.
A gaming machine equipped with a game control unit, output unit, and determination unit that can detect improper states such as illegal securing by monitoring game progress and executing appropriate notifications or displays to indicate availability.
Enables easy identification of improperly secured gaming machines, allowing for their timely release to other users and preventing misuse.
Smart Images

Figure 2025105749000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a gaming machine that receives medals lent in a store and inserts the medals to proceed with the game is known (see Patent Document 1).
[0003] In such a gaming machine, the following problems may occur. For example, some users may have the intention to enjoy the game on the gaming machine (Gaming Machine A) that they have secured (kept), but they may also secure other gaming machines (Gaming Machine B) in the same store, for example. After finishing the game on Gaming Machine B, they may try to play the game on Gaming Machine A.
[0004] Such users secure Gaming Machine A, for example, by placing a PET bottle or the like on the lower tray provided at the bottom of Gaming Machine A, leaving the medals inserted into Gaming Machine A, or leaving the rotating reels of Gaming Machine A rotating.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Disclosure of the Invention
Problems to be Solved by the Invention
[0006] Thus, when a gaming machine is illegally secured, other users who really want to enjoy the game cannot use the gaming machine.
[0007] In such a case, currently, when a store staff member finds a gaming machine that has been illegally secured, the measurement of the subsequent illegal securing time starts. Then, if the corresponding user does not appear even though an in-store call has been made, the store staff member releases the gaming machine for other users.
[0008] However, with such an analog approach, it is difficult to handle the illegal securing of all gaming machines.
[0009] An object of the present invention is to provide a gaming machine that can be easily determined to be in an improper state.
Means for Solving the Problem
[0010] The present invention includes a game control unit capable of controlling the progress of a game on the gaming machine, an output unit capable of notifying information related to the game, and a determination unit capable of performing an appropriateness determination to determine whether the gaming machine is in an improper state using information related to the progress of the game, and is provided with wherein the improper state is at least any one of a state where a game is not being properly played on the gaming machine, a state where a game in a state where a predetermined condition is satisfied is not being executed on the gaming machine, and a state where the gaming machine is illegally secured, and the output unit is capable of executing an empty stand display process for notifying and / or suggesting that the gaming machine is in an empty stand state when it is determined that the gaming machine is in the improper state as a result of the appropriateness determination. It is a gaming machine.
[0011] Also, in the present invention, the output unit is capable of executing an empty stand display process for notifying and / or suggesting that the gaming machine is in an empty stand state when it is determined that the gaming machine is in the improper state as a result of the appropriateness determination. As a result of the above-described propriety determination, when it is determined that the gaming machine is not in the improper state, it is possible not to execute the empty seat display process until conditions for executing the propriety determination are satisfied next. It can be done.
[0012] Further, in the present invention, a value management unit capable of generating information on game values necessary for executing the game, triggered by detection of information on a value medium of a unit quantity, is provided, and the determination unit can execute the propriety determination based on propriety determination conditions regarding at least any one of the number of bets of the game value per unit quantity, the number of games played per unit quantity, the game digestion speed per unit time, the difference quantity between the payout quantity and the bet quantity of the game value per unit time, and the amount of change in the game value per unit time, which are information regarding the progress of the game. It can be done.
[0013] Further, in the present invention, the determination unit can measure an elapsed time based on a non-game time, which is the time since the gaming machine entered the non-game state, after the gaming machine has entered the non-game state, and can continue measuring the elapsed time even after the gaming machine has transitioned from the non-game state to a game execution state in which a game is being executed. It can be done.
[0014] Further, in the present invention, when the propriety determination conditions are satisfied, the determination unit can stop measuring the elapsed time and initialize the elapsed time. It can be done.
[0015] Further, in the present invention, The game control unit can advance the game in any of game states including a general game state and a special game state that is more advantageous than the general game state, and during the execution of the special game state, even when the determination unit is in a state where it can execute the propriety determination, the determination unit can refrain from executing the propriety determination. It can be done.
[0016] Also, in the present invention, after the non-game state is entered, the determination unit can measure an elapsed time based on a non-game time that is the time elapsed since the non-game state was entered. The output unit when, as a result of the propriety determination, the gaming machine is determined to be in the improper state, the gaming machine can execute an available seat display process for notifying and / or suggesting that the gaming machine is in an available seat state, and before executing the available seat display process, when the non-game time reaches a first predetermined time, the output unit can execute an absence time display process for notifying and / or suggesting an absence time related to the time elapsed while remaining in the non-game state. It can be done.
[0017] Also, in the present invention, when the non-game time reaches a second predetermined time that is shorter than the first predetermined time, the output unit can execute a specific effect process for performing an effect different from the game effect output when the game is being executed. It can be done.
[0018] Also, in the present invention, when the gaming machine receives a predetermined operation while the output unit is executing a non-game effect process including the absence time display process and the specific effect process, the output unit can stop the non-game effect process. It can be done.
[0019] Also, in the present invention, It is possible to receive information regarding the game values necessary for playing the game from game value recording means connected to the gaming machine or installed within the gaming machine, and a value management unit capable of managing the game values that vary as the game progresses. A transfer instruction unit capable of instructing to transfer information regarding the game values from the value management unit to the game value recording means based on a predetermined operation. Furthermore, it comprises this is possible.
Advantages of the Invention
[0020] According to the present invention, it is possible to provide a gaming machine capable of determining in a simple manner that it is in an improper state.
Brief Description of the Drawings
[0021]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Best Mode for Carrying Out the Invention
[0022] [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. It should be noted 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.
[0023] The slot machine 1 in the present embodiment is a medal-less machine that can play games without using real medals as shown in FIG. 1. First, the medal unit 7 connected to this slot machine 1 will be described below.
[0024] <Configuration of Medal Unit 7> As shown in FIG. 2, the medal unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.
[0025] In addition, the medal unit 7 can store a card 70 that stores medal data as electronic data instead of real medals inside it.
[0026] In addition, the medal unit 7 can mainly perform a medal lending process associated with the transfer of medal data to the slot machine 1 and, conversely, a card 70 ejection process associated with the transfer of medal data from the slot machine 1.
[0027] In addition, the medal unit 7 can manage the medal data in the slot machine 1 by transmitting and receiving necessary data to and from the medium management unit 613 of the slot machine 1.
[0028] In addition, the medal unit 7 is provided with a lending button 71. When a player inserts a banknote into the medal unit 7 (and the insertion signal generated by the medal unit 7 is transmitted to the slot machine 1), and then the player presses the lending button 71, a lending signal is generated and transmitted to the medium management unit 613.
[0029] In this specification, the "operator" means all of the players who are executing the game, the users who have ended the game, and the store staff. However, if necessary, they may be individually referred to as "store staff", "players", etc.
[0030] Also, when the counting button 44 of the slot machine 1 is pressed, the medal unit 7 receives a transfer signal and medal data from the slot machine 1.
[0031] When no medal data is stored in the card 70, the medal unit 7 executes a process of writing the received medal data to the card 70. When medal data has already been written to the card 70, the medal unit 7 executes a process of updating and overwriting the medal data on the card 70.
[0032] The medal unit 7 is communicably connected to a hall computer (a computer installed in the store), a unit management computer (a computer that manages the medal unit 7), etc. The medal unit 7 connected to each slot machine 1 can transmit, for example, the medal data stored (credited) in each slot machine 1 to a hall computer or the like. As a result, the hall computer or the like can manage the medal data of the slot machine 1.
[0033] When the operator presses the ejection button 72, the medal unit 7 ejects the stored card 70 to the outside. Also, when the card 70 is ejected to the outside, the medal unit 7 may be able to generate an ejection signal for the card and transmit the ejection signal to the slot machine 1.
[0034] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that can progress the game without using real medals as physical objects. In the slot machine 1 of this embodiment, instead of real medals as physical objects, the game is played using medal data as electronic data. In the following, for convenience of explanation, "medal data" may sometimes be simply expressed as "medal".
[0035] 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.
[0036] A transparent reel window 200 is provided at 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.
[0037] Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration unit 102 for performing various effects during the game are provided.
[0038] The liquid crystal screen 3 displays various effect videos (effect screens) during the game of the player.
[0039] The speaker 101 outputs a predetermined BGM (background music), SE (sound effect), and voice.
[0040] 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 effect screen is displayed or a winning combination is achieved.
[0041] Below the reel window 200, an operation unit 4 is provided. The operation unit 4 includes a plurality of stop switches 40, a bet switch 41, a lever 42, a digital counter 43, a count button 44, and a cancel button 45, etc.
[0042] Near each switch of the operation unit 4, there is a sensor that detects the operation of the player and outputs an operation signal to the control unit 6.
[0043] Each stop switch 40 is provided corresponding to each rotating reel 20. Each stop switch 40 receives an operation for stopping the rotation of each rotating reel 20 while the rotating reel 20 is rotating. Then, when the stop switch 40a is pressed, the rotation of the rotating reel 20a stops; when the stop switch 40b is pressed, the rotation of the rotating reel 20b stops; and when the stop switch 40c is pressed, the rotation of the rotating reel 40c stops.
[0044] The bet switch 41 is used when the operator bets medals. Note that the quantity of credited medals (medal data) and bet medals (medal data) is managed by the slot machine 1 (the medium management unit 613 described later).
[0045] The lever 42 functions as a start switch that receives an operation for rotating each rotating reel 20.
[0046] The digital counter 43 digitally displays the number of credited medals, the number of paid-out medals (acquired medals), the number of bet medals, etc.
[0047] The counting button 44 can receive an operation by the operator for transferring medal data from the medium management unit 613 described later to the medal unit 7. When the counting button 44 receives the operator's operation, a transfer signal is generated by the counting button 44.
[0048] The cancel button 45 can receive an operation by the operator for setting the medal data in the bet state to the non-bet state. When the cancel button 45 receives the operator's operation, a cancel signal is generated by the cancel button 45. Then, the medium management unit 613 that has received the cancel signal manages the medal data in the bet state as the non-bet state.
[0049] Further, 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 housing 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.
[0050] As shown in FIGS. 1 and 2, the rotating reel unit 2 includes three rotating reels 20 and three stepping motors 21. The rotating reel unit 2 is arranged inside the housing 10 corresponding to the position of the reel window 200.
[0051] On the surface of each rotating reel 20, for example, symbols as shown in FIG. 3 are arranged. Whether the combination of symbols displayed on the effective line L described later when the rotation of each rotating reel 20 stops is a predetermined combination of symbols is determined by a game result determination unit 612 described later, and the game proceeds accordingly.
[0052] The stepping motor 21 is provided corresponding to each rotating reel 20 and drives the corresponding rotating reel 20.
[0053] The stepping motor 21 stops the rotation of the rotating reel 20 corresponding to the operated stop switch 40 within 190 milliseconds after the stop switch 40 is operated during the rotation of the rotating reel 20. The stepping motor 21 rotates one revolution in 504 steps. Thereby, the rotating reel 20 rotates at a speed of 80 revolutions per minute. That is, the number of steps that can be advanced within 190 milliseconds is 127 steps.
[0054] The rotation and stop of these rotating reels 20 and stepping motors 21 are controlled by a rotating reel control unit 611 described later.
[0055] <Flow of the game by the operator> The operator bets medals on the slot machine 1 using the medals credited by operating the bet switch 41. When a predetermined number of medals are bet on the slot machine 1, the valid line L is activated. Thereafter, it becomes possible to operate the lever 42, that is, to start the game.
[0056] FIG. 1 shows an example in which the valid line L is composed of one downward - right - slanting line. The valid line L is a virtual line for determining the winning of a combination. In the present embodiment, when three - medal bets (triple bets) corresponding to MAX BET are made, one line L is activated.
[0057] Hereinafter, not only the combinations of symbols for which medals are paid out, such as bells and watermelons, are aligned on the valid line L, but also the symbols corresponding to specific combinations such as replay, chance symbols, and bonuses for which no medals are paid out are aligned on the valid line L are also expressed as "winning". The specific combinations in the present embodiment include special combinations described below.
[0058] One game (one play) in the present embodiment refers to a series of operations in which the player operates the bet switch 41, the lever 42, the stop switch 40, etc., and obtains a predetermined game result including internal lottery, winning determination processing, and medal data increase - decrease processing.
[0059] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery for determining a lottery flag is performed and the rotation of each rotating reel 20 starts. In this state, when any one of the stop switches 40 is operated, the rotating reel 20 corresponding to the operated stop switch 40 stops. When all the rotating reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (winning combination) aligned (winning) on the valid line L. Thereby, one game ends.
[0060] 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 pressed, that the lever 42 has been operated, that the stop switch 40 has been pressed, that an internal lottery has been executed, that a predetermined combination has won, that the rotating reels have rotated, that the credit count has increased or decreased, etc.) is transmitted to the determination unit 618 described later.
[0061] <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.
[0062] 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 exclusively hold, but are merely states classified for convenience of explanation.
[0063] As shown in FIG. 5, the first game state includes a state without a special combination carryover, a bonus internal state (a state with a special combination carryover), and a special combination execution state. The state without a special combination carryover, the bonus internal state, and the special combination execution state are in a relationship where they exclusively hold.
[0064] The state without a special combination carryover 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 won by an internal lottery and the winning of the special combination has not been carried over. The state without a special combination carryover is set, for example, when a set value described later is changed, when the RAM is initialized (an example of a predetermined condition), when medals are paid out in excess of a predetermined number in the special combination execution state, etc.
[0065] The bonus internal state refers to a state where, although a special role has been assigned by internal lottery, the winning of that special role has been carried over. That is, the bonus internal state means that, by internal lottery, 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 lottery for the first type of BB is conducted.
[0066] The special role execution state refers to a state where the special role assigned by internal lottery has won, and no payout of medals exceeding a predetermined number has been made.
[0067] 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.
[0068] The slot machine 1 in the present embodiment is an AT (assist time) machine. The AT machine is, for example, one in which the first game state is set to the bonus internal state by the operation of the store staff before the store opens, and the operator enjoys the game by transitioning to the second game state under this state.
[0069] As shown in FIG. 6, the second game state takes either the general game state or AT (an example of a special game state). In the second game state, the general game state and AT have an exclusive relationship.
[0070] The general game state refers to a state that is not AT (when there is a CZ which is a chance zone with a high AT hitting probability, it includes CZ), that is, a state where the assist function does not occur (or occurs rarely). For example, from after the RAM clear or after the end of AT until hitting the AT lottery, the second game state is set to the general game state.
[0071] AT refers to the state where the assist function (AT function), which notifies the correct pressing order (correct operation order) of the stop switch 40 of the roles other than the special role hit by internal lottery, is operating via the liquid crystal screen 3, the speaker 101, and the lighting section 102.
[0072] The AT lottery is carried out according to the role hit by internal lottery (such as the hit of a rare role, the number of times a predetermined role is hit, etc.) when the game section is an advantageous section. When AT is hit (an AT transition signal is generated) in the AT lottery while the game section is an advantageous section, the second game state transitions from the general game state to AT.
[0073] When a predetermined number of games have elapsed since the game started in AT, when the total number of medals paid out since the game started in AT reaches a predetermined number, when the assist has been executed a specified number of times, or when the assist for a specific role (for example, the push-order bell) has been executed a specified number of times, the second game state transitions from AT to the general game state. As a result, AT ends.
[0074] <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.
[0075] The process related to the instruction function is, for example, the process of exerting the instruction function (performing an assist), the lottery for the mode (the mode in which the AT hit probability is determined), the mode transition process, the CZ lottery process, the CZ process, the AT lottery process (including the process related to the continuation of AT), the AT process, and so on.
[0076] The normal section is a section where the process related to the instruction function cannot be executed, but the section shift extraction to the advantageous section is performed. As a result of the game being played in the normal section, the game section shifts from the normal section to the advantageous section according to the internally drawn winning combination. While the game section is in the normal section, the second game state is the general game state.
[0077] The advantageous section is a section where the process related to the instruction function can be executed. The advantageous section includes an advantageous section where the second game state progresses in the general game state and an advantageous section where it progresses with CZ or AT. The state where the game section is in the advantageous section is maintained until a predetermined end condition is satisfied after the game section has shifted to the advantageous section.
[0078] <Configuration of Control Unit 6> As shown in FIG. 2, the control unit 6 mainly includes a main control unit 61 and a sub-control unit 62.
[0079] The main control unit 61 performs control for advancing the game, such as internal lottery and control of the rotating reel 20.
[0080] The sub-control unit 62 performs control related to the effect based on the signal transmitted from the main control unit 61.
[0081] Each of the main control unit 61 and the sub-control unit 62 is composed of a CPU, a RAM, and a ROM.
[0082] In the ROM of the main control unit 61, programs directly related to game progress (for example, control of the rotating reel 20, transfer processing, and ball output control) are stored.
[0083] Also, in the ROM of the sub-control unit 62, programs indirectly related to game progress (for example, effect control of the liquid crystal screen 3, LED emission control of the electric decoration unit 102, and voice output control of the speaker 101) are stored.
[0084] In the RAM of the main control unit 61, game data (information related to the progress of the game) necessary for game progress is stored.
[0085] The game data includes, in addition to the number of credits, the number of remaining medals, and the current number of games, data indicating each game state and which state or section each game section is in. Therefore, the game data in the present embodiment includes data indicating that the first game state is a state without a special combination carryover, a bonus internal state, and the like.
[0086] Various data related to effect control is stored in the RAM of the sub-control unit 62.
[0087] The CPU reads and executes the program in the ROM, thereby functioning as the main control unit 61 and the sub-control unit 62.
[0088] The main control unit 61 functions as an internal lottery unit 610, a rotating reel control unit 611 (a part of the game control unit), a game result determination unit 612 (a part of the game control unit), a medium management unit 613 (corresponding to the value management unit), a set value control unit 614 (a part of the game control unit), a section control unit 615 (a part of the game control unit), a game state control unit 616 (a part of the game control unit), an RT state control unit 617 (a part of the game control unit), a determination unit 618, and a function activation unit 619 (a part of the game control unit).
[0089] The sub-control unit 62 functions as an effect control unit 620 (corresponding to the output unit).
[0090] <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, the second game state, the game section, and the RT state when the lever 42 is operated.
[0091] 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) is transmitted from the internal lottery unit 610 to the rotating reel control unit 611, the game result determination unit 612, the game state control unit 616, the effect control unit 620, and the like.
[0092] The internal lottery table shows information on the roles that may be won by the internal lottery. Based on the internal lottery table, the internal lottery unit 610 conducts an internal lottery according to combinations such as the RT state (described later) when the lever 42 is operated and the type of bonus.
[0093] Note that in the role information shown in the internal lottery table, one or more combinations of symbol combinations and the roles corresponding to those combinations are set in association with each other. The roles include losing roles where no medals are paid out, as well as winning order roles (e.g., winning order repl, winning order bell) where medals are paid out if the pressing order of the stop switch 40 is correct.
[0094] When the winning order role is won and the stop switch 40 is pressed in the correct winning order, the winning order role wins, and a plurality of medals (e.g., 8 medals) corresponding to that role can be obtained. If the stop switch 40 is not pressed in the correct winning order even though the winning order role is won, the winning order role does not win, or another role (e.g., 1 - medal role) wins.
[0095] Note that the winning order role can also be won and established during the general game state (e.g., other than AT and CZ). However, when the winning order role is won during the general game state, basically, the correct pressing order is not notified, so the winning order role may be missed, or the number of paid - out medals may be 1. On the other hand, during AT, since the correct pressing order is notified, the possibility of paying out a plurality of medals (e.g., 8 medals) is increased.
[0096] <Rotating Reel Control Unit 611> The rotation reel control unit 611 controls the driving of the stepping motor 21 based on the operation of the lever 42 or each stop switch 40, and performs rotation start control to start the rotation of each rotation reel 20 or rotation stop control to stop the rotation.
[0097] Specifically, when the lever 42 is operated in a state where the rotation of all the rotation reels 20 has stopped, the rotation reel control unit 611 starts the rotation of all the rotation reels 20. When the stop switch 40 corresponding to the rotating rotation reel 20 is operated during the rotation of at least one rotation reel 20, the rotation reel control unit 611 stops the rotation of the rotation reel 20 corresponding to the operated stop switch 40.
[0098] In the rotation stop control during the game by the player, the rotation reel control unit 611 can stop the rotation of the rotation reel 20 based on the operation of the stop switch 40 so that the combination of symbols corresponding to the winning flag (excluding the flags of special winning combinations) shown by the internal lottery result is arranged on the effective line L of the rotation reel 20 and that winning combination wins.
[0099] Also, in the rotation stop control during the game by the player, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination determined by the internal lottery and the position of the rotation reel 40 corresponding to the operated stop switch 40. Pull-in control is control to stop the rotation of the rotation reel 20 by pulling in the symbol corresponding to the winning combination onto the effective line L. Kick-off control is control to stop the rotation of the rotation reel 20 so that the symbols corresponding to the non-winning combinations do not align on the effective line L.
[0100] In addition, when a special winning combination is determined, the rotation reel control unit 611 can cause the rotation reel 20 to rotate and stop based on the operation of the lever 42 immediately before the special winning combination is determined and the operation of the stop switch 40 immediately after that, but prevent that special winning combination from winning.
[0101] <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 the winning combination has won or not based on the symbols aligned on the effective line L.
[0102] 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 medium management unit 613, the determination unit 618, the sub-control unit 62, etc.
[0103] <Explanation of the medium management unit 613> The medium management unit 613 manages the credit number of medals and the number of bet medals.
[0104] Specifically, when medals are bet based on the operation of the player, the medium management unit 613 decreases the credit number (an example of information regarding the progress of the game) according to the number of bet medals, and when medals are credited based on the operation of the player, the medium management unit 613 increases the credit number.
[0105] Also, when the winning flag is established as the winning flag by internal lottery and the winning winning combination wins based on the operation of the player, the medium management unit 613 increases the credit number according to the number of paid-out medals based on the type of the winning winning combination.
[0106] Also, as shown in FIG. 7, the medium management unit 613 calculates the medal difference number (an example of information regarding the progress of the game), which is the cumulative value of the number obtained by subtracting the number of bet medals from the number of paid-out medals, regardless of whether it is in the normal section or the advantageous section, and regardless of whether it is in the general game state or the AT.
[0107] In addition, as shown in FIG. 7, the media management unit 613 calculates the advantageous interval difference number, which is the difference in the number of medals in the advantageous interval (from when the game interval shifts from the normal interval to the advantageous interval until it shifts back to the normal interval again).
[0108] In this embodiment, when the advantageous interval difference number reaches +2400 medals, the media management unit 613 initializes the advantageous interval difference number to 0 (zero). For example, if the game interval shifts to the advantageous interval when the difference in the number of medals becomes -300 after starting the game, the media management unit 613, based on that -300 medals, initializes the advantageous interval difference number when the difference in the number of medals reaches +2100 (in this case, the advantageous interval difference number reaches +2400). Note that when the advantageous interval difference number reaches +2400 medals, the media management unit 613 sends a signal to that effect to the interval control unit 615. Thereby, the interval control unit 615 shifts the game interval to the normal interval.
[0109] In addition, the media management unit 613 can initialize the advantageous interval difference number to 0 (zero) when a predetermined condition is satisfied and the advantageous interval ends except when the advantageous interval difference number reaches +2400 medals.
[0110] When the game interval shifts to the advantageous interval again, the media management unit 613 starts calculating the advantageous interval difference number.
[0111] In addition, as shown in FIG. 7, the media management unit 613 calculates a range (MY), which is the difference between the maximum value and the minimum value of the difference in the number of medals, using the cumulative value of the difference in the number of medals obtained by subtracting the number of bet medals from the number of paid-out medals of the medals since the previous time the power of the slot machine 1 was turned on. This range (MY), unlike the aforementioned advantageous interval difference number, is calculated continuously for all game intervals (advantageous interval and normal interval), that is, as long as the power of the slot machine 1 remains on.
[0112] Information regarding this range (MY) is sent to the function operation unit 619 and used for the complete function described later.
[0113] When the power of the slot machine 1 is turned off by the store staff after the complete function has been activated, the media management unit 613 resets the range (MY).
[0114] Note that the number of bet medals, credit numbers, difference numbers, etc. calculated by the media management unit 613 are transmitted to the determination unit 618 as information regarding the progress of the game.
[0115] <Explanation of the setting value control unit 614> Based on the operation of the store staff, the setting value control unit 614 conducts game progress using any one of a plurality of types of setting values (for example, 1 to 6) with different degrees of advantage in game progress control. This setting value is set for each slot machine 1. The information on the setting value set by the setting value control unit 614 is transmitted to the internal lottery unit 610 and others.
[0116] Depending on which setting value is used, the degree of advantage in game progress, for example, the probability of winning specific minor roles such as mechanical division and common bells, the probability of winning CZ, or the probability of winning AT, etc., varies. 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 mechanical division).
[0117] Although not shown in the figure, the slot machine 1 further includes a setting key. The setting key is a key for switching to the setting change mode. The setting value control unit 614 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.
[0118] <Interval control unit 615> As shown in FIG. 4, the interval control unit 615 sets any one of a plurality of game intervals (normal interval and advantageous interval) during the game.
[0119] When the game section is the normal section, the section control unit 615 conducts a section transition lottery to determine whether to maintain the state of the normal section or shift to the advantageous section. When the section control unit 615 wins the section transition lottery, it sets (transitions) the game section to the advantageous section. When a predetermined lottery target winning combination (for example, a rare winning combination such as a cherry or a chance symbol) wins, a lottery is conducted to determine whether to conduct the section transition lottery, and if the result is a win, the section transition lottery is conducted.
[0120] Also, when the game section is the advantageous section, the section control unit 615 determines whether to maintain the state of the advantageous section or shift to the normal section (whether to end the advantageous section). For example, when the game section is the advantageous section, the section control unit 615 determines whether the second game state has shifted from the AT state to the general game state. For example, when the second game state has shifted to the general game state, the section control unit 615 can shift the game section from the advantageous section to the normal section.
[0121] In addition, when the section control unit 615 receives a signal from the medium management unit 613 indicating that the advantageous section difference number of medals has reached +2400, or when a predetermined condition is satisfied other than when it reaches +2400, the section control unit 615 forcibly shifts the game section from the advantageous section to the normal section. For example, when the advantageous section difference number of medals becomes -1000 after the advantageous section is entered, the operator can acquire up to 1000 + 2400 = 3400 medals.
[0122] Also, when the power of the slot machine 1 is turned on, or when the RAM is cleared, etc., regardless of the previous game section, the section control unit 615 sets the game section to the normal section.
[0123] Note that the section control unit 615 can also transmit information regarding the game section (whether it is the normal section or the advantageous section) as information regarding the progress of the game to the determination unit 618, the effect control unit 620, etc. Although not described in this embodiment, the determination unit 618 can also perform an appropriate determination described later using this information regarding the game section.
[0124] <Game state control unit 616> The game state control unit 616 sets the settings for each of the first game state and the second game state.
[0125] Specifically, the game state control unit 616 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 either a general game state or an AT.
[0126] The game state control unit 616 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.
[0127] And when a special combination is determined by internal lottery and the special combination does not win, the game state control unit 616 sets the first game state to the bonus internal state.
[0128] In the bonus internal state, when a predetermined condition is satisfied (for example, when the RAM is cleared or when the set value is changed), the game state control unit 616 shifts the first game state from the bonus internal state to the special combination non - carry - over state.
[0129] In the special combination non - carry - over state, when a special combination is determined and the special combination wins, the game state control unit 616 shifts the first game state from the special combination non - carry - over state to the special combination execution state.
[0130] Also, in the bonus internal state, when the special combination wins, the game state control unit 616 shifts the first game state from the bonus internal state to the special combination execution state.
[0131] Also, in the special combination execution state, when a predetermined condition is satisfied or when medals are paid out exceeding a predetermined number, the game state control unit 616 shifts the first game state from the special combination execution state to the special combination non - carry - over state.
[0132] Also, as shown in FIG. 6, the game state control unit 616 determines whether to set the second game state to AT based on the result of the AT lottery. Specifically, when the game section is an advantageous section and the AT lottery is performed, the game state control unit 616 sets the second game state to AT.
[0133] On the other hand, when the AT lottery is not won, the game state control unit 616 sets the second game state to the general game state.
[0134] Also, when AT ends, the game state control unit 616 causes the second game state to shift from AT to the general game state.
[0135] Also, the game state control unit 616 selects 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 616 executes the AT lottery with the AT winning probability associated with the selected mode.
[0136] Note that the game state control unit 616 can also transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the determination unit 618, the effect control unit 620, and the like. Although not described in this embodiment, the determination unit 618 can also perform an appropriateness determination using the information regarding these game states.
[0137] <Explanation of the RT state control unit 617> The RT state control unit 617 can perform game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) in which the flag of the replay is established as a winning flag determined in advance, and the RT state control unit 617 can transition the RT state when a predetermined role (for example, a special role) is won.
[0138] In this embodiment, the RT state control unit 617 makes the RT state different between the special role execution state and the other states (the non-carry-over state of the special role and the bonus internal state). Also, the RT state control unit 617 maintains the same RT state between the non-carry-over state of the special role and the inside of the bonus. And, the RT state control unit 617 does not transition the RT state during the inside of the bonus where the AT is executed.
[0139] Note that the RT state control unit 617 can also transmit information regarding the RT state (which RT state among RT0, RT1 with a higher hit probability of replay than RT0, etc.) as information regarding the progress of the game to the determination unit 618, the effect control unit 620, etc. Although not described in this embodiment, the determination unit 618 can also perform an appropriate determination using the information regarding the RT state.
[0140] <Determination unit 618> The determination unit 618 can determine whether an operation regarding the progress of the game (for example, pressing the bet switch 41, operating the lever 42, pressing the stop switch 40, pressing the count button 44, etc.) has been performed.
[0141] When it is determined that an operation regarding the progress of the game has been performed, the determination unit 618 determines that the slot machine 1 is in the game execution state. The game execution state means a state in which the game is being executed, specifically, a state in which a game operation for playing at least one game is actually being executed.
[0142] On the other hand, when it is determined that no operation regarding the progress of the game has been performed, the determination unit 618 determines that the slot machine 1 is in the non-game state. The non-game state means a state in which no game is being executed, contrary to the game execution state.
[0143] Also, the determination unit 618 can measure, with the timer 1, the non-game time, which is the time since the slot machine 1 entered the non-game state, after the slot machine 1 enters the non-game state.
[0144] Further, when the non-game time has elapsed for 1 minute, the determination unit 618 generates an attract screen display signal. This attract screen (an example of non-game effect processing) is, for example, a demo screen related to the actual performance or effect of a game that starts when the operator does not perform any operations related to game progress for a certain period of time (in this example, 1 minute), as shown in FIG. 8(a). Examples of the demo screen include an overview of the title of the slot machine 1, an introduction of the characters that appear, an introduction of the gameplay of the slot machine 1, a digest moving image of the effects displayed during the game, and the like. The attract screen display signal is stored in the RAM of the main control unit 61 and transmitted to the effect control unit 620.
[0145] Also, the determination unit 618 can measure, with timer 2, the elapsed time based on the non-game time (the time that starts to be measured after 5 minutes have elapsed since the measurement of the non-game time by timer 1 started).
[0146] More specifically, when the non-game time has further elapsed for 4 minutes after the attract screen is displayed, the determination unit 618 starts measuring the elapsed time with timer 2 and generates a departure time display signal. This departure time display (an example of non-game effect processing) is the time display since timer 2 started measuring the elapsed time (in the example of FIG. 8(b), "3 minutes", and in the example of FIG. 8(c), "45 minutes"). Note that, for example, after 60 minutes have elapsed, instead of displaying the actual departure time, "60 minutes elapsed" may be displayed. The departure time display signal is stored in the RAM of the main control unit 61 and transmitted to the effect control unit 620.
[0147] As described above, the reason for displaying "60 minutes elapsed" instead of the actual departure time after 60 minutes have elapsed is, for example, that if the actual departure time is displayed as it is when the departure time is several hours, the customers who come to the store may suspect the prosperity of the store, which may cause a decrease in the operation of the store. Therefore, it is preferable not to display the actual departure time when the departure time exceeds a certain period of time.
[0148] Further, when the elapsed time measured by Timer 2 has passed 25 minutes, the determination unit 618 generates an empty seat notification signal. Note that the empty seat notification (an example of the empty seat display process) is, for example, the characters "Empty seat!!" as shown in FIG. 8(c). The empty seat notification signal is stored in the RAM of the main control unit 61 and is also transmitted to the effect control unit 620.
[0149] In the present embodiment, the fact that the elapsed time measured by Timer 2 has passed 25 minutes is, in a broad sense, an example of an improper state described later. That is, it can be said that whether or not the elapsed time measured by Timer 2 has passed 25 minutes without the operator performing any operation related to the game (an example of a state where a game satisfying a predetermined condition is not being executed in the slot machine 1) is one of the proper determination conditions.
[0150] Further, when an operation related to game progress is performed while an attract screen or the like (including the departure time and the empty seat notification) is being displayed on the liquid crystal screen 3, the determination unit 618 generates an erasure signal for erasing the attract screen or the like. This erasure signal is transmitted to the effect control unit 620. As a result, the attract screen or the like is erased from the liquid crystal screen 3. After the attract screen is erased, an effect related to the game is displayed on the liquid crystal screen 3.
[0151] Note that the determination unit 618 can continue to measure the elapsed time by Timer 2 even after the transition from the non-game state to the game execution state (the state where the attract screen or the like is erased). However, when the following proper determination conditions are further satisfied, the measurement of the elapsed time is stopped and the elapsed time is initialized to 0 (zero).
[0152] When the proper determination condition is satisfied, the determination unit 618 causes the main control unit 61 to erase the attract screen display signal and the like (including the departure time display signal and the vacant seat notification signal) stored in the RAM. As a result, even if the non-game state continues for 1 minute thereafter, the determination unit 618 does not generate the first re-display signal and the second re-display signal described below until the attract image display signal and the like are generated and stored again.
[0153] Hereinafter, the proper determination based on the proper determination condition will be described. The determination unit 618 can execute a proper determination to determine whether or not the slot machine 1 is in an improper state by using the information regarding the progress of the game described above (for example, the number of medal credits and the number of differences).
[0154] This "improper state" is at least one of a state in which the game is not properly played in the slot machine 1, a state in which the game is not played when a predetermined condition is satisfied, and a state in which the slot machine 1 is illegally secured. In the present embodiment, since the game is not properly played in the slot machine 1 and the game in the state where the predetermined condition is satisfied is not played in the slot machine 1, the state in which the slot machine 1 is determined to be illegally secured is defined as the improper state.
[0155] Specifically, the determination unit 618 can execute a proper determination based on the proper determination condition using the information regarding the progress of the game. Examples of the proper determination conditions related to the game progress state include the following. (1) The game was played using more medals than the number of medals lent out with a currency of a unit quantity (for example, 1000 yen) (for example, 50 medals). (2) The game was played for a number of games (for example, 16 games) or more that can be consumed at least using the number of medals lent out with a currency of a unit quantity (for example, 1000 yen) (for example, 50 medals). (3) The game digestion speed during a predetermined time (for example, 5 minutes) from the start of the operation related to the game progress is equal to or higher than a predetermined speed (for example, 3 games / minute). (4) The difference in the number of medals during a predetermined time (e.g., 5 minutes) from the start of an operation related to game progress is equal to or more than a predetermined number (e.g., ±30 medals). (5) The amount of change in the credit number of medals during a predetermined time (e.g., 5 minutes) from the start of an operation related to game progress is equal to or more than a predetermined number (±30 medals).
[0156] The determination unit 618 can determine whether the slot machine 1 is in an improper state by using at least any one of the above-described proper determination conditions. Each of the above-described proper determination conditions does not seem to be for just a few games, but means that the game has been surely played to a certain extent. When the determination unit 618 determines that the slot machine 1 is in an improper state because none of the proper determination conditions are satisfied, it generates either a first re-display signal or a second re-display signal, which will be described later, depending on the storage state of an attract image display signal or the like in the RAM of the main control unit 61.
[0157] Specifically, when an attract screen and a leaving time are displayed on the liquid crystal screen 3 (the attract screen display signal and the leaving time display signal are stored in the RAM of the main control unit 61), and an operation related to game progress is performed by the operator to erase the attract screen and the leaving time, but the proper determination conditions are not satisfied, and a non-game state continues for 1 minute or more thereafter, the determination unit 618 generates a first re-display signal for re-displaying the attract screen and the leaving time on the liquid crystal screen 3. The first re-display signal is transmitted to the effect control unit 620.
[0158] Also, when an attraction screen, departure time, and vacant seat notification are displayed on the liquid crystal screen 3 (the attraction screen display signal, departure time display signal, and vacant seat notification signal are stored in the RAM of the main control unit 61), if an operation related to game progress is performed by the operator and the attraction screen, departure time display, and vacant seat notification are erased, but the proper determination conditions are not satisfied and the non-game state continues for 1 minute or more thereafter, the determination unit 618 generates a second re-display signal for re-displaying the attraction screen, departure time, and vacant seat notification on the liquid crystal screen 3. The second re-display signal is transmitted to the effect control unit 620.
[0159] That is, even when, for example, only a few games (e.g., 1 game) are played to make the slot machine 1 appear as if it were secured while an attraction screen or departure time is displayed on the liquid crystal screen 3, the display of the departure time and the like is erased because the game has been played once. However, if at least one of the proper determination conditions (1) to (5) is not satisfied, it cannot be said that the game has been surely played. Therefore, if it returns to the non-game state again, the slot machine 1 re-displays the attraction screen and the like and displays the continuation of the departure time that was displayed immediately before.
[0160] <Function operation unit 619> The function operation unit 619 receives information regarding the range (MY) transmitted from the medium management unit 613.
[0161] Then, when the range (MY) becomes equal to or greater than a first range, for example, 18500, the function operation unit 619 generates information regarding a prior notice indicating that the operation of the complete function is approaching.
[0162] 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 unless the power is turned off and on by the store staff.
[0163] The operation related to the game here means the operation for completing one game, and particularly includes the operation of the bet switch 41 for betting medals as an operation for starting the rotating reel 20. When the complete function is activated, such an operation related to the game cannot be received. Therefore, even if the bet switch 41 is operated under the state where the complete function is activated, the medal betting process is not performed.
[0164] The information regarding the prior notice is transmitted to the effect control unit 620 every game, for example, while this information is being generated by the function activation unit 619. Thereby, a prior notice is made by the effect control unit 620.
[0165] Also, when the range (MY) becomes less than 18500 which is the first range, the function activation unit 619 stops generating the information regarding the prior notice. Thereby, no prior notice is made by the effect control unit 620.
[0166] Note that the information regarding the prior notice may be a flag for turning on or off the notification of the prior notice. In this case, when the notification of the prior notice changes from off to on, the information with the flag being "on" is transmitted to the effect control unit 620, and conversely, when the notification of the prior notice changes from on to off, the information with the flag being "off" is transmitted to the effect control unit 620. In this way, by making the information regarding the prior notice in a flag format, it is possible to suppress an excessive signal transmitted from the main control unit 610 to the sub-control unit 620.
[0167] Also, when the range (MY) becomes 19000 or more which is the second range, the function activation unit 619 activates the complete function.
[0168] When the store staff turns off the power of the slot machine 1, the complete function is released. 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, no prior notice is given, and gaming on the slot machine 1 becomes possible while being far from the condition for the complete function to operate again.
[0169] <Effect control unit 620> Based on the progress of the game, the effect control unit 620 causes a game effect video (hereinafter referred to as "game effect") selected from a plurality of types of effect videos to be displayed on the liquid crystal screen 3, and outputs an effect sound and BGM corresponding to the effect video from the speaker 101. For example, when the effect control unit 620 fails to hit the AT, it selects an effect pattern for displaying that fact on the liquid crystal screen 3, and performs display control of the liquid crystal screen 3, sound output control of the speaker 101, and light emission control of the electrical decoration unit 102 according to the effect pattern.
[0170] Also, during the AT, the effect control unit 620 causes at least one of the liquid crystal screen 3 and the speaker 101 to notify the correct pressing order when the pressing order role hits.
[0171] Also, the effect control unit 620 receives the attract screen display signal generated by the determination unit 618, and causes an attract screen to be displayed on the liquid crystal screen 3. The attract screen is a so-called demo screen as shown in FIG. 8.
[0172] Also, the effect control unit 620 receives the departure time display signal generated by the determination unit 618, and causes the departure time (for example, the characters "3 minutes elapsed" in the example of FIG. 8(b)) to be displayed on the liquid crystal screen 3 as shown in FIGS. 8(b) and (c).
[0173] Also, the effect control unit 620 receives the empty seat notification signal generated by the determination unit 618, and causes an empty seat notification (for example, the characters "Empty seat!!" in the example of FIG. 8(c)) to be displayed on the liquid crystal screen 3 as shown in FIG. 8(c).
[0174] In addition, when the production control unit 620 receives an erasure signal in a case where an attraction screen and a departure time are displayed on the liquid crystal screen 3 but an empty seat notification is not displayed, the production control unit 620 erases the attraction screen and the departure time.
[0175] In addition, after the attraction screen and the departure time are erased, the production control unit 620 receives the first re-display signal generated by the determination unit 618, and causes the attraction screen and the departure time to be re-displayed on the liquid crystal screen 3 as shown in FIG. 8(b).
[0176] In addition, when the production control unit 620 receives an erasure signal in a case where an attraction screen, a departure time, and an empty seat notification are displayed on the liquid crystal screen 3, the production control unit 620 erases the attraction screen, the departure time, and the empty seat notification.
[0177] In addition, after the attraction screen, the departure time, and the empty seat notification are erased, the production control unit 620 receives the second re-display signal generated by the determination unit 618, and causes the attraction screen, the departure time, and the empty seat notification to be re-displayed on the liquid crystal screen 3 as shown in FIG. 8(c).
[0178] Note that the empty seat notification or the like may be erased, for example, when an operation related to game progress is performed by the operator for a predetermined time or longer, when the release button is pressed by the store staff, when a bill is inserted into the medal unit by the operator, when medal data is transferred to the medal unit, or the like.
[0179] In addition, the production control unit 620 can display (an example of provision) a prevention-of-sinking display (an example of a prevention-of-sinking warning) and a prevention-of-overlooking-settlement display (an example of a prevention-of-overlooking-settlement warning) on the liquid crystal screen 3.
[0180] The prevention-of-immersion display is a warning to prompt the operator not to be overly immersed in the game. The prevention-of-immersion display is, for example, characters or images such as "Pachislot is a game to be enjoyed moderately" or "Be careful not to be immersed."
[0181] The prevention-of-forgetting-to-settle display is a warning to prompt the operator not to forget to operate the counting button 44 when it is necessary to transfer all the medal data credited at the end of the game to the medal unit 7, and a warning to prompt the operator not to forget to remove the card 70. The prevention-of-forgetting-to-settle display is, for example, characters or images such as "Please be careful not to forget to settle the medals." or "Please be careful not to forget to settle the medals, forget to take the card, or have it stolen."
[0182] <Flow of basic operation processing of slot machine 1> Using FIG. 9, the flow of basic operation processing of slot machine 1 will be described.
[0183] With the power of slot machine 1 turned on and the set values changed, the function operation unit 619 determines whether slot machine 1 is in a playable state (whether the complete function is operating) (step S101).
[0184] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115 described later.
[0185] On the other hand, if slot machine 1 is in a playable state (S101: YES), on the condition that medal data is being transmitted from medal unit 7, the main control unit 61 of slot machine 1 causes the digital counter 43 to display the quantity of credited medals and accepts operations by the operator on the bet switch 41, lever 42, etc. Thereby, slot machine 1 enters the game start state (step S102).
[0186] Next, the medium management unit 613 starts counting the range (MY) (step S103). After that, regardless of the normal section and the advantageous section, the medium management unit 613 counts the range (MY) for each game.
[0187] Next, the section control unit 615 advances the game in the normal section (step S104).
[0188] Next, the game state control unit 616 advances the game in the general game state (step S105).
[0189] Next, the section control unit 615 determines whether the game section is an advantageous section (including whether the interval transition lottery has been performed and whether the state of the advantageous section is maintained) (step S106).
[0190] If the game section is not an advantageous section (S106: NO), the process returns to step S104.
[0191] On the other hand, if the game section is an advantageous section (S106: YES), the section control unit 615 counts the advantageous section difference number (in the game that has shifted to the advantageous section, start counting the advantageous section difference number) (step S107). Thereafter, the section control unit 615 continues to count the advantageous section difference number while the game section is an advantageous section (in both the general game state and the AT).
[0192] Next, the game state control unit 616 determines whether to shift the second game state to the AT (step S108).
[0193] If the second game state does not shift to the AT (S108: NO), the process returns to step S105.
[0194] On the other hand, if the second game state shifts to the AT (S108: YES), the game state control unit 616 advances the game in the AT (step S109).
[0195] Next, the function activation unit 619 determines whether to activate the complete function (step S110). Specifically, the function activation unit 619 determines whether the range (MY) has reached 19000 or more.
[0196] When the complete function is activated (S110: YES), the process proceeds to step S113 described below.
[0197] On the other hand, when the complete function is not activated (S110: NO), the section control unit 615 determines whether the number of advantageous section difference sheets has reached +2400 sheets or more (step S111).
[0198] When the number of advantageous section difference sheets has reached +2400 sheets or more (S111: YES), the section control unit 615 shifts the game section to the normal section, the game state control unit 617 ends the AT, and the medium management unit 613 initializes the number of advantageous section difference sheets to zero (0). Then, the process returns to step S104.
[0199] On the other hand, when the number of advantageous section difference sheets is less than +2400 sheets (S111: NO), the game state control unit 616 determines whether to end the AT (step S112).
[0200] When the AT ends (S112: YES), the process returns to step S105.
[0201] On the other hand, when the AT does not end (S112: NO), the process returns to step S109.
[0202] Returning to step S110, when the complete function is activated (S110: YES), the function activation unit 619 controls so that the operator cannot proceed with the game on the slot machine 1 (step S113).
[0203] Next, in response to the operator (user who has finished the game) pressing the count button 44, the media management unit 613 and the medal unit 7 transmit and receive necessary information to execute transfer processing (step S114).
[0204] 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 media management unit 613 initializes the range (MY) to 0 (zero), and the function operation unit 619 releases the complete function (step S116). 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 number of difference medals in the advantageous section are carried over.
[0205] 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). Then, the process returns to step S102. The above is the flow of the basic operation processing of the slot machine 1.
[0206] <Lending Process and Transfer Process> Next, with reference to FIG. 10, the flow of the lending process and the transfer process will be described in detail.
[0207] First, the medal unit 7 receives the insertion of a bill (for example, 1000 yen) by the operator (step S201). At this time, the medal unit 7 generates an insertion signal and transmits it to the slot machine 1.
[0208] Next, in response to the operator pressing the lending button 71, the medal unit 7 transmits a lending signal and medal data for 50 pieces to the slot machine 1 (media management unit 613) (step S202).
[0209] Next, the medium management unit 613 causes the digital counter 43 to display the number of medals credited to the slot machine 1, and accepts operations by the operator on the bet switch 41, lever 42, etc. Thereby, the slot machine 1 enters the game start state (step S203).
[0210] Next, when the number of credited medals is not two or less (S204: NO), based on the pressing of the counting button 44 (generation of a transfer signal) (step S205), the medal unit 7 receives the transfer signal and the medal data credited to the slot machine 1 (for example, medal data for 105 medals) (step S206).
[0211] Next, the medal unit 7 records the medal data credited to the slot machine 1 on the card 70 (step S207).
[0212] Next, the medal unit 7 ejects the card 70 from the medal unit 7 in response to the operator pressing the ejection button 72 (step S208).
[0213] Returning to step S204, when the number of credited medals is two or less (S204: YES) and the operator continues the game (S209: YES), the process returns to step S201.
[0214] On the other hand, when the operator does not continue the game (S209: NO), in response to the operator pressing the counting button 44 (step S205), the process proceeds to step S206. The above is the flow of the lending process and the transfer process.
[0215] <Proper determination process> Next, with reference to FIG. 11, the flow of the proper determination process will be described in detail.
[0216] First, the determination unit 618 determines whether an operation related to the progress of the game (for example, pressing the bet switch 41, operating the lever 42, pressing the stop switch 40, transferring medals, etc.) has been performed (step S301). Note that the subject of the operation related to the progress of the game determined by the determination unit 618 is mainly the operator, but the operation related to the progress of the game may include operations performed by the store staff.
[0217] When it is determined that an operation related to the progress of the game has been performed (S301: YES), the determination unit 618 determines that the slot machine 1 is in the game execution state, and the process repeats step S301.
[0218] On the other hand, when it is determined that the operator has not performed an operation related to the progress of the game (S301: NO), the determination unit 618 determines that the slot machine 1 is in the non-game state, and starts measuring the non-game time by the timer 1 (step S302).
[0219] Note that when an operation related to the game is performed after the slot machine 1 enters the non-game state (in the example of FIG. 11, when YES in steps S301, S303, S306, S310, S313), the measurement of the non-game time by the timer 1 is stopped, and the non-game time is initialized to 0 (zero). Hereinafter, the description of the stop of the measurement of the timer 1 and the initialization of the non-game time due to the operator performing an operation related to the game will be omitted.
[0220] Next, the determination unit 618 continues to determine whether an operation related to the game has been performed (step S303).
[0221] When it is determined that an operation related to the game has been performed (S303: YES), the determination unit 618 determines that the slot machine 1 is in the game execution state, and the process returns to step S301.
[0222] On the other hand, when it is determined that no operation related to the game is being performed (S303: NO), the determination unit 618 determines whether or not the non-game time has elapsed for 1 minute (step S304).
[0223] When it is determined that the non-game time has not elapsed for 1 minute (S304: NO), the process returns to step S303.
[0224] On the other hand, when it is determined that the non-game time has elapsed for 1 minute (S304: YES), the effect control unit 620 receives the attraction screen display signal generated by the determination unit 618 and causes the attraction screen to be displayed on the liquid crystal screen 3 (step S305).
[0225] Next, the determination unit 618 continues to determine whether or not an operation related to the game progress has been performed (step S306).
[0226] When it is determined that an operation related to the game progress has been performed (S306: YES), the effect control unit 620 receives the erasure signal generated by the determination unit 618 and stops the display of the attraction screen on the liquid crystal screen 3 (step S315). In this case, the determination unit 618 determines that the slot machine 1 is in the game execution state. Thereafter, the process returns to step S301.
[0227] On the other hand, when it is determined that no operation related to the game progress is being performed (S306: NO), the determination unit 618 determines whether or not 4 minutes have elapsed since the attraction screen was displayed (whether or not 5 minutes have elapsed since the start of the non-game time by the timer 1) (step S307).
[0228] When 4 minutes have not elapsed since the attraction screen was displayed (S307: NO), the process returns to step S306.
[0229] On the other hand, when 4 minutes have elapsed since the attraction screen was displayed (S307: YES), the determination unit 618 starts measuring the elapsed time by the timer 2 (step S308).
[0230] Next, the effect control unit 620 receives the departure time display signal generated by the determination unit 618 and causes the liquid crystal screen 3 to display the departure time (step S309). Note that this processing order is not limited, and step S308 and step S309 may be executed at the same timing, or the processing order may be reversed.
[0231] Next, the determination unit 618 continues to determine whether an operation related to the progress of the game has been performed (step S310).
[0232] If it is determined that an operation related to the progress of the game has been performed (S310: YES), the effect control unit 620 receives the erasure signal generated by the determination unit 618 and stops the display of the attract screen and the departure time on the liquid crystal screen 3 (step S316). This is because the slot machine 1 is in the game execution state.
[0233] Next, the determination unit 618 determines whether the operation by the operator satisfies the appropriate determination condition (step S317).
[0234] If it is determined that the operation by the operator satisfies the appropriate determination condition (S317: YES), the determination unit 618 stops the measurement of the elapsed time by the timer 2 and initializes the elapsed time to 0 (zero) (step S318). Then, the process returns to step S301.
[0235] On the other hand, if it is determined that the operation by the operator does not satisfy the appropriate determination condition (S317: NO), after one minute has elapsed since the non-game state, the effect control unit 610 receives the first re-display signal generated by the determination unit 618 and causes the attract screen and the departure time to be displayed on the liquid crystal screen 3 (step S319). Then, the process returns to step S310. Note that in this case, when determining whether one minute has elapsed since the non-game state, the timer 1 may be used, or the timer 2 may be used in combination.
[0236] Returning to step S310, when it is determined that no operation related to game progress has been performed (S310: NO), the determination unit 618 determines whether or not 25 minutes have elapsed (step S311).
[0237] If it is determined that 25 minutes have not elapsed (S311: NO), the process returns to step S310.
[0238] On the other hand, if it is determined that 25 minutes have elapsed (S311: YES), the effect control unit 620 receives the empty seat notification signal generated by the determination unit 618 and displays an empty seat notification on the liquid crystal screen 3 (step S312). After this empty seat notification is displayed, the store staff can release the corresponding slot machine 1 to the requesting user in response to a request from another user (a customer who has come to the store).
[0239] Next, the determination unit 618 continues to determine whether or not an operation related to game progress has been performed (step S313).
[0240] If it is determined that an operation related to game progress has been performed (S313: YES), the effect control unit 620 receives the erasure signal generated by the determination unit 618 and stops the display of the attract screen, departure time, and empty seat notification on the liquid crystal screen 3 (step S320).
[0241] Next, the determination unit 618 determines whether or not the operation by the operator satisfies the appropriate determination conditions (step S321).
[0242] If it is determined that the operation by the operator satisfies the appropriate determination conditions (S321: YES), the determination unit 618 stops measuring the elapsed time and initializes the elapsed time to 0 (zero) (step S322). Thereafter, the process returns to step S301.
[0243] On the other hand, when it is determined that the operation by the operator does not satisfy the proper determination condition (S321: NO), after one minute has elapsed since entering the non-game state, the effect control unit 610 receives the second redisplay signal generated by the determination unit 618, and causes the liquid crystal screen 3 to display the attraction screen, the departure time, and the available seat notification (step S323). Thereafter, the process returns to step S313.
[0244] Returning to step S313, when it is determined that no operation related to the progress of the game is being performed (S313: NO), the determination unit 618 determines whether or not 60 minutes have elapsed (step S314).
[0245] If it is determined that 60 minutes have not elapsed (S314: NO), the process returns to step S313.
[0246] If it is determined that 60 minutes have elapsed (S314: YES), the effect control unit 620 fixes the elapsed time at "60 minutes" without further counting up, and the process ends. The above is the flow of the proper determination process.
[0247] Summarizing the above, the slot machine 1 of the present invention includes an RT state control unit 617, a game state control unit 616, etc. that can control the progress of the game in the slot machine 1, an effect control unit 620 that can notify information related to the game, a determination unit 618 that can execute a proper determination to determine whether or not the slot machine 1 is in an improper state using information related to the progress of the game (for example, the number of remaining tickets at a predetermined time), and the improper state is a state in which it is determined that the slot machine 1 is being illegally secured because the game is not being properly played in the slot machine 1 and the game in a state where a predetermined condition is satisfied is not being played in the slot machine 1. The performance control unit 620 can execute processing (for example, vacant seat notification display) according to the result of the propriety determination.
[0248] <Advantages of the Invention> For example, in the same store, one or more slot machines 1 may be illegally secured by a specific user. In this case, other users who really want to enjoy the game cannot use the slot machine 1.
[0249] According to the present embodiment, for example, when the propriety determination conditions such as the game being played using 50 or more medals lent out at 1000 yen and the game being played for a number of games (for example, 16 games) that can be minimally consumed using 50 medals lent out at 1000 yen are not satisfied, the determination unit 618 determines that the game is not being properly executed on the slot machine 1.
[0250] Thereby, not only when the slot machine 1 is secured without any game being played, such as when a plastic bottle or the like is placed on the chair placed in front of the slot machine 1, but also when the user plays only one game, or when the rotating reel 20 is left rotating, etc., it is possible to distinguish the illegally secured slot machine 1 as if it were being played.
[0251] As described above, according to the present embodiment, it is possible to provide a gaming machine that can determine in a simple manner that it is in an improper state.
[0252] [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.
[0253] In addition, unless otherwise specified for each example, the various definitions used in this specification are commonly used throughout the specification.
[0254] In the above embodiment, the determination unit is provided in the main control unit, but the present invention is not limited thereto. For example, the determination unit may be provided in the sub-control unit, or may be provided in a location that is neither the main control unit nor the sub-control unit (for example, a substrate, a means, a CPU). Further, the determination unit may, for example, also serve as the media management unit or the production control unit.
[0255] In addition, in the above embodiment, the departure time display and the vacant seat notification display are made based on the measurement time of Timer 2, but they may also be made based on the measured value of Timer 1 (non-game time). In this case, in a scenario where games are played only for several games temporarily, the measured value of Timer 1 is not reset, and the count continues. Timer 1 stops counting (and resets the measured value) when the appropriate determination condition is satisfied.
[0256] In addition, when display control such as the departure time is performed based on Timer 1, only Timer 1 may be provided, and Timer 2 may not be provided. In this case, the processing load on the CPU is reduced, or the program of the CPU is reduced.
[0257] In addition, when the slot machine is left unattended while the rotating reel is rotating, the time while the rotating reel is rotating may be measured. In this case, when it is determined that there is a user who rotates the rotating reel to ensure unfairness, the slot machine may notify the user to that effect. In addition to the notification of unfairness, the slot machine may automatically stop the rotation of the rotating reel.
[0258] In addition, when an unfair determination is made, it may be possible to notify the store hall computer as an error.
[0259] Further, not limited to the above-described embodiment, the determination unit may determine that the slot machine is in an improper state when a game in a state where a predetermined condition is not satisfied (or a game is not executed properly) is not being played on the slot machine, rather than the slot machine being illegally secured.
[0260] Also, in the above-described embodiment, an example in which the determination unit can execute an appropriateness determination regardless of what states the first game state and the second game state are has been described, but the present invention is not limited thereto. For example, during the execution of a special game state such as AT or CZ, or during the execution of a special combination state, the determination unit may not execute an appropriateness determination. The reason for not executing an appropriateness determination during the execution of a special game state such as AT is, for example, that making a determination process in AT or the like may interfere with the game, and also because a player may take a break during the execution of AT or the like.
[0261] Further, not limited to the above, even when the appropriateness determination is executed and the display conditions for the leaving time display and the empty seat notification are satisfied, when the game state is a special game state such as during the execution of AT, the effect control unit can also refrain from performing these displays.
[0262] Also, the appropriateness determination conditions during the execution of AT or the like may be different from the appropriateness determination conditions during the execution of a general game state. While the appropriateness determination condition during the execution of a general game state is that the game digestion speed during a predetermined time (for example, 5 minutes) from the start of an operation related to game progress is equal to or higher than a predetermined speed (for example, 3 games / minute), the appropriateness determination condition during the execution of AT or the like may be, for example, that the game digestion speed in 1 hour is equal to or higher than 1 game / minute, or the like.
[0263] The appropriate determination conditions (especially for numerical parts such as a predetermined time and a predetermined speed) may be appropriately changed according to the specifications of the slot machine 1. This is because, in the case of a machine equipped with short freezes, long freezes, etc. as a reel effect, it is necessary to set the game digestion speed slower in consideration of the possibility of freezes.
[0264] Also, not limited to the above embodiment, the departure time may be displayed even after 60 minutes have elapsed since the departure.
[0265] Also, instead of displaying the departure time itself, an effect corresponding to the departure time may be displayed. For example, when 1 minute has elapsed since the departure, attraction 1 may be displayed, when 5 minutes have elapsed, another attraction 2 may be displayed, and when 60 minutes have elapsed, yet another attraction 3 may be displayed.
[0266] Also, in the above embodiment, an example of the first predetermined time is 5 minutes and an example of the second predetermined time is 1 minute, but the present invention is not limited to this. For example, an example of the first predetermined time may be 10 minutes and an example of the second predetermined time may be 3 minutes.
[0267] Also, not limited to the above embodiment, when the measurement of timer 2 is started, timer 1 may be stopped (or reset).
[0268] The available seat display process is not limited to the available seat notification that notifies that it is an available seat, and may be an available seat suggestion that suggests the possibility of it being an available seat. In this case, for example, messages such as "This seat may be an available seat. If there are any items left, please ask the staff." or "You can execute a game on this seat." may be used.
[0269] In addition, the determination unit may store the time (timestamp) when the user last ended the game in the storage unit of the main control unit, and may send that time and the elapsed time measured by Timer 2 to a hall computer or the like. In this case, the elapsed time can be used by store staff for information analysis or as a criterion (rule) when the store staff makes rounds of empty seats.
[0270] Moreover, not limited to the above embodiment, the message may be changed according to the type of improper state. For example, when the game is not being played properly on a slot machine, "The game is not being played properly on this unit" may be displayed, and when the slot machine is secured illegally, "This unit is secured illegally" may be displayed. Instead of or in addition to the display of the text, it may be notified that the game is not being played properly on the slot machine by lighting the decorative LED.
[0271] Moreover, not limited to the above embodiment, when a predetermined time has elapsed since a bill was inserted into the medal unit, when a predetermined time has elapsed since medals were transferred to (credited to) the slot machine, when medals are bet, when a predetermined time has elapsed since the medals were bet, when the store staff turns on a monitoring switch provided inside or outside the slot machine, etc., the proper determination process of the present invention may be executed on condition that at least any one of these is satisfied. Thereby, it is possible to suppress the proper determination from being executed even though there is actually an empty seat (a state where no one is actually playing the game).
[0272] In addition, a slot machine may be equipped with a human presence sensor, a camera, etc. Even when there is no person in front of the slot machine, a state where a PET bottle or the like is left placed, a state where medals are bet, etc. is detected (when an improper retention determination condition is satisfied), the determination unit may be configured to perform an appropriateness determination. As this camera, human presence sensor, etc., those attached to devices other than the slot machine, such as a human presence sensor of an air conditioner or a surveillance camera in the store, may be used.
[0273] In addition, even when there are credits for medals in the slot machine and a state where a PET bottle or the like is left placed is detected by a camera or the like despite there being no person in front of the slot machine, the determination unit may be configured to perform an appropriateness determination.
[0274] In the above embodiment, an example where the slot machine is a medal-less machine is described, but the present invention is not limited to this. The slot machine may be provided with, for example, a medal insertion slot, a hopper unit, a medal payout slot, a lower tray, etc. so that real medals can be used in the game.
[0275] Not limited to the above embodiment, the number of bet medals may be displayed by LEDs instead of digital notation.
[0276] In addition, the slot machine may be able to transmit medal data credited to the slot machine at that time to the medal unit at a predetermined timing (for example, every 5 games, every 10 minutes) (including the case where the medal data is transmitted to a hall computer, a unit management computer, etc. via the medal unit).
[0277] In this case, the medal unit (and / or the whole computer, unit management computer; hereinafter the same) can record the transmitted data and check whether the medal data is not incorrect information by comparing it with the medal data transmitted together with the transfer signal when the count button is finally pressed.
[0278] Furthermore, the medal unit can also check whether the medal data received at a predetermined timing is not incorrect information based on the progress of the game in the slot machine (such as whether it is during the AT, whether it is during the bonus, whether it is in the normal section, etc.). Specifically, for example, when the net increase in the number of medals per game during the AT is 2 according to the specifications of the slot machine, but the number of medals has increased by 1000 in 100 games, the medal unit can detect that the medal data is in an incorrect state.
[0279] Note that the medal data managed by the unit management computer may be further aggregated in the game information computer, and it may be possible to manage the medal data of all slot machines.
[0280] Also, in the above embodiment, the operator can take a break at any timing during the game. In this case, the store staff may be able to lock the slot machine and / or the medal unit so that other users cannot operate it.
[0281] Also, in the above embodiment, an example where the bonus is a device for continuously operating accessories related to the first type of special accessory is described, but the present invention is not limited to this. The bonus may be at least any one of the first type of special accessory, a device for continuously operating accessories related to the first type of special accessory, the second type of special accessory, or a device for continuously operating accessories related to the second type of special accessory.
[0282] Also, in the above embodiment, an example where the slot machine is an AT machine is described, but the slot machine may be an ART (assist replay time) machine.
[0283] Further, 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, whether the game section is an advantageous section or not can be displayed based on whether dots are displayed or not.
[0284] Further, not limited to the above embodiment, for example, when AT ends, or when the number of continuous games in the advantageous section reaches 3000 games, etc., the section control unit may forcibly shift the game section from the advantageous section to the normal section. Also, the slot machine may not have game sections (advantageous section and normal section).
[0285] Also, in the above embodiment, an example where the special game state other than the general game state is AT is described, but the special game state may be CZ.
[0286] Also, although not described in the above embodiment, the mode may be changed when a specific condition is satisfied (for example, when it hits CZ but not AT, when AT ends, or when the advantageous section ends).
[0287] Also, in the above embodiment, a range (MY) was used to activate the complete function, but it is not limited to this, and the difference in the number of medals may be used to determine whether to activate the complete function.
[0288] Also, in the above embodiment, the gaming machine was a slot machine, but it is not limited to this, and it may be a pachinko machine. This pachinko machine includes, for example, a handle for shooting game balls (pinballs), a main game start port into which the pinballs can enter, a variable member that can be displaced between an open state / closed state, a variable winning port, and special game determination means for determining whether to conduct a variable winning port open game, etc.
[0289] In this case, the appropriate determination conditions can be, for example, as follows. (1) The game is played using more balls than the number of balls (e.g., 250 balls) lent out in currency of a unit amount (e.g., 1000 yen). (2) The difference between the number of balls paid out and the number of balls ejected during a predetermined time (e.g., 10 minutes) from the start of an operation (handle rotation operation) related to game progress is equal to or more than a predetermined number (e.g., 200 balls). (3) The amount of change in the number of balls during a predetermined time (e.g., 5 minutes) from the start of an operation related to game progress is equal to or more than a predetermined number (e.g., 100 balls).
[0290] Even in this case, it is possible to provide a pachinko machine that can determine in a simple manner that an improper state exists.
[0291] Also, as another example, a game control unit capable of controlling the progress of a game in a gaming machine, a determination unit capable of executing an appropriateness determination for determining whether or not the gaming machine is in an improper state using information related to the progress of the game, are provided, the improper state is at least any one of a state where a game is not being properly played in the gaming machine, a state where a game in a state where a predetermined condition is satisfied is not being executed in the gaming machine, and a state where the gaming machine is being illegally secured, the game control unit is capable of executing processing according to the result of the appropriateness determination, there is a gaming machine.
[0292] When it is determined that the gaming machine is in an improper state, for example, a setting value control unit as the game control unit may change a setting value (e.g., lower the setting value from 6 to 4), or a game state control unit as the game control unit may change to a second game state (e.g., degrade the mode from a high probability mode to a normal mode). In this way, since the game on the gaming machine will progress disadvantageously when a specific user illegally secures the gaming machine, illegal securing of the gaming machine can be suppressed.
[0293] Furthermore, conversely, in order to increase the operating rate of a slot machine that, although not being illegally secured, has a long idle time, the game control unit can also make the game progress advantageous. In this case, the game state control unit as the game control unit can, for example, make it easier to shift from the second game state from the general game state to AT.
[0294] Also, as another example, a game control unit capable of controlling the progress of a game in a gaming machine, a determination unit capable of executing a usage determination for determining whether or not the game is being executed in the gaming machine so that predetermined conditions (for example, the game digestion speed is 5 games per minute or more, and the game is played for 2000 games or more) are satisfied by using information (for example, the result of internal lottery, the number of medals bet, the number of games played) regarding the progress of the game in a predetermined period (for example, 3 hours, 1 day, etc.), is provided, and the game control unit can execute processing (for example, increasing the transition probability to AT, making it easier to continue the advantageous section) according to the result of the usage determination. There is a gaming machine.
[0295] In this case, regardless of the ceiling number of games or the like, for example, the more (or less) times a gaming machine is played in a day, the easier it is for the game state control unit to shift from the general game state to AT or CZ, or the easier it is for the section control unit to shift from the normal section to the advantageous section. Thereby, a gaming machine having various game properties can be provided. Also, the store staff may be able to set in advance whether or not to exert this function (by pressing a switch for turning the function ON / OFF).
[0296] Also, in the above case, the processing (instruction to the gaming machine) according to the result of the usage determination may be performed not by the gaming machine itself but by a hall computer or a unit management computer.
[0297] Also, as another example, A game control unit capable of controlling the progress of a game on a gaming machine, An output unit capable of notifying information about the game, Using information about the progress of the game (e.g., the result of an internal lottery, the number of medal beds, the number of games played) during a predetermined period (e.g., morning, one day, etc.), to determine whether the game is being executed on the gaming machine so that predetermined conditions (e.g., the game digestion speed is 5 games / minute or more, the game is played for 2000 games or more) are satisfied. A determination unit capable of executing a usage determination, Comprising, The output unit is capable of executing processing (e.g., increasing the variation of production contents) according to the result of the usage determination. There is a gaming machine.
[0298] In this case, for example, the more (or less) the number of games played during the morning on a gaming machine, the more the production control unit (output unit) can increase the types of cut-in productions or execute productions different from normal afterwards. Thereby, a gaming machine with various production contents can be provided.
Explanation of Signs
[0299] 1 Slot machine (gaming machine) 610 Internal lottery unit (game control unit) 611 Rotating reel control unit (game control unit) 612 Game result determination unit (game control unit) 613 Medium management unit (value management unit) 614 Installation value control unit (game control unit) 615 Section control unit (game control unit) 616 Game state control unit (game control unit) 617 RT state control unit (game control unit) 618 Determination unit 619 Function operation unit (game control unit) 620 Production control unit (output unit)
Claims
Claim 1 A game control unit capable of controlling the progress of a game in a gaming machine, An output unit capable of notifying information related to the game, A determination unit capable of executing an appropriateness determination to determine whether the gaming machine is in an inappropriate state by using information related to the progress of the game, Comprising: The inappropriate state is at least one of a state where a game is not being played properly in the gaming machine, a state where a game in a state where a predetermined condition is satisfied is not being executed in the gaming machine, and a state where the gaming machine is being illegally secured, The output unit is capable of executing processing according to the result of the appropriateness determination, Gaming machine.
Citation Information
Patent Citations
Game machine
JP2021122451A