Game machine
The gaming machine's custom effect setting mechanism expands customization options, making it more appealing by allowing administrators to control suggestion effects, thus improving its sales appeal.
Patent Information
- Application Number
- JP2024014866
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-02
- Publication Date
- 2025-08-15
- Estimated Expiration
- 2044-02-02
AI Technical Summary
Conventional gaming machines with hall customization functions have a narrow range of customization and low freedom, limiting their attractiveness as sales tools due to restricted suggestion effects.
The gaming machine incorporates a performance display device and custom effect setting means that allows administrators to customize and select between first and second custom effects, enhancing the frequency and timing of suggestion effects based on business policies.
This enhances the gaming machine's attractiveness as a sales tool by providing a broader range of customization and increased freedom in suggesting internal parameters, attracting more customers.
Smart Images

Figure 2025119823000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A setting value is known as an internal parameter that determines the level of a gaming machine's ball-out performance. There are multiple setting values (generally six levels from 1 to 6), and the pachinko parlor manager adjusts the ball-out rate of each gaming machine by setting the setting value for each gaming machine before opening for business. Meanwhile, during business hours, players generally choose gaming machines that are thought to have a high setting based on the ball-out status of each gaming machine, and play on them.
[0003] The setting values of gaming machines are considered important trade secrets for pachinko parlors, so they are naturally kept secret from players, but for players, they are important internal parameters that determine whether they win or lose, so they are the internal parameters they most want to know about. For this reason, as described in Patent Document 1, gaming machines have been known that implement a setting value suggestion effect that suggests the currently set setting value.
[0004] As mentioned above, the setting values are important trade secrets for pachinko parlors, so even in gaming machines equipped with setting value suggestion effects, it is generally assumed that the frequency with which such effects appear is extremely low.
[0005] Furthermore, as described in Patent Document 2, gaming machines equipped with a hall customization function that allows pachinko hall managers to customize the frequency of appearance of setting value suggestion effects, etc., are also known. [Prior art documents] [Patent documents]
[0006] [Patent Document 1] Japanese Patent Application Publication No. 2018-082809 [Patent Document 2] Patent Publication No. 2021-053120 Summary of the Invention [Problem to be solved by the invention]
[0007] With gaming machines equipped with the hall customization function described above, the hall manager can set the frequency and timing of the setting value suggestion effects on each gaming machine based on the hall's business policy. Players prefer halls with a high frequency of the above-mentioned effects, so the hall customization function is currently being used as a sales tool to attract customers.
[0008] However, conventional gaming machines equipped with hall customization functions had the problem that the range of customization available to halls was narrow, with suggestions limited to set values, and the degree of freedom was low.
[0009] Therefore, an object of the present invention is to provide a gaming machine equipped with a hall customization function that is more attractive as a sales tool. [Means for solving the problem]
[0010] The present invention will be described below. In order to facilitate understanding of the invention, reference numerals in the accompanying drawings are given in parentheses, but the present invention is not limited to the form of the drawings.
[0011] The gaming machine (1) of the first invention is A performance display device (16) that displays custom performances that can be customized by an administrator; and a custom effect setting means for receiving settings from an administrator regarding the custom effect. In a gaming machine (1) in which the custom effect setting means can set whether or not the custom effect is to be executed, and if so, the prerequisites to be satisfied for the execution, The custom effects include: a first custom effect corresponding to a value of a predetermined internal parameter; a second custom effect corresponding to information input by the administrator via the custom effect setting means; The custom effect setting means is characterized in that it is possible to select which of the first custom effect and the second custom effect will be executed when the prerequisite conditions are met, and to input the information when the second custom effect is executed.
[0012] The gaming machine (1) of the second invention is A performance display device (16) that displays custom performances that can be customized by an administrator; and a custom effect setting means for receiving settings from an administrator regarding the custom effect. In a gaming machine (1) in which the custom effect setting means can set whether or not the custom effect is to be executed, and if so, the prerequisites to be satisfied for the execution, The custom effects include: a first custom effect corresponding to the value of the first internal parameter; a second custom rendering corresponding to a value of the second internal parameter; The custom effect setting means is characterized in that it is possible to select which of the first custom effect and the second custom effect will be executed when the precondition is met. [Effects of the Invention]
[0013] According to the present invention, it is possible to provide a gaming machine equipped with a hall customization function that is more attractive as a sales tool. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a perspective view showing the appearance of a slot machine 1 to which the present invention is applied. [Figure 2] FIG. 2 is an enlarged view of the vicinity of the game ball etc. lending device 5 of the slot machine 1. [Figure 3] FIG. 2 is a block diagram showing the electrical configuration of the slot machine 1. [Figure 4] 1 is an enlarged view of the winning coin number display 10 and the indication monitor NM of the slot machine 1. FIG. [Figure 5] FIG. 1 is a diagram showing a state in which the above-mentioned slot machine 1 is installed in a pachinko parlor 301 and connected to an external device. [Figure 6] 1 is a diagram showing the arrangement of symbols drawn on the periphery (reel band) of each of the left reel, center reel, and right reel of the slot machine 1. FIG. [Figure 7] 10 is a diagram for explaining symbol stop positions and pay lines of the slot machine 1. FIG. [Figure 8] 10 is a flowchart showing the flow of various processes from the start to the end of one game in the slot machine 1. [Figure 9] 10 is a table showing winning symbol combinations for winning roles allowed in the slot machine 1, and prizes / payouts when winning is achieved. [Figure 10] 10 is a table showing the lottery values for each lottery category for each set value in the internal lottery process of the slot machine 1. [Figure 11] FIG. 1 is a simplified diagram showing the non-profitable zone and the profitable zone of the above slot machine 1. [Figure 12] 10 is a diagram showing the transition of the gaming state in the slot machine 1. FIG. [Figure 13] FIG. 10 is a diagram showing the winning rates of the high probability lottery of the above slot machine 1. [Figure 14] FIG. 10 is a diagram showing winning rates of the chance zone lottery of the above slot machine 1. [Figure 15] This is a diagram showing the winning rates for the AT game lottery of the above slot machine 1. [Figure 16] 10 is a flowchart showing the processing flow of the setting value suggestion effect of the above slot machine 1. [Figure 17] FIG. 10 is a diagram showing a bonus end screen displayed on the liquid crystal display 16 in the slot machine 1. [Figure 18] FIG. 10 is a diagram showing the types of setting suggestion characters displayed on the liquid crystal display 16 in the slot machine 1. [Figure 19]FIG. 10 is a diagram showing the winning rates of the setting suggestion character lottery (without customization) for the above slot machine 1. [Figure 20] FIG. 10 is a diagram showing a system menu screen displayed on the liquid crystal display 16 in the above slot machine 1. [Figure 21] FIG. 10 is a diagram showing a clock setting screen displayed on the liquid crystal display 16 in the slot machine 1. [Figure 22] 10 is a diagram showing a hall customization screen displayed on the liquid crystal display 16 in the above slot machine 1. FIG. [Figure 23] FIG. 10 is a diagram showing the winning rates of the setting suggestion character lottery (with customization) for the above slot machine 1. [Figure 24] FIG. 10 is a diagram showing a customization screen for effect settings displayed on the liquid crystal display 16 in the slot machine 1. [Figure 25] 10 is a diagram showing an example of an exciting lottery screen displayed on the liquid crystal display 16 in the effect setting customization effect of the above slot machine 1. FIG. [Figure 26] FIG. 10 is a diagram showing the winning rates of the exciting lottery ranking lottery for the above slot machine 1. [Figure 27] 10 is a diagram showing an example of an exciting race screen displayed on the liquid crystal display 16 in the customized effect setting of the slot machine 1. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0015] <1. Definition of terms>
[0016] The terms used in this specification are explained below.
[0017] "Gaming media" refers to the electromagnetic medals or gaming balls used in gaming machines. Information indicating the number of gaming media stored electrically or magnetically in a gaming machine is called "credits," and this number is called the "number of credits."
[0018] A "bet" refers to placing a bet on gaming media to start a game. The bet gaming media are consumed when the game begins. The number of gaming media bet to start a game is called the "number of bets." A "bet button" refers to a device that a player operates to place a bet.
[0019] A "game" refers to the entire process from operating the start lever, through the rotation and stopping of the reels, to the completion of processing based on the result of the winning determination. "One game" or "one game" refers to one of the entire process. Also, "game" may be written instead of "game."
[0020] The "win line" refers to a combination of predetermined symbol positions that is the target of determining whether a winning combination will occur. The determination of whether a winning combination will occur changes from an invalid state to a valid state depending on the bet.
[0021] A "win" refers to a symbol combination corresponding to a winning combination being stopped and displayed on a winning line. Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.
[0022] <2. Appearance of the gaming machine> FIG. 1 is a perspective view of a slot machine 1 according to one embodiment of the present invention. The slot machine 1 includes a box-shaped main body 2 with an open front and a front door 3 that can be opened and closed from the front of the main body 2. Inside the main body 2, a left reel R1, a center reel R2, and a right reel R3 are arranged side by side slightly above the vertical center. The left reel R1, the center reel R2, and the right reel R3 are configured by wrapping a reel band around the periphery of a drum-shaped reel frame, and are rotatable around an axis extending left and right at the center of the reel frame. Twenty symbols are arranged circumferentially on the reel band.
[0023] The front door 3 is provided with an operation panel 4, a display panel unit 9, and a liquid crystal display 16. The display panel unit 9 is provided in a position facing the left reel R1, center reel R2, and right reel R3. A reel window 8 is provided in the center of the display panel unit 9 to make part of the circumferential surfaces of the left reel R1, center reel R2, and right reel R3 visible. While the left reel R1, center reel R2, and right reel R3 are spinning, the symbols of the left reel R1, center reel R2, and right reel R3 appear one after another in the reel window 8 (variable symbol display). When the left reel R1, center reel R2, and right reel R3 stop, three symbols each of the left reel R1, center reel R2, and right reel R3 are displayed in the reel window 8, for a total of nine symbols (stop symbol display).
[0024] Below the reel window 8, there is disposed a winning number display 10. The winning number display 10 is made up of a three-digit seven-segment display with dots. The three-digit segment also serves as an indication monitor NM.
[0025] An operation unit 4 is provided on the front door 3 below the display panel unit 9. The operation unit 4 is provided with a game medal count display device 5, a 1-coin bet button 7, a MAX bet button 11, a start lever 12, a left stop button 15L, a center stop button 15C, a right stop button 15R, and a settlement button 17.
[0026] In addition, in the center of the operation unit 4, an effect button PB, which is prompted to be operated when a player intervention type effect is executed on the liquid crystal display 16, and a cross key JK are arranged.
[0027] Furthermore, on the front door 3, below the operation unit 4, there are arranged a display panel 14 that displays the model name of the slot machine 1, a pair of speakers 6L, 6R that output sound effects to enhance the atmosphere during play, and a tray 13.
[0028] As shown in Figure 2, the game medal count display device 5 is provided with a credit count display 5a that displays the current number of credits in the slot machine 1, and a counting button 5b that is operated when returning credits to the medal lending device 60 described later.
[0029] Returning to FIG. 1, the MAX BET button 11 is a button that is operated to set the number of bets to the maximum of three by deducting medals from the credits.
[0030] The 1 coin bet button 7 is a button that is operated to add 1 to the number of bets by deducting medals from the credits.
[0031] The start lever 12 is a lever that is operated to start a game. After the number of medals required to play one game (hereinafter referred to as the specified number) is bet, when the start lever 12 is operated, the left reel R1, center reel R2, and right reel R3 start to spin.
[0032] The left stop button 15L corresponds to the left reel R1, the center stop button 15C corresponds to the center reel R2, and the right stop button 15R corresponds to the right reel R3, and are buttons operated to stop the corresponding reels R1, R2, and R3. For example, if the left stop button 15L is pressed while the left reel R1 is spinning, the left reel R1 will stop spinning.
[0033] The medal number display 10 displays the number of medals acquired by winning.
[0034] The settlement button 17 is a button that is operated to return the number of medals bet by operating the MAX BET button 11 and the 1 BET button 7 to credits, and when the settlement button 17 is operated with medals bet, the number of bets at the time of operation is added to the credits and the number of bets becomes zero.
[0035] Above the display panel unit 9, a liquid crystal display 16 is arranged for displaying effect images and the like in accordance with the progress of the game.
[0036] Around the liquid crystal display 16, decorative lamps 18L, 18C, and 18R are provided to enhance the atmosphere during the game by emitting light.
[0037] <3. Electrical configuration of gaming machine> Next, the electrical configuration of the gaming machine will be described. <3-1. Electrical configuration of gaming machine (main control device)> FIG. 3 is a block diagram showing the electrical configuration of the slot machine 1.
[0038] The slot machine 1 includes a main control device 100 that controls the game, and a sub-control device 101 that controls the effects associated with the game.
[0039] The main control device 100 comprises a main control unit 100a and a payout control unit 100b, each of which is configured with a single-chip microcomputer. The payout control unit 100b is dedicated to credit-related processing, while the main control unit 100a is responsible for overall game control except for credit-related processing.
[0040] The input / output ports of the main control unit 100a are connected to the MAX bet button 11, 1 coin bet button 7, start lever 12, left stop button 15L, middle stop button 15C, right stop button 15R, settlement button 17, number of coins won display 10, left reel sensor 54L, middle reel sensor 54C, right reel sensor 54R, left reel motor 51L, middle reel motor 51C, right reel motor 51R, setting change switch 20, setting change button 21, payout control unit 100b, and sub-control unit 101.
[0041] When any of the MAX BET button 11, 1 BET button 7, start lever 12, left stop button 15L, middle stop button 15C, right stop button 15R, and settlement button 17 is operated, an operation signal is output from the switch (not shown) built into each button, and the operation signal is input to the main control unit 100a.
[0042] When the start lever 12 is operated, the main control unit 100a outputs drive pulse signals to the left reel motor 51L, center reel motor 51C, and right reel motor 51R, causing the left reel R1, center reel R2, and right reel R3 to start rotating. Each time the left reel R1, center reel R2, and right reel R3 rotate once, detection signals are output from the left reel sensor 54L, center reel sensor 54C, and right reel sensor 54R, respectively, and these detection signals are input to the main control unit 100a. The main control unit 100a constantly monitors the rotation positions of the left reel R1, center reel R2, and right reel R3 based on the reel drive control details of the left reel R1, center reel R2, and right reel R3, and the detection signals from the left reel sensor 54L, center reel sensor 54C, and right reel sensor 54R.
[0043] Thereafter, when any of the left stop button 15L, middle stop button 15C, and right stop button 15R is pressed, the main control unit 100a determines the stop position based on the rotation position of the reels R1, R2, and R3 corresponding to the operated stop button 15L, 15C, and 15R, and when the rotation position of the corresponding reels R1, R2, and R3 reaches the stop operation, it stops outputting drive pulse signals to the reel motors 51L, 51C, and 51R, stopping the corresponding reels R1, R2, and R3 (reel stop control).
[0044] In the reel stop control, after the left stop button 15L, the middle stop button 15C, and the right stop button 15R are operated, the left reel R1, the middle reel R2, and the right reel R3 are stopped from rotating within a range of a predetermined maximum number of retracted frames (for example, 4 frames), respectively.
[0045] When the game is started by operating the start lever 12, the main control unit 100a obtains a random number and executes an internal lottery in which multiple winning combinations are selected. If no winning combination is obtained through the internal lottery, the nine symbols (three symbols on each of the left reel R1, center reel R2, and right reel R3) stopped and displayed in the reel window 8 by the reel stop control will not form a winning pattern, and no winning combination will occur. When a minor winning combination that pays out medals as a payout for winning is achieved, the main control unit 100a displays the number of medals to be paid out on the winning number display 10 and sends information about the number of medals to the payout control unit 100b.
[0046] The setting change switch 20 and setting change button 21 are provided inside the main body 2, and by selecting a setting value from six setting values from 1 to 6, it is possible to set the payout rate of the slot machine 1. The higher the setting value, the higher the payout rate. The setting change switch 20 is a key switch that is turned on by inserting a setting key and turning it clockwise, and the setting change button 21 is a push button.
[0047] FIG. 4 is an enlarged view of the winning coin number display 10 of the slot machine 1.
[0048] To select (change) a setting value, first, with the front door 3 open, insert a setting key into the setting change switch 20 and rotate it clockwise to change the operating mode of the slot machine 1 to setting change mode. When the setting change mode is entered, the current setting value is displayed on the number of coins acquired indicator 10. In addition, in setting change mode, each time the setting change button 21 is pressed, the setting value displayed on the number of coins acquired indicator 10 is incremented by one if it is between 1 and 5, and returns to 1 if it is 6. In this way, the desired setting value can be selected by operating the setting change button while checking the setting value displayed on the number of coins acquired indicator 10. With the desired setting value displayed on the number of coins acquired indicator 10, the start lever 12 is operated to complete the selection (change) of the setting value. Then, the setting key inserted in the setting change switch 20 is rotated counterclockwise to return the operating mode to the normal (game) mode, and the setting key is removed from the setting change switch to complete the selection (change) of the setting value.
[0049] The input / output port of the payout control unit 100b is connected to a game ball etc. lending device connection terminal board 30, a credit number display 5a, and a counting button 5b. The credit number display 5a displays the current number of credits. A medal dispenser 60 that dispenses game medals to the slot machine 1 is connected to the game ball etc. dispenser connection terminal board 30. The counting button 5b is a button that is operated when returning the credits of the slot machine 1 to the medal lending device 60. By continuing to press the counting button 5b for a unit time, one is subtracted from the credits, and one game medal is returned to the medal lending device 60. In other words, the number of credits to be returned can be adjusted by the length of time that the counting button 5b is pressed.
[0050] FIG. 5 is a diagram showing a state in which the slot machine 1 is installed in a pachinko parlor 301 and connected to an external device. The slot machine 1 outputs information (hereinafter referred to as operation information) from the game ball etc. lending device connection terminal board 30, including in information regarding the number of medals inserted for use in the game, out information regarding the number of medals paid out as a result of the game, and special prize information regarding whether or not the player is in a special prize period advantageous to the player (for example, during a bonus game). The operation information is transmitted from the medal dispenser 60 connected to the game ball dispenser connection terminal board 30 of the slot machine 1 to the hall computer 62 via the relay board 61 .
[0051] Meanwhile, information regarding the amount of money inserted into the medal lending device 60 for medal lending is transmitted from the medal lending device 60 to the hall computer 62 and also to the management computer company 302 via the management computer 63. The management computer company 302 provides the data to the gaming machine management center 303 in order to strengthen security against fraud and to strengthen measures against gambling and other addictions.
[0052] Returning to FIG. 3, the main control unit 100a sends signals required for control to the sub-control device 101 as commands.
[0053] <3-2. Electrical configuration of gaming machine (sub-controller)> The sub-control device 101 is responsible for controlling the effects associated with the game. The input / output ports of the sub-control device 101 are connected to the main control unit 100a, the liquid crystal display 16, the effect button PB, the cross key JK, the decorative lamps 18L, 18C, 18R, and the speakers 6L, 6R.
[0054] The sub-control device 101 controls the display contents of the liquid crystal display 16 relating to effects and the like accompanying the game, based on commands from the main control unit 100a, operation of the effect button PB, and operation of the cross key JK. In addition, as one component of the effects, it controls the light effects by the decorative lamps 18L, 18C, 18R, and the background music and sound effects output from the speakers 6L, 6R.
[0055] <4. Reel arrangement and stop position explanation> FIG. 6 is a diagram showing the arrangement of symbols on the left reel R1, the center reel R2, and the right reel R3.
[0056] The reel bands of the left reel R1, the center reel R2, and the right reel R3 each have 20 symbols (20 frames) arranged on them, and the 20 symbols on each of the reels R1 to R3 are each assigned a symbol number from "1" to "20."
[0057] The reel band of the left reel R1 has the following symbols arranged in this order: "Cherry," "Blue 7," "Lip," "Bell A," "Watermelon A," "Lip," "Cherry," "Lip," "Bell B," "Black Bar," "Watermelon B," "Red 7," "Lip," "Bell B," "Watermelon A," "Lip," "Yellow Bar," "Lip," "Bell A," and "Watermelon A," and each of these symbols is assigned a symbol number from "1" to "20."
[0058] The reel band of the middle reel R2 has the following symbols arranged in this order: "Lip", "Yellow Bar", "Bell B", "Watermelon A", "Cherry", "Lip", "Watermelon B", "Bell B", "Black Bar", "Cherry", "Lip", "Red 7", "Bell A", "Black Bar", "Cherry", "Lip", "Blue 7", "Bell A", "Watermelon A", and "Cherry", and each of these symbols is assigned a symbol number from "1" to "20".
[0059] The reel band of the right reel R3 has the following symbols arranged in this order: "Lip", "Yellow Bar", "Watermelon A", "Watermelon A", "Bell B", "Lip", "Blue 7", "Cherry", "Watermelon A", "Bell A", "Lip", "Red 7", "Watermelon B", "Watermelon A", "Bell A", "Lip", "Black Bar", "Cherry", "Watermelon A", and "Bell B", and each of these symbols is assigned a symbol number from "1" to "20".
[0060] FIG. 7 is a diagram for explaining the symbol stop positions and the pay lines.
[0061] When the left reel R1 stops, one symbol stops at each of the symbol stop positions PL1, PL2, and PL3 arranged vertically within the reel window 8. When the center reel R2 stops, one symbol stops at each of the symbol stop positions PC1, PC2, and PC3 arranged vertically within the reel window 8. When the right reel R3 stops, one symbol stops at each of the symbol stop positions PR1, PR2, and PR3 arranged vertically within the reel window 8.
[0062] The slot machine 1 is a so-called one-line machine in which a middle line L1 connecting the symbol stop positions PL2, PC2, and PR2 is set as a pay line NL. Hereinafter, the line connecting the three symbol stop positions PL1, PC1, PR1 aligned in a horizontal row on the upper row within the reel window 8 will be referred to as the upper line L2, the line connecting the three symbol stop positions PL3, PC3, PR3 aligned in a horizontal row on the lower row will be referred to as the lower line L3, the line connecting the three symbol stop positions PL1, PC2, PR3 aligned on a diagonal line sloping downward to the right will be referred to as the downward-to-right line L4, and the line connecting the three symbol stop positions PL3, PC2, PR1 aligned on a diagonal line sloping upward to the right will be referred to as the upward-to-right line L5.
[0063] <5.1 Game Description> FIG. 8 is a diagram illustrating the outline of the flow of one game executed by the main controller 100 of the slot machine 1.
[0064] <5-1. Processing flow>
[0065] <5-1-1. Betting Processing> First, the number of bets is set according to the operation of the 1-coin bet button 7, the MAX bet button 11, or the winning of a replay combination (S101).
[0066] Specifically, when the 1 coin bet button 7 is operated, if the current number of bets is equal to or less than the maximum number specified for that game and there are remaining credits, the main control device 100 subtracts 1 from the credits and adds 1 to the number of bets. Also, when the MAX bet button 11 is operated, if there are remaining credits, the main control device 100 subtracts the required number of coins from the credits and sets the number of bets to the maximum number specified for that game. Furthermore, when a replay role is won, the main control device 100 executes an automatic bet process in which the number of bets that was bet in the game is bet again in the next game without subtracting from the credits.
[0067] <5-1-2. Lever reception process> The main control device 100 starts a game when it receives operation of the start lever 12 with the number of bets set to a specified number (S102). On the other hand, if the start lever 12 is operated with the number of bets less than the specified number, the game does not start.
[0068] <5-1-3. Internal lottery processing> The main control device 100 acquires a random number value when a game starts, and executes an internal lottery process to determine information for deriving the game result by lottery based on the random number value (S103).
[0069] <5-1-4. AT-related lottery processing> The main control unit 100 acquires a random number value when the game starts, and executes various lottery processes related to the AT, i.e., AT-related lottery processes, based on the random number value, the game status, and the results of the internal lottery process (S104). AT refers to a state in which the instruction function that gives instructions necessary to win a winning combination advantageous to the player among the winning combinations selected by the internal lottery is activated. Specifically, the order in which the stop buttons provided for the left, center, and right reels are pressed is instructed to the player, and by operating the stop buttons in the instructed order, the player can win a winning combination without missing any advantageous combinations and receive a dividend for that winning combination.
[0070] <5-1-5. Slot machine effect processing> After the AT-related lottery process is executed, the slot machine 1 executes a reel effect using each of the reels R1 to R3 based on the result of the AT-related lottery process (S105). The reel effect initiates a freeze state that temporarily delays the progress of the game, and during this freeze state, controls the execution of a pseudo-game process that spins each of the reels R1 to R3 and allows the player to perform a stopping operation that causes each of the reels R1 to R3 to vibrate.
[0071] <5-1-6. Display process on the indicator monitor> When the instruction function is activated, the slot machine 1 displays identification information corresponding to the activation of the instruction function on the instruction monitor NM (S106). The activation of the instruction function is determined by the game state, the lottery category won by the internal lottery process, and the activation lottery of the instruction function. The activation of the instruction function will be described later.
[0072] <5-1-7. Reel rotation processing> After executing the internal lottery process, the main controller 100 spins each of the left reel R1, the center reel R2, and the right reel R3 to variably display the symbols arranged on each of the reels R1 to R3 (S107).
[0073] In addition, the reel effects and reel spinning process for the left reel R1, center reel R2, and right reel R3 in the next game do not start until 4.1 seconds have passed since the start of rotation of the left reel R1, center reel R2, and right reel R3 in the previous game. This keeps the time required for one game at 4.1 seconds or more.
[0074] <5-1-8. Reel stop processing> When stop buttons 15L, 15C, and 15R are operated while reels R1, R2, and R3 are rotating, the main control device 100 determines the stop position based on the rotation position of R1, R2, and R3 corresponding to the operated stop button 15L, 15C, and 15R and the internal lottery result, and stops the rotation of the corresponding R1, R2, and R3 at the determined stop position (S108).
[0075] <5-1-9. Pattern Determination Processing> After all reels R1, R2, and R3 have stopped, the main control device 100 determines whether the symbol combination displayed on the winning line corresponds to any one of a plurality of predetermined target symbol combinations (S109).
[0076] <5-1-10.Indication monitor off process> After executing the symbol determination process, if the identification information is displayed on the instruction monitor NM, the slot machine 1 executes a process to turn off the instruction monitor NM (S110). That is, the instruction monitor NM is a monitor that is displayed during a game in which the instruction function is activated, and is turned off when the game ends.
[0077] <5-1-11. Medal payout process> When the main control device 100 determines that a winning symbol combination for a minor role has stopped and been displayed among the multiple types of symbol combinations to be determined, it executes a process of paying out medals equal to the number of medals awarded for the winning minor role (S111). The slot machine 1 is a so-called smart slot machine that does not use medals as game medals, but lends or wins game medals, or uses game medals for play only electromagnetically, and therefore simply adds the number of award medals to the number of credits, and does not pay out actual medals.
[0078] <5-1-12. State transition processing> When the main control device 100 determines, as a result of the symbol determination process, that a state transition condition for transitioning the gaming state is met, it transitions the gaming state (S112).
[0079] <5-2. Details of internal lottery process> Next, a detailed description will be given of the internal lottery process in the slot machine 1. The internal lottery process is a process for determining, by lottery, a winning combination that allows a win from a plurality of predetermined winning combinations.
[0080] In the slot machine 1, the combinations that are the subject of the internal lottery include a bonus combination, a replay combination, and a small combination. A bonus role is a role in which even if a winning game is won and then lost, the winning state is carried over from the next game onwards until a winning is made, and if a winning is made, a bonus game state (bonus game state) is started from the next game.
[0081] In contrast, the replay role and the small role are roles in which the winning state disappears when all the reels R1, R2, and R3 stop and one game ends. In addition, a small winning combination is a combination in which medals are paid out upon winning, and a replay winning combination is a combination in which the next game can be played without the need to bet medals upon winning.
[0082] <5-2-1. Lottery Division>
[0083] FIG. 9 is a table showing the lottery categories, types, and winning symbol combinations that are the subject of the lottery in the internal lottery process. As shown in Figure 9, there are 16 types of lottery categories: three types of bonus roles, Red 7 Bonus, Blue 7 Bonus, and Unique Color Bonus; three types of replay roles, Replay 1, Special Replay 1, and Special Replay 2; and 10 types of small roles, Push Order Bell Roles 1 to 6, Common Bell Role, Watermelon Role, Cherry Role, and All Winning Small Role.
[0084] The lottery categories Red 7 Bonus, Blue 7 Bonus, and Unique Bonus are lottery categories related to bonus roles. The Red 7 Bonus, Blue 7 Bonus, and Unique Color Bonus are each a continuous operation device for a special device of the first type under the gaming machine related regulations, and the winning symbol combination for the bonus role in the Red 7 Bonus lottery category is a combination of "Red 7" symbols lined up on the winning line NL, the winning symbol combination for the bonus role in the Blue 7 Bonus lottery category is a combination of "Blue 7" symbols lined up on the winning line NL, and the winning symbol combination for the bonus role in the Unique Color Bonus lottery category is a combination of "Red 7," "Red 7," and "Blue 7" symbols lined up in order from left to right on the winning line NL.
[0085] Even if each bonus role wins a prize in a winning game and then loses it, the winning state is carried over from the next game onwards until a prize is won, and if a prize is won, a bonus game is started from the next game. The bonus game that starts when each bonus role is won will activate the first-class special role continuously, but all of them are set to the so-called continuous operation type, which does not require a win to activate the first-class special role. Each bonus game ends when the number of medals paid out during the bonus game exceeds a preset number of medals to be paid out. The bonus game resulting from the winning of a bonus role in the lottery category Red 7 Bonus (hereinafter referred to as the Red 7 Bonus Game) is set to end in a game in which more than 224 coins are paid out, the bonus game resulting from the winning of a bonus role in the lottery category Blue 7 Bonus (hereinafter referred to as the Blue 7 Bonus Game) is set to end in a game in which more than 184 coins are paid out, and the bonus game resulting from the winning of a bonus role in the lottery category Different Color Bonus (hereinafter referred to as the Different Color Bonus Game) is set to end in a game in which more than 96 coins are paid out.
[0086] The number of games in each bonus game is approximately 32 for the red 7 bonus game, approximately 26 for the blue 7 bonus game, and approximately 14 for the unique color bonus game.
[0087] The maximum number of coins that can be won in each bonus game (the number of coins paid out minus the number of coins bet during the bonus game) is 145 coins in the Red 7 bonus game, 120 coins in the Blue 7 bonus game, and 65 coins in the unique bonus game.
[0088] The lottery categories Replay 1, Special Replay 1, and Special Replay 2 are lottery categories related to replay roles, and the replay role is a role that allows the next game to be played without the need for a bet, depending on the winning role.
[0089] In a game in which the lottery category Replay 1 role is won, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a replay role in which the replay pattern is aligned on one of the lines L1 to L5 will be won.
[0090] In a game in which the lottery category special replay 1 is won, the winning combination differs depending on whether the game state is a bonus game or not. Specifically, when the game state is not during a bonus game, a replay role in which the replay pattern is aligned on any of the lines L1 to L5 will be won, similar to the lottery category replay 1 role, regardless of the operation timing and stop operation order of the left stop button 15L, middle stop button 15C, and right stop button 15R. When the game is in a bonus game, if the timing of operating the left stop button 15L, the center stop button 15C, and the right stop button 15R is appropriate, a replay role in which a yellow bar pattern is aligned on any of the lines L1 to L5 will be won, and in all other cases a replay role in which a lip pattern is aligned will be won. In other words, in a winning game of lottery category special replay 1, it is possible to line up the yellow bar pattern only during the bonus game, while outside the bonus game, the reel stop control is switched so that only the replay pattern can be lined up regardless of the operation timing and stop operation order of the stop buttons 15L, 15C, and 15R.
[0091] In a game that wins the lottery category special replay 2, if the timing of operating the left stop button 15L, the middle stop button 15C, and the right stop button 15R is appropriate, a replay role in which a yellow bar pattern is aligned on one of the lines L1 to L5 will be won, and in all other cases a replay role in which a replay pattern is aligned will be won.
[0092] Lottery Category Push Order Bell Roles 1 to 6, Common Bell Roles, Watermelon Roles, Cherry Roles, and All Winning Small Roles are lottery categories related to small roles.
[0093] The lottery division push order bell roles 1 to 6 are so-called push order minor roles in which different payouts are awarded depending on the order of stopping operations. Specifically, in a game in which the result of the internal lottery is a winning combination of any of the lottery division push order bell combinations 1 to 6, if the stop buttons 15L, 15C, and 15R are operated in the correct operation order, a small combination with a payout of 8 coins will be won regardless of the operation timing. On the other hand, in the same game, if the stop buttons 15L, 15C, and 15R are operated in a stop operation order other than the correct operation order, a small combination with a payout of 1 coin will be won on any of the lines L1 to L5, or the winning combination will be lost, depending on the operation timing.
[0094] The correct operation order for lottery section push order bell role 1 is set to "left → center → right", and in a game in which lottery section push order bell role 1 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell symbols will line up on the middle line L1, but if the stopping operation is performed in a stopping operation order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.
[0095] The correct operation order for the lottery section push order bell role 2 is set to "left → right → center." In a game in which the lottery section push order bell role 2 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell symbols will line up on the upper line L2, but if the stopping operation is performed in a stop operation order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.
[0096] The correct operation order for lottery section push order bell role 3 is set to "center → left → right", and in a game in which lottery section push order bell role 3 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell patterns will line up on the lower line L3, but if the stopping operation is performed in a stopping operation order other than the correct operation order, the bell patterns will not line up on any of the lines L1 to L5.
[0097] The correct operation order for lottery section push order bell role 4 is set to "center → right → left", and in a game in which lottery section push order bell role 4 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell patterns will line up on the downward-sloping right line L4, but if the stopping operation is performed in a stop operation order other than the correct operation order, the bell patterns will not line up on any of the lines L1 to L5.
[0098] The correct operation order for lottery section push order bell role 5 is set to "right → left → center." In a game in which lottery section push order bell role 5 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell symbols will line up on the upward-sloping right line L5, but when the stopping operation is performed in an order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.
[0099] The correct operation order for the lottery section push order bell role 6 is set to "right → center → left", and in a game in which the lottery section push order bell role 6 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell pattern will stop on one of the lines L1 to L3, but if the stopping operation is performed in a stop operation order other than the correct operation order, the bell patterns will not line up on any of the lines L1 to L5.
[0100] In a game in which the common bell symbol for the lottery category is won, a small symbol with a payout of 8 coins will be won regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the bell symbol will be aligned on one of the lines L1 to L5.
[0101] In a game in which the lottery category watermelon role is won, a small role with a payout of 3 coins will be won depending on the timing of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the watermelon pattern (watermelon A or watermelon B) will be lined up on one of the lines L1 to L5.
[0102] In a game in which the lottery category cherry role is won, a small role with a payout of 3 coins will be won depending on the timing of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the cherry symbol will stop on the upper row PL1 or the lower row PL3 of the left reel.
[0103] In a game in which all winning small prizes in the lottery category are won, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a small prize with a payout of 8 coins will be won, and in this case, bell symbols will line up on one of the lines L1 to L5. The all winning small roles in the lottery category is a lottery category in which all roles included in the above-mentioned push order bell roles 1 to 6, common bell role, watermelon role, and cherry role are overlapping and won, and is drawn only during the bonus game, and is not drawn in any other game state than during the bonus game.
[0104] <5-2-2. Lottery Value> 10 shows the contents of the lottery table used in the internal lottery process in the normal state and bonus game state of the slot machine 1, and shows the lottery values corresponding to each lottery category for each set value. Since the range of random numbers in the internal lottery process is 0 to 65535, the winning probability of each lottery category for each set value can be calculated by dividing the lottery value by 65536.
[0105] Under normal circumstances, the lottery value for the red 7 bonus lottery category is set to 25 regardless of the setting value. In addition, the lottery value for the blue 7 bonus lottery category is set to 180 for setting 1, 185 for setting 2, 190 for setting 3, 195 for setting 4, 200 for setting 5, and 205 for setting 6. Furthermore, the lottery values for the unique bonus lottery category are set to 145 for setting 1, 150 for setting 2, 155 for setting 3, 160 for setting 4, 165 for setting 5, and 170 for setting 6. In this way, the higher the set value, the higher the lottery value, and therefore the higher the probability of winning.
[0106] The lottery value for the lottery category Replay 1 role is set to 6022 in the normal state regardless of the set value. Also, in the bonus game state, it is set to 0 regardless of the set value.
[0107] The lottery value for lottery category special replay 1 is set to 2700 regardless of the set value in both the normal state and the bonus game state. Therefore, the lottery category Special Replay 1 is set to be a lottery category that is always drawn with a certain probability of winning, regardless of the game state and setting value.
[0108] The lottery value for the lottery category special replay 2 is set to 256 regardless of the set value in both the normal state and the bonus game state. Therefore, the lottery category Special Replay 2 is set to be a lottery category that is always drawn with a certain probability of winning, regardless of the game state and setting value.
[0109] Therefore, the total lottery value for the replay role is 8978.
[0110] The lottery value for the lottery classification push order bell combinations 1 to 6 is set to 4000 in the normal state and regardless of the set value. On the other hand, in the bonus game state, it is set to 0 regardless of the set value.
[0111] The lottery value for the common bell combination is set to 4000 in the normal state and regardless of the set value. On the other hand, in the bonus game state, it is set to 0 regardless of the set value. The lottery value for the watermelon role is set to 660 for setting 1, 665 for setting 2, 670 for setting 3, 675 for setting 4, 680 for setting 5, and 685 for setting 6. On the other hand, in the bonus game state, it is set to 0 regardless of the setting value. The lottery value for the lottery classification cherry role is set to 1114 regardless of the set value in both the normal state and the bonus game state. On the other hand, in the bonus game state, it is set to 0 regardless of the set value.
[0112] The lottery value for all winning small roles in the lottery division is set to 62580 in the bonus game state regardless of the set value. On the other hand, in the normal state, it is set to 0 regardless of the set value.
[0113] For those who do not win any lottery category, that is, losers, the numbers are set to 26434 for setting 1, 26419 for setting 2, 26404 for setting 3, 26889 for setting 4, 26374 for setting 5, and 26359 for setting 6. On the other hand, for bonus game mode, the numbers are set to 0 regardless of the setting value.
[0114] As described above, the result of the internal lottery is determined to be one of 17 lottery categories, including a losing result, as shown in FIG. Furthermore, the slot machine 1 is set with advantageous zone transition roles that transition to an advantageous zone on the condition that a win occurs in a non-advantageous zone. As shown in Figure 10, advantageous zone transition roles are set to Red 7 Bonus, Blue 7 Bonus, Unique Color Bonus, Replay 1 Role, Special Replay 1, Special Replay 2, Push Order Bell Roles 1 to 6 Role, Common Bell Role, Watermelon Role, and Cherry Role. On the other hand, in the lottery categories for misses and all winning small roles, even if the lottery category is won, advantageous zone transition non-transition roles are set so that the zone state cannot transition to an advantageous zone. In addition, if a role that does not allow transition to an advantageous zone is won during an advantageous zone, the zone state will not be transitioned to a non-advantageous zone.
[0115] <6. Detailed explanation of the game> Next, the details of the game on the slot machine 1 will be described.
[0116] <6-1. Section status (non-advantageous section, advantageous section)> In this slot machine 1, the non-advantageous zone is a play zone in which the instruction function that notifies the player of information that makes it easier to win a prize does not operate. On the other hand, the advantageous zone is a play zone in which the instruction function can operate. In other words, the non-advantageous zone is a play zone in which instruction information that makes it easier to win a prize cannot (is not) transmitted from the main control device 100 to the sub-control device 101, while the advantageous zone is a play zone in which instruction information can be transmitted from the main control device 100 to the sub-control device 101. Specifically, in a non-advantageous section, in a game in which one of the lottery section push order bell roles 1 to 6 is won as a result of the internal lottery, information capable of identifying the correct operation sequence (hereinafter referred to as correct operation sequence identification information) is not transmitted from the main control device 100 to the sub-control device 101. The correct operation sequence identification information may be so-called instruction information that directly instructs the stop operation sequence of the stop buttons 15L, 15C, and 15R, as well as information capable of identifying the lottery section in which the win has been made. Therefore, in a non-advantageous section, in a game in which one of the lottery section push order bell roles 1 to 6 is won as a result of the internal lottery, the sub-control device 101 cannot know the correct operation sequence, and therefore cannot notify the same.
[0117] On the other hand, the advantageous zone is a game zone in which the main control device 100 can transmit correct operation sequence identification information to the sub-control device 101. When the main control device 100 transmits a command instructing the sub-control device 101 to perform the correct operation sequence in the advantageous zone, the main control device 100 displays identification information corresponding to the type of the command on the instruction monitor NM. In this slot machine 1, in the normal state and the bonus game state, which are gaming states other than the AT game, it is possible to stay in both the non-advantageous zone and the advantageous zone. In the AT state, it is set as a gaming state in which it is possible to stay only in the advantageous zone, and it is configured so that it is not possible to stay in the non-advantageous zone. In addition, in this slot machine 1, even during the advantageous zone, if the gaming state is normal, the instruction function is set not to be activated.
[0118] In addition, in this slot machine 1, the zone state is set to transition to a non-advantageous zone at a certain frequency so that the advantageous zone ratio (number of games in the advantageous zone ÷ total number of games played), which is the ratio of the number of games staying in the advantageous zone among the zone states, does not exceed 70%.
[0119] FIG. 11 is a simplified diagram showing the non-profitable zone and the profitable zone of the slot machine 1.
[0120] During the non-advantageous zone, the game will transition to the advantageous zone if the advantageous zone transition role is won. When moving into the favorable zone, the number of games in the favorable zone, the number of coins in the favorable zone, the number of coins out of the favorable zone, and the difference in the favorable zone are set to 0, and the game moves into the favorable zone.
[0121] During processing during the advantageous zone, the number of advantageous zone games is increased by 1 for each game, the number of coins in the advantageous zone is added to the number of coins in the advantageous zone when that game is played, the number of coins paid out when that game is played is added to the number of coins out of the advantageous zone, and the value obtained by subtracting the number of coins in the advantageous zone from the current number of coins out of the advantageous zone is updated as the advantageous zone difference number.
[0122] If the conditions for ending the advantageous zone are met, all information updated during the advantageous zone will be cleared and the zone will transition to a non-advantageous zone. In slot machine 1, if the setting value is changed, if the AT stock becomes 0 and the number of AT games becomes 0, if the difference in the number of sheets in the advantageous zone reaches 2,400, or if the advantageous zone end lottery is won, the slot machine will move to a non-advantageous zone.
[0123] Regarding the conditions for ending the advantageous zone, the conditions differ for each slot machine, but the ending condition when the difference in the number of advantageous zone coins in advantageous zone 1 reaches 2,400 coins (the so-called limiter function), and the change of the setting value are unified ending conditions through self-regulation by the gaming machine association. The conventional limiter function before Smart Pachislot limited the maximum difference in balls to 2,400, which tended to discourage players from playing Pachislot, so in Smart Pachislot, the limit on the difference in balls was changed to 2,400. Therefore, in smart pachislots, the more negative the difference in number of coins, the larger the difference in number of balls until the limiter function is activated, making it possible to produce more than 2,400 coins at the maximum difference in number of coins.
[0124] <6-2. Game state transition> Next, the processing in each game state will be described.
[0125] <6-2-1. Game Status> 12 is a diagram showing the transition of the gaming state in the slot machine 1. The gaming state of the slot machine 1 is roughly divided into a normal state and a special prize state. The normal state is a section aiming for the special prize state as a result of a lottery based on the lottery category won in the game and the internal mode. On the other hand, the special prize state is a state in which the AT game, red 7 bonus, blue 7 bonus, and unique bonus are activated, and it is a section in which you can expect to win medals.
[0126] <6-2-2. Probability of winning the AT game during gameplay> In normal mode, there are three internal modes: normal, high probability, and chance zone, and the winning rate of the AT game differs in each mode. The winning rate is generally in the order of normal < high probability < chance zone. Also, for BB games, the winning rate is the same regardless of the mode.
[0127] Figure 13(a) is a lottery table showing the winning probability of the high probability state lottery, which is one of the internal modes. The winning probability of the high probability lottery varies depending on the lottery category. After the BB game ends, the probability of winning is 100% for all setting values, but the probability of winning with watermelon and cherry varies depending on the setting value, and the higher the setting value, the better the probability of winning. If you win the high probability lottery, the number of high probability games will be drawn using the lottery table in Figure 13(b). Also, if you win the high probability lottery while you are in the high probability state, the number of high probability games will be added.
[0128] Figure 14 is a lottery table for the Chance Zone, which is one of the internal modes. Figure 14(a) is a table showing the probability of winning in the chance zone during normal stay, and the probability of winning varies depending on the lottery category. Also, the higher the set value, the better the chance of winning. Figure 14(b) is a table showing the probability of winning in the chance zone when staying in the high probability zone. The probability of winning varies depending on the lottery category. Also, the higher the setting value, the more favorable the winning rate. FIG. 14(c) is a table showing the allocation of the specified number of games to win the chance zone (so-called rescue function) according to the specified number of games. The rescue function is a function that counts the number of games played on the slot machine 1 regardless of the lottery category, and when the count reaches a predetermined number of games, the chance zone is won. In this way, the higher the setting value of the chance zone lottery, the higher the chance of winning.
[0129] FIG. 15 shows the lottery table for the AT game in the special prize state. FIG. 15(a) is a table showing the probability of winning the AT game during a normal stay, and the probability of winning varies depending on the lottery category. Figure 15(b) is a table showing the probability of winning the AT game when in a high probability state, and the probability of winning varies depending on the lottery category. Figure 15(c) is a table showing the probability of winning the AT game when staying in the chance zone, and the probability of winning varies depending on the lottery category. FIG. 15(d) is a table showing the probability of winning the AT game when staying in the BB game, and the probability of winning differs depending on each lottery category. FIG. 15(e) is a table showing the allocation of the specified number of games to win the AT game (so-called rescue function) according to the specified number of games. Figure 15(f) is a table showing the probability of winning the AT game when staying in the AT game, and the probability of winning varies depending on the lottery category. Also, AT games consist of 30 games in one set, and if you win multiple AT games, the rights will be stored and the stored AT games will start after the AT game ends. In addition, as with the high probability state lottery and chance zone lottery, the higher the set value of the AT game lottery, the higher the probability of winning.
[0130] <6-3. Suggestive effects and customization> Next, suggestive effects and customization will be explained.
[0131] <6-3-1. Setting value hint effect> First, the setting value suggestion effect that suggests a setting value in the slot machine 1 will be described. In the slot machine 1, the setting value suggestion effect may be executed after the bonus game ends.
[0132] FIG. 16 shows the processing flow for the setting value suggestion effect. First, in step S201, it is determined whether or not the bonus game has ended, and if it is determined that the bonus game has not ended, the same determination is repeated in step S201. If the answer in step S201 is YES, then in step S202 it is determined whether or not hole customization has been set. Hole customization will be described later.
[0133] If the determination in step S202 is NO, a setting suggestion character lottery (without customization) is performed in step S211. Next, in step S223, depending on the lottery result, a setting suggestion character is displayed on the liquid crystal display 16. The setting suggestion character lottery (without customization) and the setting suggestion characters will be described later.
[0134] If the answer to step S202 is YES, the current range of the number of games is referenced in step S221 to determine whether it is the default setting range in the hole custom setting.
[0135] If the answer to step S221 is YES, a setting suggestion character lottery (without customization) is performed in S211. If the answer to step S221 is NO, a setting suggestion character lottery (with customization) is performed in S222. The setting suggestion character lottery (with customization) will be described later.
[0136] FIG. 17 shows setting suggestion characters displayed on the liquid crystal display 16.
[0137] Fig. 18 shows the types of setting suggestion characters, which indicates that the setting suggestion characters displayed in Fig. 17 suggest setting 2 or higher.
[0138] FIG. 19 is a table showing the setting suggestion character lottery (without customization) described in step S211 of FIG.
[0139] In setting 1, the selection rate for basic characters is 100%, and characters other than the basic characters are not displayed. In setting 2, in addition to the basic character, character A may be selected. In setting 3, the base character, character A, and character B may be selected. In setting 4, the base character, character A, character B, and character C may be selected. Setting 5 allows the selection of the base character, character A, character B, character C, and character D. In setting 6, the base character, character A, character B, character C, character D, and character E may be selected.
[0140] In this way, the selection rate of the characters displayed varies depending on the setting value of the slot machine 1, so the setting can be guessed from the appearance rate of the setting suggestion characters. Therefore, when a character indicating a high setting appears, it motivates the player to continue playing, but when basic characters, which have a high appearance rate at low settings, appear repeatedly, the player will judge that the setting is low, which can lead to a decrease in motivation to play.
[0141] This frequently results in situations where high-setting gaming machines continue to be played while low-setting gaming machines cease to be played, forcing the hall to operate at a loss. To prevent this situation, the setting suggestion character lottery (no customization) is set so that the appearance rate of characters other than basic characters is low even in the case of a high setting. Therefore, the benefit of the setting suggestion effect is limited to the lucky player who is actually playing when the effect occurs.
[0142] In the slot machine 1, characters are assigned according to each setting (for example, character A for setting 2, character E for setting 6), but this is not limiting. For example, the character may suggest a combination of setting values, such as character F corresponding to an even number setting and character G corresponding to an odd number setting.
[0143] <6-3-2.Hole customization function> Next, we will explain hall customization, which allows you to customize the appearance rate of setting suggestion effects.
[0144] Figure 20 shows the system menu screen where the hall manager sets the operation of the gaming machine. The system menu screen is configured to be displayed by opening the front door 3, inserting the setting key into the setting change switch 20, and turning it clockwise, so basically, just like when changing settings, only the hall manager can display it.
[0145] As shown in Figure 20, on the system menu screen, three types of menus are displayed on the LCD display 16: clock settings, hall customization, and model-specific customization. One item from the three menus is selected by operating the directional pad JK, and a detailed screen corresponding to the selected menu is displayed by operating the effect button PB.
[0146] 21 shows an example of a screen displayed on the liquid crystal display 16 after the clock setting is selected and confirmed. The clock setting is a setting for adjusting the time of the slot machine 1. Use the JK directional pad to select the year, month, day, hour, and minute values for each item, then select OK in the center left of the screen and press the PB effect button to reflect the set values and complete the clock setting. If you want to cancel the clock setting midway, select Cancel on the right side of the center of the screen and operate the effect button PB to cancel the clock setting without reflecting the set values.
[0147] An example of the hole custom setting screen is shown in Figure 22. To set hole custom, first operate the cross key JK, select ON at the top of the screen, and operate the effect button PB to enable hole custom setting.
[0148] The slot machine 1 counts the number of games played (hereinafter referred to as the number of games played) after being turned on, and when it is time to display the setting suggestion effect, it refers to the number of games played and displays the result corresponding to the customization set for each section.
[0149] In slot machine 1, it is possible to select one of five options, Custom 1, Custom 2, Custom 3, Custom 4, and Default, for each game number interval in increments of 1000 games. After selecting item 1, operate the JK directional pad, select OK at the bottom of the screen, and operate the PB effect button to reflect the selected item and complete the setting.
[0150] Also, by operating the directional pad JK, selecting initialization at the bottom of the screen, and operating the effect button PB, the selection items for each of the above 1000 game number intervals will be reset, and all items will be set to their defaults. Furthermore, by operating the JK directional pad, selecting the bulk settings at the bottom of the screen, and operating the PB effect button, you can select item 1 from the four options: Custom 1, Custom 2, Custom 3, and Custom 4. Depending on the item 1 selected in the collective setting, all of the selection items for each of the 1000 game intervals are set to the same item. By operating the JK directional pad, selecting "OK" at the bottom of the screen, and operating the PB effect button, the set items will be reflected and the settings will be complete.
[0151] FIG. 23 is a table showing the specifications of the setting suggestion effect lottery for each selection item.
[0152] If Custom 1 is selected, when the setting suggestion screen is displayed, if the setting value is 1, the basic character will always appear, and if the setting value is other than 1, character A will always appear. Custom 1 is intended to appeal to hall managers who set a setting other than setting 1, by denying setting 1, which has the lowest payout rate. Although setting 2 has a higher payout rate than setting 1, it is by no means a setting that is advantageous to players. However, by denying the lowest setting, the goal is to reduce players' anxiety about losing, and to raise their hopes for the possibility of a higher setting, encouraging them to continue playing. Also, even when the payout rates of setting 1 and setting 2 are set to high values (settings 3 to 6), only character A will appear. In this way, Custom 1 can be said to be a customization to use when you want to negate the minimum settings but do not want to announce specific settings.
[0153] If Custom 2 is selected, the displayable characters for each setting will be displayed evenly when the setting suggestion screen is displayed. Like Custom 1, Custom 2 denies the minimum setting, but adds a lottery element to the appearance of characters. By adding a lottery element, the variety of characters that appear has increased, making this a customization that broadens the gameplay. For example, in the case of setting 2, only character A is selected, but in the case of setting 5, four types of characters, character A, character B, character C, and character D, are selected with a 25% probability each.
[0154] If Custom 3 is selected, the characters corresponding to each setting will be displayed when the setting suggestion screen is displayed. Custom 3 is used when you want to ensure that the settings of Slot Machine 1 are clearly displayed.
[0155] If Custom 4 is selected, the basic character will always be displayed at the timing when the setting suggestion screen is displayed, regardless of the setting. In other words, Custom 4 is a setting that does not generate any setting suggestion effects.
[0156] If the default is selected, the setting suggestion character lottery (without customization) described in FIG. 19 is referenced, and the characters that are selected according to the lottery are displayed.
[0157] As mentioned at the beginning, the setting values are considered highly confidential information for pachinko parlors, so the appearance rate of setting suggestion effects is set extremely low. If the appearance rate of setting suggestion effects were set high by default, it would become an element that makes it easy to determine whether the setting value is high or low, and there is a risk that not seeing setting suggestion effects would mean that the high setting is denied, so it is common to keep the appearance rate of setting suggestion characters low even for high settings. Even if the hall manager uses a high setting to attract customers, the appearance rate of the setting suggestion effect is low by default, so the only way to appeal to customers is through the actual ball results.However, by using hall customization, the appearance rate of the setting suggestion effect can be customized, making it possible to appeal to customers about the setting at any time.
[0158] Hall Custom allows you to customize the rate at which setting suggestion effects appear in 1000-game increments. If you want to promote high settings right from the start of opening, you can select the customization you want to promote for the 1G to 1000G items shown in Figure 22, and you can make setting suggestion effects appear at an early stage. Also, if you want to inform the player of the setting values as a check on the results of playing for a long period of time, you can reliably communicate the setting values of slot machine 1 by selecting Custom 3 for items 8001G to 9000G and 9001G or more.
[0159] The example in FIG. 22 shows an example in which the hall manager sets setting 6, which has the highest payout rate. First, for the 1G to 1000G items, Custom 1 is selected, so the setting suggestion effect will appear soon after opening. At this timing, character A with setting 2 or higher will always appear. At this point, the aim is to merely suggest that the minimum setting is not acceptable and encourage continued play. Next, for the items from 4001G to 5000G, Custom 2 is selected, so characters A to E appear evenly. At this point, the actual setting value of the slot machine 1 is not determined, but since high setting characters are more likely to appear, the purpose is to provide information to help players decide whether to continue playing or not by guessing the actual setting based on the ball output situation and the content of the setting suggestion effect. After that, Custom 3 is selected for the items from 8001G to 9000G, which corresponds to the number of games for long play, so character E, which confirms setting 6, will always appear. Custom 4 is selected for items from 9001G onwards, and even though character E, which confirms setting 6, appears from 8001G to 9000G, if default is selected for items from 9001G onwards, Custom 4 is selected to prevent characters other than character E from appearing in the setting suggestion character lottery (no customization) shown in Figure 19. This allows you to set it so that only basic characters appear.
[0160] In this way, hall customization allows customization of the timing and appearance rate of the settings of the slot machine 1 that are desired to appeal to players. In the slot machine 1, each setting is selected using the cross key JK and the set item is reflected by operating the effect button PB, but it is also possible to have the currently set item reflected each time the cross key JK is operated.
[0161] <6-3-3. Model-specific custom functions> Next, model-specific customization, which is a feature of the present invention, will be described.
[0162] Unlike hall customization, which generates setting suggestion effects depending on the number of games played, model-specific customization is a customization in which you can select two different types of suggestion effects and the selected suggestion effect will occur at a specified time.
[0163] FIG. 24(a) shows a model-specific custom effect setting screen displayed on the liquid crystal display 16. First, select whether or not to execute each of the effects: Effect 1, Effect 2, and Effect 3. To execute each effect, move the cursor with the left and right buttons on the JK directional pad, select ON from the setting items next to each effect on the left side of the screen with the up and down buttons on the JK directional pad, and confirm by operating the effect button PB. If you do not want the special effects to occur, you can disable them by selecting OFF using the up and down buttons on the JK directional pad in the settings section.
[0164] When ON is selected for each effect setting, the effect type can be selected, and the effect you want to execute can be selected using the up and down buttons on the directional pad JK, and then confirmed by operating the effect button PB.
[0165] Next, select the time to execute the effect. The slot machine 1 counts the time since power-on, and when the time since power-on reaches the specified time, as shown in Figure 24(a), the effect selected in the type item will occur.
[0166] Next, select the result on the right side of the screen. Depending on the effect selected, the items that can be selected in the result display will differ. Details of each effect will be described later.
[0167] Also, by operating the directional pad JK, selecting Initialize at the bottom left of the screen, and then operating the Effect button PB, all settings for Effects 1 to 3 will be turned OFF, all selected items will be reset, and the effects will no longer occur.
[0168] After selecting the various options, use the left and right buttons on the JK directional pad to move the cursor to the Confirm button at the bottom center of the screen, and then press the Effects button PB to complete the effects settings. After execution, you can review the selected contents in a list display, as shown in Figure 24(b).
[0169] Next, we will explain each effect that can be selected through model-specific customization.
[0170] FIG. 25 shows an example of an exciting lottery effect, which is one of the effect types that can be selected in the various effect settings of FIG.
[0171] The exciting lottery performance is as follows: <6-1. About the zone status (non-advantageous zone, advantageous zone)> This is a presentation that suggests the difference in the number of coins in the advantageous zone of slot machine 1 within the advantageous zone of 1 described above. Slot machine 1 is a smart pachislot, and the more negative the difference in the number of coins in the advantageous zone, the larger the difference in the number of coins until the limiter function is activated, so that at the maximum difference in the number of coins, it is possible to produce more than 2,400 coins. Therefore, a player can expect to win balls in one shot on a gaming machine with a larger difference in the number of balls until the limiter function is activated, so the larger the difference in the number of balls until the limiter function is activated, the more motivation there is to play. On the other hand, if the difference in balls until the limiter function is activated is large, it can be assumed that the payout rate is set to a low value. In this way, the difference in the number of balls until the limiter function is activated is one of the motivations for playing, but it can also be a factor that reduces the desire to play, so it can be said to be one of the valuable internal parameters that determines whether a player wins or loses.
[0172] From here on, we will explain some specific examples of exciting lottery productions. FIG. 25(a) shows the start screen of the exciting lottery effect, and the effect starts according to the start time set on the various effect setting screen of FIG. 24(a). The exciting lottery performance occurs at the set start time regardless of the progress of the game, so before the performance starts, the number of seconds until the performance occurs is displayed in a countdown on the liquid crystal display 16 starting 10 seconds before the performance starts. 25(b) shows an exciting lottery presentation. In the exciting lottery, a lottery box contains multiple lottery balls of different grades, and lottery balls with grades written on them are dispensed from the outlet of the lottery box. 25(c) shows a screen displaying the result of the grade written on the lottery ball that appears from the outlet of the lottery box. In addition, a comment may be displayed according to the grade. Figure 25(c) shows an example of a presentation in which the first prize ball is won. The comment at the top of the screen indicates that the difference in the number of balls until the limiter function is activated is large, that is, the difference in the number of balls in the advantageous zone at the moment is large and in a negative state.
[0173] FIG. 26 is a lottery table showing the grades of the exciting lottery performance. The exciting lottery draws the grade selection rate of the lottery balls by referring to the difference in the number of balls until the limiter function of the slot machine 1 is activated. First prize can only be selected if the difference in the advantageous zone is minus 3000 or less. Second prize can only be selected if the difference in the advantageous zone is minus 2000 or less, and third prize can only be selected if the difference in the advantageous zone is minus 1000 or less. Also, as shown in Figure 12, the difference in number of sheets in the advantageous zone shifts to the non-advantageous zone when the setting value is changed, so when the setting value is changed, the difference in number of sheets in the advantageous zone becomes 0. Therefore, by setting the start time of the exciting lottery to a time shortly after the pachinko parlor opens, it becomes possible to determine whether the set value has been changed. For example, if a gaming machine closes with a large difference in balls until the limiter function is activated the previous day, and the result of the exciting lottery the next day is a lottery result of 4th to 6th prize, it is highly likely that the setting value has been changed. On the other hand, if the result of the exciting lottery is a lottery result of 1st to 3rd prize, it is certain that the setting value from the previous day has not been changed.
[0174] The result display screen of the exciting lottery in Figure 25(c) shows the first prize. In this case, it is determined that the difference in the number of coins in the advantageous zone from the current state is minus 3000 coins or less. In this way, by customizing the presentation that suggests the difference in the number of balls until the limiter function is activated, it is possible to provide players with various elements of speculation related to various motivations for playing, and at the same time, it can also be used by hall managers as a tool to attract customers depending on the time of day. Since the exciting lottery is a result display that references the internal parameters of the slot machine 1, the contents of the result items selected in Figure 24(a) cannot be selected other than the lottery items.
[0175] Next, we will explain the exciting race, which is one of the effects that can be selected through model-specific customization.
[0176] The Doki Doki Race is a performance in which information arbitrarily input by the hall manager is displayed on the liquid crystal display 16, regardless of the internal parameters of the slot machine 1.
[0177] The thrilling race, like the exciting lottery mentioned above, is one of the types of effects that can be selected in the various effect settings in FIG. FIG. 27(a) shows the start screen of the thrilling race effect, and the effect starts according to the start time set on the various effect setting screen of FIG. 24(a). Since the exciting race effect occurs at the set start time regardless of the progress of the game, the number of seconds until the effect occurs is displayed in a countdown on the liquid crystal display 16 starting 10 seconds before the effect starts.
[0178] 27(b) shows an example of an exciting race. This example shows a race featuring multiple humanoid icons, where the viewer watches to see which humanoid icon labeled "you" will finish at the finish line. 27(c) is a screen displaying the results of the exciting race, in which a human icon labeled "you" finishes in sixth place as a result of the race. This result display can be set on the various model-specific custom effect setting screens described in Figure 24.
[0179] Since Dokidoki Race displays results without referencing internal parameters, the content of the result item selected in Figure 24(a) can be selected from 1st to 9th place. In this example, 6th place is selected, and the result display screen in Figure 27(c) shows the result of finishing in 6th place.
[0180] This allows the hall manager to display information that he or she wishes to convey to players at a specific time using a specific presentation.
[0181] In this example of the presentation, the number 6 is selected, so the player may perceive this as a numerical value suggesting setting 6, which is the setting value with the highest payout rate in slot machine 1. If ten slot machines 1 with the same specifications were installed and all ten machines were set to start an exciting race at the same time and all the results were set to show the winner finishing in sixth place, it would be easy to see that there is some intention behind the number six and that the hall manager is trying to appeal to players.
[0182] In addition to suggesting a set value, it can also be used as a tool to promote business days with high return rates, such as offering services on days ending in the 6th.
[0183] In this way, the hall manager can customize information related to the internal parameters of the slot machine 1, and can also freely customize information unrelated to the internal parameters, which increases the number of ways to appeal to the hall's business and provides new excitement to players.
[0184] Although one embodiment of the present invention has been described above, various design modifications can be made to the present invention within the scope of the claims. For example, slot machine 1 is a so-called smart pachislot, a slot machine that does not require actual medals and can be played using only electrically stored gaming media, but it may also be applied to slot machines and pinball gaming machines that require medals as gaming media.
[0185] In addition to the internal parameters that indicate the difference in the number of coins in slot machine 1, the presentation may be customized to indicate a gaming state in which the AT game is advantageous (for example, a high probability state as shown in Figure 12 or winning the AT game after a specified number of games) that is specific to the model.
[0186] Furthermore, in the slot machine 1, the timing for displaying the hall custom setting suggestion effect is set to the end of the bonus game, but this is not limited to this. For example, it may occur at the end of the AT or at a specified opportunity (for example, during the AT game before the end of the advantageous period).
[0187] Furthermore, in Figure 24, slot machine 1 is shown in a format in which the time is set after power is turned on, but it may also be designed to execute effects at predetermined timings based on the time set internally or a real-time clock. [Explanation of symbols]
[0188] 1. Slot Machine R1 Left reel R2 middle reel R3 Right reel 12 Start lever 15L Left stop button 15C Middle stop button 15R Right Stop Button 16 LCD display 100 Main control device 101 Sub-controller
Claims
1. a performance display device that displays custom performances that can be customized by an administrator; and a custom effect setting means for receiving settings from an administrator regarding the custom effect. In a gaming machine in which the custom effect setting means can set whether or not the custom effect is to be executed, and if so, what prerequisites must be met for the execution, The custom effects include: a first custom effect corresponding to a value of a predetermined internal parameter; a second custom effect corresponding to information input by the administrator via the custom effect setting means; The gaming machine is characterized in that the custom effect setting means allows a selection of whether the first custom effect or the second custom effect will be executed when the prerequisite conditions are met, and allows the input of the information when the second custom effect is executed.
2. a performance display device that displays custom performances that can be customized by an administrator; and a custom effect setting means for receiving settings from an administrator regarding the custom effect. In a gaming machine in which the custom effect setting means can set whether or not the custom effect is to be executed, and if so, what prerequisites must be met for the execution, The custom effects include: a first custom effect corresponding to a value of a first internal parameter; a second custom effect corresponding to a value of the second internal parameter; The gaming machine is characterized in that the custom effect setting means allows a selection of whether to execute the first custom effect or the second custom effect when the prerequisite conditions are met.
Citation Information
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