Game machine

The gaming machine integrates separate and layered warnings for settlement and addiction prevention, ensuring clear communication of both messages to operators, addressing the challenges of medal-less machines.

JP2025123440APending Publication Date: 2025-08-22ENTERRISE CO LTD
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Patent Information

Application Number
JP2025103004
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-19
Publication Date
2025-08-22

AI Technical Summary

Technical Problem

Gaming machines that do not use physical medals (medal-less machines) require operators to manually initiate a settlement process to avoid forgetting to settle virtual medals, while also needing to address addiction warnings, necessitating a way to convey both warnings effectively without overlap.

Method used

A gaming machine with a game control unit, value management unit, transfer instruction unit, and output unit that can provide addiction and payment forgetting prevention warnings separately or simultaneously on the same screen, with different layers or at different times, ensuring clear communication of both messages.

Benefits of technology

The system effectively conveys both settlement and addiction warnings to operators, preventing forgetting to complete the settlement process and addressing potential addiction issues without message overlap.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025123440000001_ABST
    Figure 2025123440000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of appropriately conveying information for urging an operator to surely perform an adjustment process to the operator along with the other pieces of information.SOLUTION: A game machine includes: a game control part; a value management part capable of receiving information regarding a game value from game value recording means connected to the game machine; a transfer instruction part capable of instructing transfer of information regarding a game value from the value management part to the game value recording means on the basis of an operator's operation; and an output part. The output part can provide the operator with an absorption prevention warning and an adjustment reminding warning without any mutual overlap, the absorption prevention warning urges an operator not to excessively get absorbed in a game, and the adjustment reminding warning urges an operator not to forget to perform operation to the transfer instruction part when operation for transferring information regarding a game value is required.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

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

[0002] Conventionally, gaming machines have been known in which an operator inserts gaming value (medals) into an insertion slot located on the front of the gaming machine, and a medal sensor installed inside the gaming machine detects that the medal has been inserted (see Patent Document 1).

[0003] Such gaming machines are provided with a hopper unit inside that receives and dispenses medals, and also have a dispensing port at the bottom for dispensing medals and a lower tray for storing medals dispensed from the dispensing port.

[0004] Current gaming machines dispense medals, which are real objects, so after a game is over, the medals dispensed from the gaming machine are tallied by store staff. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent Publication No. 2021-122451 DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]

[0006] On the other hand, from the perspective of improving the efficiency of store management operations, it is conceivable that gaming machines that do not use medals, which are physical objects, (hereinafter referred to as "medalless machines") will be developed in the future.

[0007] In such medal-less machines, after an operator (including the player who is playing the game, store staff, or a user who has finished playing) inserts a banknote into a medal dispensing machine (medal unit), medal data (for example, data regarding the number of medals) is transferred from the medal unit to the gaming machine, and it is expected that the medal data (increase or decrease in the number of medals) will be managed on the gaming machine side as the game progresses.

[0008] In addition, in such medal-less machines, when the operator finishes playing, it is assumed that the settlement process is executed by the operator pressing the counting button. Through this settlement process, the medal data managed within the gaming machine is transferred to the medal unit. The operator then removes the card on which the medal data is recorded from the medal unit.

[0009] As medal-less machines do not dispense medals, which are physical objects, the operator must perform an operation to instruct the settlement process so as not to forget to settle the medals. Therefore, it is expected that such medal-less machines will issue a warning to the operator to prevent forgetting to settle the medals. This warning to prevent forgetting to settle the medals will be displayed, for example, in text such as "Please be careful not to forget to settle the medals, and not to leave your card unattended or have it stolen."

[0010] On the other hand, in recent years, there has been concern that many players are becoming addicted to games such as pachislot and pachinko, and so warnings are sometimes given during play to encourage players to prevent addiction. Warnings to encourage players to prevent addiction are displayed, for example, with text such as "Pachinko and pachislot are games that should be enjoyed in moderation."

[0011] As such, the purpose of the warning to prevent forgetting to settle and the warning to prevent addiction are different, so it is necessary to properly convey both the warning to prevent forgetting to settle and the warning to prevent addiction to the operator.

[0012] An object of the present invention is to provide a gaming machine that can appropriately convey to an operator, together with other information, information urging the operator not to forget to complete the settlement process. [Means for solving the problem]

[0013] The present invention provides a game control unit capable of controlling the progress of a game on the gaming machine; a value management unit that can receive information about a game value required to play the game from a game value recording means connected to the gaming machine or installed in the gaming machine, and that can manage the game value that changes as the game progresses; a transfer instruction unit that can instruct, based on an operation by an operator, to transfer information relating to the game value from the value management unit to the game value recording means; an output unit capable of providing information regarding the game to the operator; Equipped with the output unit is capable of providing the operator with an addiction prevention warning and a payment forgetting prevention warning without overlapping each other; The addiction prevention warning is a warning to urge the operator not to become too addicted to the game, The warning to prevent forgetting to settle is a warning to urge the operator not to forget to operate the transfer instruction unit when an operation to transfer at least a part of the information related to the gaming value to the gaming value recording means is required, and / or a warning to urge the operator not to forget to perform an acquisition process to acquire information for converting the gaming value into a real value medium. gaming machines is.

[0014] In addition, in the present invention, The output unit is capable of simultaneously providing the addiction prevention warning and the payment forgetting prevention warning on the same screen for at least a part of the period. It is possible.

[0015] In addition, in the present invention, The output unit can start providing the sinking prevention warning and the payment forgetting prevention warning at the same time. It is possible.

[0016] In addition, in the present invention, The output unit can start providing the sinking prevention warning and the payment forgetting prevention warning at different times. It is possible.

[0017] In addition, in the present invention, The output unit can end the provision of the sinking prevention warning and the provision of the payment forgetting prevention warning at different times. It is possible.

[0018] In addition, in the present invention, The output termination condition for the warning to prevent drowsiness and the output termination condition for the warning to prevent forgetting to pay are the same and / or different. It is possible.

[0019] In addition, in the present invention, When providing the stumbling block prevention warning and the payment forgetting prevention warning on the same screen, the output unit can provide the stumbling block prevention warning and the payment forgetting prevention warning on different layers. It is possible.

[0020] In addition, in the present invention, The output unit When providing the presentation screen based on the progress of the game, the warning to prevent addiction, and the warning to prevent forgetting to settle on the same screen, it is possible to provide the presentation screen, the warning to prevent addiction, and the warning to prevent forgetting to settle on different layers, and The layer that provides the warning to prevent drowning and the layer that provides the warning to prevent forgetting to pay can be set above the layer that provides the presentation screen. It is possible.

[0021] In addition, in the present invention, the transfer instruction unit is capable of instructing, based on an operation by the operator, to transfer information relating to the game value to a recording medium stored in the game value recording means; If the recording medium is not ejected from the gaming value recording means based on an operation by the operator for a certain period of time after the transfer instruction unit has instructed to transfer the information related to the gaming value to the recording medium, the output unit is capable of providing a warning to prompt the acquisition process. It is possible. [Effects of the Invention]

[0022] According to the present invention, it is possible to provide a gaming machine that can convey to the operator, together with other information, information urging the operator not to forget to complete the settlement process. [Brief explanation of the drawings]

[0023] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 1 is a block diagram schematically showing the configuration of a slot machine. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] A diagram explaining the state transition of the game area. [Figure 5] FIG. 2 is a diagram illustrating state transitions in the first gaming state. [Figure 6] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 7] This is a diagram explaining the range (MY) and the difference in number of sheets in the advantageous zone. [Figure 8] 10A and 10B are diagrams illustrating a state in which a display for preventing addiction and a display for preventing forgetting to pay are displayed. [Figure 9] FIG. 10 is a flowchart showing the flow of the operation process of the slot machine. [Figure 10]FIG. 10 is a flow chart showing the flow of lending processing and settlement processing. [Figure 11] FIG. 10 is a flow chart showing the flow of a display process for preventing addiction and forgetting to pay. DETAILED DESCRIPTION OF THE INVENTION

[0024] [First embodiment] A slot machine 1 and a medal unit 7 according to an embodiment of the gaming machine of the present invention will be described with reference to Figures 1 to 11. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate within the scope that does not change the gist of the present invention.

[0025] <Medal Unit 7 Configuration> 2, the medal unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with it, and the medal unit 7 can store therein a card 70 that stores medal data as electronic data in place of actual medals. The medal unit 7 can mainly perform the medal lending process associated with the transfer of medal data to the slot machine 1, which will be described below, and conversely, the ejection process of the card 70 associated with the transfer of medal data from the slot machine 1.

[0026] The medal unit 7 can manage 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.

[0027] The medal unit 7 also includes a lending button 71. When an operator inserts a bill into the medal unit 7 (an insertion signal generated by the medal unit 7 is transmitted to the slot machine 1), and then the operator presses the lending button 71, a lending signal is transmitted to the media management unit 613.

[0028] In this specification, "operator" refers to all of the players who are playing the game, users who have finished playing the game, and store staff, but if necessary, they may be individually referred to as "store staff" or "player," etc.

[0029] Furthermore, the medal unit 7 receives a settlement signal and medal data from the slot machine 1 when the count button 44 of the slot machine 1 is pressed.

[0030] When the medal data is not stored in the card 70, the medal unit 7 executes a process of writing the received medal data to the card 70, and when the medal data is written in the card 70, executes a process of updating and overwriting the medal data in the card 70.

[0031] The medal unit 7 is communicably connected to a hall computer (a computer installed in the store) and a unit management computer (a computer that manages the medal unit 7), not shown. The medal unit 7 connected to each slot machine 1 can transmit, for example, medal data stored (credited) in each slot machine 1 to the hall computer. This allows the hall computer to manage the medal data of the slot machine 1.

[0032] When the operator presses the eject button 72, the medal unit 7 ejects the stored card 70 to the outside. In response to this, the medal unit 7 may generate a card ejection signal and transmit the ejection signal to the slot machine 1.

[0033] <Configuration of Slot Machine 1> Unlike conventional slot machines, the slot machine 1 of this embodiment is a medal-less machine that is communicably connected to the medal unit 7 and allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using medal data, which is electronic data, instead of medals, which are real objects. Note that, for the sake of convenience, "medal data" may be referred to simply as "medals" below.

[0034] 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front of the cabinet 10.

[0035] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the operator can see the multiple symbols displayed on the surface of each of the multiple rotating reels 20, which will be described later.

[0036] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for performing various effects during a game.

[0037] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.

[0038] The speaker 101 outputs predetermined background music (BGM), sound effects (SE), and audio.

[0039] The illumination unit 102 lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.

[0040] An operation unit 4 is provided below the reel window 200. 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 the like.

[0041] Each stop switch 40 is provided corresponding to each reel 20. Each stop switch 40 accepts an operation to stop the rotation of the corresponding reel 20 while the reel 20 is rotating. When stop switch 40a is pressed, the rotation of reel 20a stops, when stop switch 40b is pressed, the rotation of reel 20b stops, and when stop switch 40c is pressed, the rotation of reel 40c stops.

[0042] The bet switch 41 is used when the operator bets medals. The number of medals to be credited (medal data) and the number of medals bet (medal data) are managed within the slot machine 1.

[0043] The lever 42 functions as a start switch that receives an operation for rotating each of the reels 20 .

[0044] The digital counter 43 digitally displays the number of medal credits, the number of medals paid out (the number of medals acquired), the number of medals bet, and the like.

[0045] The counting button 44 can instruct the transfer of medal data from the media management unit 613 to the medal unit 7 in response to an operator's operation. When the counting button 44 is pressed, a settlement signal is generated, and the settlement signal and medal data are transmitted to the medal unit 7, the media management unit 613, and the performance control unit 620. When the medal unit 7 receives the medal data, the slot machine 1 receives a signal from the medal unit 7 indicating that the medal data has been received.

[0046] Near each switch of the operation unit 4, a sensor is provided that detects the operation by the player and outputs an operation signal to the control unit 6.

[0047] 2, the slot machine 1 includes a spinning reel unit 2 and a control unit 6. The spinning reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0048] 1 and 2, the spinning reel unit 2 includes three spinning reels 20 and three stepping motors 21. The spinning reel units 2 are arranged inside the casing 10 in positions corresponding to the positions of the reel windows 200.

[0049] 3 are arranged on the surface of each reel 20. When each reel 20 stops spinning, a game result determination unit 612 (described later) determines whether or not the combination of symbols displayed on an activated line L (described later) is a predetermined combination of symbols, and the game progresses.

[0050] The stepping motor 21 is provided corresponding to each of the rotating reels 20 and drives the corresponding rotating reel 20.

[0051] The stepping motor 21 stops the rotation of the reel 20 corresponding to the operated stop switch 40 within 190 ms after the stop switch 40 is operated while the reel 20 is rotating. The stepping motor 21 makes one rotation in 504 steps. As a result, the reel 20 rotates at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.

[0052] The rotation and stopping of the reel 20 and the stepping motor 21 are controlled by a reel control unit 611, which will be described later.

[0053] <The flow of play by players> A player operates the bet switch 41 to use credited medals to bet medals on the slot machine 1. When a predetermined number of medals are bet on the slot machine 1, the pay line L is activated. After that, the player can operate the lever 42, i.e., start playing.

[0054] FIG. 1 illustrates an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining winning combinations. In this embodiment, when a MAX BET (maximum bet) of three coins is placed, one line L is activated.

[0055] In the following, "winning" refers not only to the alignment of symbols that result in the payout of medals, such as bells and watermelons, on the pay line L, but also to the alignment of symbols that correspond to specific combinations, such as replays, chance combinations, and bonuses, that do not result in the payout of medals, on the pay line L. The specific combinations in this embodiment also include the special combinations described below.

[0056] In this embodiment, one game (one play) refers to a series of actions in which the player operates the bet switch 41, the lever 42, and the stop switch 40 to obtain the game result, including the increase / decrease processing of medal data.

[0057] Specifically, when the lever 42 is operated (lever on) in a state in which a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of each of the reels 20 begins. In this state, when any of the stop switches 40 is operated, the reel 20 corresponding to the operated stop switch 40 stops. When all the reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (winning combination) that are aligned on the pay line L (winning combination). This completes one game.

[0058] <About game status> During play, the type of play area is set as shown in Figure 4, and one play state is set from among multiple play states as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are conducted.

[0059] The gaming state includes a first gaming state (see FIG. 5) and a second gaming state (see FIG. 6). Note that the first gaming state and the second gaming state are not gaming states that are established exclusively, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.

[0060] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Figure 5. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.

[0061] The special role non-carryover state refers to a state in which a special role (for example, a Type 1 BB, which is a role continuous operation device for a Type 1 special role) has not been won by the internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a predetermined condition), or when more than a predetermined number of medals are paid out in the special role implementation state.

[0062] The internal bonus state refers to a state in which a special role has been won by the internal lottery, but the winning of that special role has been carried over. In other words, the special role carryover state refers to a state in which the special role flag has been won by the internal lottery, but the symbols representing that special role have not been aligned on the valid line L, and the special role has not yet been won. Note that if the winning of a Type 1 BB is carried over, no further Type 1 BB lottery will be held.

[0063] The special role implementation state refers to a state in which a special role that has been won by an internal lottery has been achieved, and no medals have been paid out in excess of the predetermined number.

[0064] During a game of the slot machine 1, the operator continues the game without winning the special role in the carried-over state, with the first game state remaining in the special role carried-over state.

[0065] The slot machine 1 in this embodiment is an AT (assist time) machine. In an AT machine, a first gaming state is set to a bonus internal state by an operation of a store staff member before opening a store, and under this state, the operator can enjoy a game by transitioning to a second gaming state.

[0066] The second gaming state is either a normal gaming state or an AT (an example of an advantageous gaming state), as shown in Figure 6. In the second gaming state, the normal gaming state and the AT are in an exclusively established relationship.

[0067] The normal game state is a state other than the AT, that is, a state in which the assist function does not occur (or is unlikely to occur). For example, after the RAM is cleared or the AT ends, the second game state is set to the normal game state until the AT lottery is won.

[0068] AT is a state in which the assist function (AT function) is activated, which notifies the player of the correct order of pressing the stop switch 40 (correct operation order) for roles other than the special roles that have been won by internal lottery via the LCD screen 3, speaker 101, and illumination unit 102.

[0069] When the gaming zone is a favorable zone, the AT lottery is conducted according to the winning combination (such as a rare combination) by the internal lottery. If the AT is won in the AT lottery (the AT transition signal is generated) while the gaming zone is a favorable zone, the second gaming state transitions from the general gaming state to the AT.

[0070] When a predetermined number of games have passed since the start of play in the AT, when the total number of medals paid out since the start of play in the AT reaches a predetermined number, or when an assist is executed a predetermined number of times, the second game state transitions from the AT to the normal game state. This ends the AT.

[0071] <About the gaming area> The aforementioned game zone is a state (zone) for determining whether or not processing related to the instruction function is performed. As shown in Figure 4, the game zone is composed of a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.

[0072] Processing related to the instruction function includes, for example, processing to activate the instruction function (provide assistance), mode (mode in which the probability of winning the AT is determined) lottery processing, mode transition processing, CZ (chance zone with high probability of winning the AT) lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of the AT), AT processing, etc.

[0073] The normal zone is a zone where processing related to the instruction function cannot be executed, but where a lottery for transition to the advantageous zone is conducted. As a result of playing in the normal zone, the game zone transitions from the normal zone to the advantageous zone depending on the internal winning combination. Note that while the game zone is the normal zone, the second game state is the general game state.

[0074] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a normal gaming state and an advantageous zone in which the second gaming state progresses in a CZ or AT. The advantageous zone state of the gaming zone is maintained from the time the gaming zone transitions to the advantageous zone until a predetermined termination condition is met.

[0075] <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.

[0076] The main control unit 61 performs control for progressing the game, such as controlling the internal lottery and the spinning reel 20.

[0077] The sub-control unit 62 controls the performance based on the signal sent from the main control unit 61.

[0078] The main control unit 61 and the sub-control unit 62 each include a CPU, a RAM, and a ROM.

[0079] The ROM of the main control unit 61 stores programs directly related to the progress of the game (for example, control of the spinning reels 20, settlement processing, and ball output control).

[0080] The ROM of the sub-control unit 62 also stores programs that are indirectly related to the progress of the game (for example, control of the effects on the liquid crystal screen 3, control of the LEDs in the illumination unit 102, and control of the sound from the speaker 101).

[0081] The RAM of the main control unit 61 stores game data necessary for the progress of the game.

[0082] The game data includes the current number of games, as well as data indicating which state or section each game state and game section is in. Therefore, the game data in this embodiment includes data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0083] The RAM of the sub-control unit 62 stores various data related to performance control.

[0084] The CPU reads and executes the programs in the ROM, thereby functioning as a main control unit 61 and a sub-control unit 62.

[0085] The main control unit 61 functions as an internal lottery unit 610, a spinning reel control unit 611 (part of the game control unit), a game result determination unit 612 (part of the game control unit), a medium management unit 613 (corresponding to the value management unit), a setting value control unit 614 (part of the game control unit), a section control unit 615 (part of the game control unit), a game status control unit 616 (part of the game control unit), an RT status control unit 617 (part of the game control unit), a schedule management unit 618 (part of the game control unit), and a function operation unit 619 (part of the game control unit).

[0086] The sub-control unit 62 functions as a performance control unit 620 (corresponding to an output unit).

[0087] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and selects one flag from among the flags of a plurality of roles as a winning flag to win. Specifically, the internal lottery unit 610 performs an internal lottery based on 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, and the game zone when the lever 42 is operated.

[0088] 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 is transmitted from the internal lottery unit 610 to the reel control unit 611, the game result determination unit 612, the game status control unit 616, the performance control unit 620, etc.

[0089] The internal lottery table shows information on possible winning combinations in an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state (described later) when the lever 42 is operated and the type of bonus.

[0090] The information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols associated with the winning combinations. The winning combinations include losing combinations in which no medals are paid out, as well as push order combinations (for example, push order rip, push order bell) in which medals are paid out if the stop switch 40 is pressed in the correct order.

[0091] If a push order role is won and the stop switch 40 is pressed in the correct push order, that push order role will win, and the player can win multiple medals (for example, 8 medals) according to that role. If the push order role is won but the stop switch 40 is not pressed in the correct push order, that push order role will not win, or another role (such as a 1-coin role) will win.

[0092] In addition, the push order role can be won and established even during the normal game mode. However, if the push order role is won during the normal game mode, the correct push order is not generally announced, so the push order role may be missed or the number of medals paid out may be one. On the other hand, during the AT, the correct push order is announced, so there is a high possibility that multiple medals (for example, eight medals) will be paid out.

[0093] <Rotary reel control unit 611> The rotating 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 rotating reel 20 or rotation stop control to stop the rotation.

[0094] Specifically, when the lever 42 is operated while all of the reels 20 are stopped, the reel control unit 611 starts the rotation of all of the reels 20. When the stop switch 40 corresponding to at least one reel 20 is operated while the reel is rotating, the reel control unit 611 stops the rotation of the reel 20 corresponding to the operated stop switch 40.

[0095] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reel 20 based on the operation of the stop switch 40 so that the combination of symbols corresponding to the role indicated by the winning flag (excluding the special role flag), which is the internal lottery result, is positioned on the valid line L of the reel 20, resulting in the role winning.

[0096] Furthermore, in the spin stop control by the player during play, the spin reel control unit 611 performs pull-in control or kick-out control according to the winning combination obtained by the internal lottery and the position of the spin reel 40 corresponding to the operated stop switch 40. Pull-in control is control that stops the spin of the spin reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. Kick-out control is control that stops the spin of the spin reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0097] In addition, when a special role is won, the reel control unit 611 can rotate and stop the reel 20 but not win the special role, based on the operation of the lever 42 just before the special role is won and the operation of the stop switch 40 just after the special role is won.

[0098] <Explanation of the Game Result Determination Unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel windows 200 when the rotation of each reel 20 stops. The game result is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0099] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result is transmitted as a game result determination signal from the game result determination unit 612 to the media management unit 613 and the sub-control unit 62.

[0100] <Explanation of the Media Management Unit 613> The media management unit 613 decreases the number of credits in accordance with the number of medals bet when medals are bet based on the player's operation, and increases the number of credits when medals are credited based on the player's operation.

[0101] In addition, when the acquisition flag is established as a winning flag by the internal lottery and an acquired winning role is won based on the player's operation, the media management unit 613 increases the number of credits according to the number of medals paid out based on the type of acquired winning role that has been won.

[0102] In addition, as shown in Figure 7, the media management unit 613 calculates the difference in the number of medals (hereinafter referred to as the ``advantageous zone difference in number of medals''), which is the cumulative value of the number of medals paid out minus the number of medals bet in the advantageous zone (the period from when the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone).

[0103] In this embodiment, when this advantageous zone difference number becomes +2400, the media management unit 613 initializes the advantageous zone difference number to 0 (zero). For example, if the difference number is -300 when the gaming zone shifts to the advantageous zone, the media management unit 613 initializes the advantageous zone difference number when the difference number becomes +2100 (in this case, the advantageous zone difference number becomes +2400) based on that -300. Note that when the advantageous zone difference number becomes +2400, the media management unit 613 transmits a signal to that effect to the zone control unit 615. As a result, the zone control unit 615 shifts the gaming zone to the normal zone.

[0104] In addition, the media management unit 613 initializes the advantageous zone difference number to 0 (zero) when a predetermined condition is met and the advantageous zone ends, except when the advantageous zone difference number becomes +2400.

[0105] The media management unit 613 starts calculating the difference in the number of sheets in the advantageous zone when the gaming zone transitions to the advantageous zone again.

[0106] 7, the media management unit 613 calculates a range (MY), which is the difference between the maximum and minimum values ​​of the difference in medals, using the difference in medals, which is the cumulative value of the number of medals paid out minus the number of medals bet since the slot machine 1 was last powered on. Unlike the advantageous zone difference in medals described above, this range (MY) is calculated for all game zones (advantageous zones and normal zones), that is, continuously as long as the slot machine 1 is powered on. Furthermore, the range (MY) is an example of a parameter related to the game value paid out in a predetermined period of play.

[0107] Information about this range (MY) is sent to the function operation unit 619 and is used for the complete function described later.

[0108] The medium management unit 613 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff after the complete function is activated.

[0109] <Explanation of the setting value control unit 614> The set value control unit 614, based on the operation of the store staff, uses one of a plurality of set values ​​(for example, 1 to 6) with different advantageous degrees of control over the progress of the game to progress the game. This set value is set for each slot machine 1. Information on the set value set by the set value control unit 614 is transmitted to the internal lottery unit 610, etc.

[0110] Depending on which setting value is used, the advantage of game progress, for example, the machine payout ratio, the probability of winning a specific small role such as a common bell, the probability of winning a CZ or an AT, etc., will differ. For example, the larger the setting value (the closer it is to 6), the greater the advantage of game progress (for example, the larger the machine payout ratio).

[0111] Although not shown, the slot machine 1 further includes a setting key. The setting key is a key for switching to a 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.

[0112] <Section control unit 615> As shown in FIG. 4, the interval control unit 615 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.

[0113] When the gaming zone is a normal zone, the zone control unit 615 performs a zone transition lottery to determine whether to maintain the normal zone state or transition to an advantageous zone. If the zone transition lottery is won, the zone control unit 615 sets (transitions) the gaming zone to an advantageous zone. When a predetermined lottery target role (for example, cherry or chance eye) is won, a lottery is performed to determine whether to conduct a zone transition lottery, and if the result is a win, the zone transition lottery is performed.

[0114] Furthermore, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or transition to a normal zone (whether to terminate the advantageous zone). For example, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether the second gaming state has transitioned from the AT to the normal gaming state. For example, when the second gaming state has transitioned to the normal gaming state, the zone control unit 615 can transition the gaming zone from the advantageous zone to the normal zone.

[0115] Furthermore, when the interval control unit 615 receives a signal from the medium management unit 613 indicating that the advantageous interval difference has reached +2400, or when a predetermined condition is met other than when it has reached +2400, the interval control unit 615 forcibly shifts the gaming interval from the advantageous interval to the normal interval. For example, if the advantageous interval difference becomes -1000 after entering the advantageous interval, the operator can win up to 1000 + 2400 = 3400.

[0116] Furthermore, when the slot machine 1 is powered on or the RAM is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the immediately preceding game interval.

[0117] <Game status control unit 616> The gaming state control unit 616 sets the first gaming state and the second gaming state.

[0118] Specifically, the game state control unit 616 sets the first game state to either a special role non-carryover state, a bonus internal state, or a special role implementation state, and sets the second game state to either a general game state or an AT.

[0119] The gaming state control unit 616 sets the first gaming state to a special winning non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0120] Then, when a special role is won by the internal lottery but the special role is not won, the gaming state control unit 616 sets the first gaming state to the bonus internal state.

[0121] When a predetermined condition is met in the bonus internal state (for example, when the RAM is cleared or the setting value is changed), the game state control unit 616 transitions the first game state from the bonus internal state to a special role non-carryover state.

[0122] In the special role non-carryover state, when a special role is won and a special role is awarded, the game state control unit 616 shifts the first game state from the special role non-carryover state to the special role execution state.

[0123] Furthermore, in the bonus internal state, when a special combination is won, the gaming state control unit 616 shifts the first gaming state from the bonus internal state to the special combination execution state.

[0124] Also, in the special combination execution state, when predetermined conditions are 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 non-carry-over special combination state.

[0125] 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 state control unit 616 participates in the AT lottery conducted when the game section is an advantageous section, the game state control unit 616 sets the second game state to AT.

[0126] On the other hand, when not participating in the AT lottery, the game state control unit 616 sets the second game state to the general game state.

[0127] Also, when AT ends, the game state control unit 616 shifts the second game state from AT to the general game state.

[0128] Also, as shown in FIG. 6, for the second game state, the game state control unit 616 selects any one of a plurality of types of modes related to the progress of the game (for example, a normal mode in which it is difficult to participate in the AT lottery and a high-probability mode in which it is easy to participate in the AT lottery). Then, the game state control unit 616 executes the AT lottery with the AT participation probability associated with the selected mode.

[0129] <Explanation of the RT state control unit 617> The RT state control unit 617 can conduct the game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) in which the flag of the replay is established as the winning flag determined in advance, and the RT state control unit 617 can transition the RT state when a predetermined combination (for example, a special combination) wins.

[0130] In this embodiment, the RT state control unit 617 makes the RT state different between the special role implementation state and other states (special role non-carryover state, bonus internal state). Also, the RT state control unit 617 maintains the same RT state in the special role non-carryover state and inside the bonus. And, the RT state control unit 617 does not transition the RT state inside the bonus where the AT is executed.

[0131] <Schedule Management Department 618> The schedule management unit 618 can manage schedules related to real dates and / or times. For example, the schedule management unit 618 manages information for executing a specific event at 10:00 every Monday, and also manages the current date and time (Real Time Clock). This information is sent to the performance control unit 620.

[0132] <Function Actuation Unit 619> The function activation unit 619 receives information about the range (MY) sent from the medium management unit 613 .

[0133] Then, when the range (MY) becomes equal to or greater than the first range, for example, 18500, the function activation unit 619 generates information regarding advance notification indicating that activation of the complete function is imminent.

[0134] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing unless the power is turned off and on by store staff.

[0135] The operation related to the game here means the operation to play one game, and includes the operation of the bet switch 41 to bet medals, in particular, as an operation to start the spinning reel 20. When the complete function is activated, such operation related to the game is no longer accepted, so no medal bet processing will be performed no matter how many times the bet switch 41 is operated while the complete function is activated.

[0136] For example, information regarding the advance notification is transmitted to the performance control unit 620 for each game while this information is being generated by the function activation unit 619. This causes the advance notification to be issued by the performance control unit 620. As will be described later, the information regarding the advance notification is used as one of the conditions for starting the display of the payment forget prevention display.

[0137] Furthermore, when the range (MY) falls below the first range of 18,500, the function activation unit 619 stops generating information related to advance notification, which causes the performance control unit 620 to stop issuing advance notification.

[0138] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 620, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 620. In this way, by using a flag to represent the information regarding the advance notification, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 620.

[0139] Furthermore, the function activation unit 619 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.

[0140] The function activation unit 619 deactivates the complete function when a store staff member turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being off, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no advance notice is given, and the slot machine 1 becomes playable in a state where the conditions for reactivating the complete function are no longer met.

[0141] <Production control unit 620> The effect control unit 620 displays an effect image (hereinafter referred to as a "game effect") selected from a plurality of types of effect images on the liquid crystal screen 3 based on the progress of the game, and outputs sound effects and background music corresponding to the effect image from the speaker 101. For example, when an AT is won, the effect control unit 620 selects an effect pattern for displaying that fact on the liquid crystal screen 3, and controls the display on the liquid crystal screen 3, the audio output of the speaker 101, and the light emission of the illumination unit 102 according to the effect pattern.

[0142] In addition, during the AT, the performance control unit 620 causes at least one of the liquid crystal screen 3 and the speaker 101 to announce the correct push order when a push order role is won.

[0143] (Regarding the display to prevent addiction and forgetting to pay) In addition, the performance control unit 620 can display (an example of providing) an addiction prevention display (an example of an addiction prevention warning) and a payment forgetting prevention display (an example of a payment forgetting prevention warning) on ​​the LCD screen 3 without overlapping them.

[0144] The addiction prevention display is a warning to urge the player not to become too addicted to the game. The addiction prevention display is, for example, text or an image such as "Pachislot is a game that should be enjoyed in moderation" or "Be careful not to get addicted."

[0145] The display to prevent forgetting to settle is a warning to urge the operator not to forget to operate the counting button 44 when it is necessary to transfer all of the credited medal data to the medal unit 7 in order to end a game, and a warning to urge the operator not to forget to remove the card (an example of an acquisition process). The display to prevent forgetting to settle is, for example, text or an image such as "Please be careful not to forget to settle medals and not to forget to remove or have your card stolen."

[0146] (Display mode) In this embodiment, examples of the mode in which the addiction prevention display and the payment forgetting prevention display are displayed without overlapping each other include the following modes 1 and 2.

[0147] (1) Mode 1 The performance control unit 620 can simultaneously display the addiction prevention display and the payment forgetting prevention display in different locations on the LCD screen 3. For example, as shown in Fig. 8(a), the performance control unit 620 can display the addiction prevention display in the upper left of the LCD screen 3, and simultaneously display the payment forgetting prevention display in the lower right of the LCD screen 3. This allows these prevention displays to be displayed simultaneously on the LCD screen 3 without overlapping each other.

[0148] In this case, the performance control unit 620 can start displaying the addiction prevention display and the payment forgetting prevention display at the same time. Also, the performance control unit 620 can vary the display start timing, for example, by first displaying the addiction prevention display and then displaying the payment forgetting prevention display before erasing the addiction prevention display. Even in this case, the addiction prevention display and the payment forgetting prevention display may be displayed simultaneously on the same LCD screen 3.

[0149] (2) Mode 2 The performance control unit 620 can also display both the addiction prevention display and the payment forgetting prevention display in the same location (for example, the upper left of the liquid crystal screen 3) on the liquid crystal screen 3. In this case, the performance control unit 620 differentiates the display timing of the addiction prevention display and the payment forgetting prevention display, as shown in Figures 8(b) and 8(c).

[0150] For example, the performance control unit 620 can display the anti-addiction display shown in Figure 8(b) for a predetermined period (e.g., 3 seconds) and then erase it, and then display the anti-forget-to-pay display shown in Figure 8(c) for a certain period (e.g., 5 seconds).

[0151] When the display to prevent immersion and the display to prevent forgetting to pay are displayed consecutively (continuously) in the same place on the LCD screen 3, an interval of about one second can be provided between the display to prevent immersion and the display to prevent forgetting to pay in order to prevent afterimages. By providing an intermittent time between the displays in this way, it becomes easier for the operator to recognize that the information is different.

[0152] Alternatively, the performance control unit 620 may gradually erase the addiction prevention display from left to right on the liquid crystal screen 3, while simultaneously displaying the payment forget prevention display from left to right. In this case, no intermittent time is provided between displays, but the display format of the information that the operator should be aware of (addiction prevention display, payment forget prevention display) is intentionally displayed in the same place, creating a sense of unity.

[0153] In both the first and second modes, the effect control unit 620 can display the display to prevent addiction and the display to prevent forgetting to settle on the same liquid crystal screen 3, superimposed on the game effect.

[0154] More specifically, the presentation control unit 620 can display game presentations (for example, scenes in which a player character fights an enemy character during AT, etc.) in accordance with the progress of the game, and can display displays to prevent addiction and displays to prevent forgetting to settle the account superimposed on the game presentations.

[0155] In this case, the effect control unit 620 can set the layer that displays the addiction prevention display and the layer that displays the payment forgetting prevention display above the layer that displays the game effects. This prevents the payment forgetting prevention display and the like from being hidden by the game effects and becoming difficult to see.

[0156] The performance control unit 620 may determine whether the sinking prevention display and the payment forgetting prevention display will be displayed in the first or second manner by a predetermined lottery.

[0157] For example, if the setting value that is actually set is the most advantageous value for the player, the performance control unit 620 will adopt mode 1 with an 80% probability and mode 2 with a 20% probability; if the current mode is the most advantageous mode for the player, the performance control unit 620 will adopt mode 1 with a 70% probability and mode 2 with a 30% probability; or the performance control unit 620 can decide by lottery whether to select mode 1 or mode 2 depending on the performance content of the lower layer (for example, the content of the game performance).

[0158] Furthermore, when importance (for example, the more emphasis is placed on a performance, the higher the importance of the performance) is assigned to the performance in the lower layer, the higher the importance of the performance in the lower layer, the more the performance control unit 620 can select mode 2. This is because if mode 1 is selected, a large portion of the performance will be hidden.

[0159] The mode to be adopted may be determined in advance by the display start conditions described below. Specifically, for example, when a bill is inserted into the medal unit, a display to prevent forgetting to settle or the like is displayed in mode 1, and when the AT ends, a display to prevent forgetting to settle or the like is displayed in mode 2.

[0160] Note that even when the effect control unit 620 displays the addiction prevention display and the payment forgetting prevention display, the player can continue playing. In other words, the addiction prevention display and the payment forgetting prevention display can be displayed across several games. In this case, the effect of the lower layer changes across games, but the display can be made to remain unchanged across games.

[0161] (Display start condition) In this embodiment, the performance control unit 620 can start a display to prevent addiction and a display to prevent forgetting to pay when at least one of the following conditions is met. (1) When a bill is inserted into the medal unit 7 (2) When medal data is transferred from the medal unit 7 to the media management unit 613 (3) At the end of AT (4) When an error is detected in slot machine 1 (5) When the complete function is about to be activated (6) When the complete function is activated (7) When the count button 44 is pressed Each of these will be explained below.

[0162] (1) When a bill is inserted into the medal unit 7 When a banknote is inserted into the medal unit 7, the performance control unit 620 displays the sinking prevention display and the settlement forgetting prevention display on the liquid crystal screen 3 without superimposing them. In other words, when a banknote is inserted into the medal unit 7, the performance control unit 620 receives an insertion signal from the medal unit 7, and can display the sinking prevention display and the settlement forgetting prevention display based on that. In this case, the performance control unit 620 can select and adopt either mode 1 or 2.

[0163] (2) When medal data is transferred from the medal unit 7 to the media management unit 613 When the media management unit 613 receives the lending signal and medal data transmitted from the medal unit 7, the performance control unit 620 displays the addiction prevention display and the payment forgetting prevention display on the liquid crystal screen 3 without superimposing them. In this case, the performance control unit 620 can select and adopt either mode 1 or 2.

[0164] (3) At the end of AT When the AT ends, the performance control unit 620 can display the addiction prevention display and the payment forget prevention display on the liquid crystal screen 3 without superimposing them. Specifically, when the AT result screen (during result performance) is displayed on the liquid crystal screen 3, the performance control unit 620 displays the addiction prevention display and the payment forget prevention display on the liquid crystal screen 3 while superimposing them on the AT result screen. In this case, it is preferable to adopt mode 2 rather than mode 1. This is because if mode 1 is adopted, the result screen may be hidden and the setting suggestions may not be clearly visible when setting suggestions are made on the AT result screen (in the examples of Figures 8(b) and (c)),

[0165] In this embodiment, the performance control unit 620 can prevent the addictive behavior prevention display and the forget-to-settle display from being displayed while the AT is continuing. Specifically, if the count of the number of medals paid out is displayed on the liquid crystal screen 3 during the AT, the performance control unit 620 can prevent the addictive behavior prevention display and the forget-to-settle display from being displayed. This is because the operator may feel uncomfortable if the addictive behavior prevention and forget-to-settle display are displayed while the AT is continuing.

[0166] In this embodiment, the first gaming state may include the normal gaming state, the AT, and also a so-called pseudo bonus that utilizes the AT. In this case, the performance control unit 620 can display the addiction prevention display and the settlement forget prevention display not only when the AT ends but also when the pseudo bonus ends. Also, if the LCD screen 3 is displaying a count of the number of medals paid out during the pseudo bonus, the performance control unit 620 can prevent the addiction prevention display and the settlement forget prevention display from being displayed. In this case, as described above, mode 2 is preferable to mode 1.

[0167] In addition, special roles may be prepared that are used in AT (for example, a special role used in so-called zero bonuses, in which two coins are bet and two coins are paid out for several consecutive games, to increase the probability of replay), and a special role used in so-called real bonuses, in which more than 280 medals are paid out.

[0168] In this case, the performance control unit 620 can display the addiction prevention display and the settlement forget prevention display not only when the AT ends but also when the real bonus ends. Also, during the real bonus, if the count display of the number of medals paid out is displayed on the liquid crystal screen 3, the performance control unit 620 can prevent the addiction prevention display and the settlement forget prevention display from being displayed.

[0169] (4) Explanation of when an error is detected on slot machine 1 When an error is detected in the slot machine 1, the performance control unit 620 displays the addiction prevention display and the settlement forgetting prevention display on the liquid crystal screen 3 without superimposing them.

[0170] Specifically, when an error notification is displayed when a backup abnormality is detected (for example, when the check result of the backup written at the time of power outage is a value other than the normal value and the setting key is off when the power is restored), or when an unauthorized payout occurs (for example, when the payout signal is on even though no transfer processing signal is output), the performance control unit 620 displays the addiction prevention display and the payment forget prevention display on the LCD screen 3 without superimposing them.

[0171] Note that "no transfer processing signal is output" means that a transfer signal has not actually been sent from the slot machine 1 to the medal unit 7, and "payout signal is on" means that the main control unit 61 of the slot machine 1 is internally instructing the transfer of medal data from the slot machine 1 to the medal unit 7.

[0172] The addiction prevention display and the payment forgetting prevention display are displayed on the LCD screen 3 superimposed on the error notification. More specifically, the layer on which the addiction prevention display is displayed is set to be hierarchically higher than the layer on which the payment forgetting prevention display is displayed, and the layer on which the payment forgetting prevention display is displayed is set to be hierarchically higher than the layer on which the error notification is displayed. In this case, the performance control unit 620 selects and adopts either mode 1 or 2.

[0173] Then, the performance control unit 620 redisplays the display to prevent addiction and the display to prevent forgetting to pay even after the error is resolved.

[0174] (5) When the complete function is about to be activated The performance control unit 620 can decide whether or not to display a display to prevent addiction and a display to prevent forgetting to pay, based on the proximity of the activation of the complete function, when it receives information regarding advance notification from the media management unit 613.

[0175] For example, if the range (MY) is less than 16,000, the performance control unit 620 can display a display to prevent forgetting to pay with a 20% probability, and if the range (MY) is 18,500 or more, the performance control unit 620 can display a display to prevent forgetting to pay with a 90% probability.

[0176] At this time, the performance control unit 620 can have the character speak lines such as "Please press the count button when you finish playing" as a warning to prevent forgetting to pay, in addition to the display to prevent forgetting to pay mentioned above. The warning to prevent forgetting to pay can be output as part (a part) of the performance during normal play or AT, regardless of the actual range (MY).

[0177] (6) When the complete function is activated When the function activation unit 619 activates the complete function, the performance control unit 620 displays the addiction prevention display and the payment forgetting prevention display without superimposing them on the liquid crystal screen 3. In this case, the performance control unit 620 selects and adopts either mode 1 or mode 2.

[0178] (7) When the count button 44 is pressed When the counting button 44 is pressed, the performance control unit 620 displays the addiction prevention display and the payment forget prevention display on the LCD screen 3 without superimposing them. In other words, when the counting button 44 is pressed, the performance control unit 620 can display the addiction prevention display and the payment forget prevention display based on the received payment signal. In this case, the performance control unit 620 can select and adopt either mode 1 or mode 2. However, if a setting suggestion screen is displayed in response to pressing the payment switch 44, it is preferable to adopt mode 2 rather than mode 1.

[0179] When the counting button 44 is pressed, the operator cannot bet medals and therefore cannot continue playing the game. This is because when the settlement switch 44 is pressed, medal data is transferred from the slot machine 1 to the medal unit 7 and is erased from the slot machine 1.

[0180] The above-mentioned display start conditions include a condition in which the addictive prevention display and the payment forgetting prevention display start displaying at the same time, and a condition in which the addictive prevention display and the payment forgetting prevention display start displaying at different times.

[0181] The condition for displaying the images at the same time or the condition for displaying the images at different times can be determined by a predetermined lottery. Specific examples of the predetermined lottery have already been described, so they will not be explained here.

[0182] Also, depending on the type of display start condition, it may be set in advance to start displaying at the same timing or at different timings. For example, when the complete function is activated, the display may start at the same timing, and when the AT ends, the display may start at a different timing.

[0183] <Display deletion conditions> In this embodiment, the performance control unit 620 can erase the display to prevent addiction and the display to prevent forgetting to pay when at least one of the following conditions is met. (1) When a certain amount of time has passed since the display to prevent users from falling into a trap and the display to prevent users from forgetting to pay have been activated. (2) When card 70 is removed from medal unit 7 Each of these will be explained below.

[0184] (1) When a certain amount of time has passed since the display to prevent users from falling into a trap and the display to prevent users from forgetting to pay have been activated. For example, the effect control unit 620 can erase the addiction prevention display three seconds after the addiction prevention display is started, and then erase the payment forgetting prevention display ten seconds after the payment forgetting prevention display is started. In this case, mode 1 is adopted. Also, the payment forgetting prevention display may continue to be displayed across several games depending on its display time.

[0185] (2) When card 70 is removed from medal unit 7 The performance control unit 620 can erase the addiction prevention display and the payment forgetting prevention display after receiving a signal indicating that the card 70 has been ejected from the medal unit 7. In this case, the performance control unit 620 selects and adopts either mode 1 or 2.

[0186] In addition, if the performance control unit 620 does not receive an ejection signal from the medal unit 7 after, for example, one minute has passed since the counting button 44 was pressed, it can display an anti-addiction display and an anti-forget-to-settle display, as well as an alert to emphasize that the card 70 has not been ejected.

[0187] The following modes are possible as examples of notification to emphasize that the card 70 has not been ejected. The character says, "No cards have been removed," and slot machine 1 lights up. The anti-addiction display will remain the same, but the anti-forget-to-pay display will turn red or gold, or the font size will increase. The longer the time that Card 70 is not removed, the louder the character's voice will become and the character's lines will gradually change. When card 70 is removed, the character will say "Thank you! See you later!" Unless the card 70 is removed, the display contents (including the display to prevent addiction and the display to prevent forgetting to pay) on the liquid crystal screen 3 of the slot machine 1 will not change.

[0188] If the setting "the display content of the LCD screen 3 does not change unless the card 70 is removed" is adopted, the slot machine 1 will not be played and will be left in an idle state, but in this case, it is possible to prevent the screen from transitioning to the attract screen. Then, when the card 70 is removed, the display to prevent forgetting to settle and the like will be erased, and after a certain time has passed since the slot machine was left in an idle state, the screen will transition to the attract screen.

[0189] Furthermore, when the display start condition is when medal data is transferred from the medium management unit 613 to the medal unit 7 (i.e., when the count button 44 is pressed), it is preferable that, of the display stop conditions (1) and (2), (2) be given priority. In this case, it is possible to further urge the operator to prevent forgetting to remove the card 70.

[0190] In addition, when the performance control unit 620 starts displaying the addiction prevention display and the payment forgetting prevention display at the same time, it can also erase the addiction prevention display and the payment forgetting prevention display at the same time, or it can erase them at different times.

[0191] Furthermore, the performance control unit 620 can adopt various combinations / modes for the combination of the display start condition and the display deletion condition. For example, when the addiction prevention display and the settlement forget prevention display are started at the end of the AT, the performance control unit 620 can delete these displays when a certain time has passed since they started, and when the counting button 44 is pressed, the performance control unit 620 can delete these displays when the card 70 is removed from the medal unit 7. Furthermore, depending on the content of the performance on the lower layer (for example, a winning combination display, a provocative performance), it may be selected that the settlement forget prevention display and the like are deleted after a certain time, or when the card 70 is removed.

[0192] (Bonus) Furthermore, the performance control unit 620 can provide a predetermined benefit to the operator when the payment forgetting prevention display is displayed. By providing a benefit in addition to simply displaying the display, the operator can be made aware that the payment forgetting prevention display has been displayed, rather than regarding it as merely an information display. The following is an example of such a benefit.

[0193] (1) Benefit example 1 In the first example of the benefit, the performance control unit 620 issues an audio warning (voice warning) to urge the operator to prevent forgetting to settle the bill. That is, the aforementioned payment forgetting prevention display is a visual warning, but by issuing an audio warning, the operator can be further urged to prevent forgetting to settle the bill.

[0194] In addition, when it is possible to adjust the volume of the game sound output as one of the game effects, which is an effect according to the progress of the game, based on the operation of the operator, the effect control unit 620 can exclude the volume of the voice warning from the volume adjustment of the normal game effects, etc. In addition, the effect control unit 620 can set the volume of the voice warning to be equal to or higher than the volume of the game sound.

[0195] The volume of the voice warning may be the same as that of the error sound, or may be fixed. If the volume of the voice warning is fixed, it may be adjustable by store staff, but may not be adjustable by players. In this case, the volume adjustment mechanism for the voice warning is located inside the cabinet and cannot be touched by players.

[0196] (2) Benefit example 2 In a second example of the benefit, the performance control unit 620 notifies or suggests the selected setting value to the operator. For example, if a voice warning such as "Don't forget to take your card!" is given in a different voice from the usual character, it suggests that the setting value is high (for example, 4, 5, or 6), and if a voice warning such as "Don't forget to take your card!" is given in a different tone from the usual, it suggests that the setting value is an even number. In this way, by making the setting suggestion a benefit of the payment forget prevention display, the voice warning can be more easily recognized, and can serve as a powerful warning.

[0197] (3) Benefit example 3 In benefit example 3, the performance control unit 620 notifies or suggests the currently selected mode to the operator. For example, if the illumination color of the illumination unit 102 of the cabinet 10 is red, it suggests that the player is currently in a high-probability mode with a high probability of winning the AT, and if the illumination color of the illumination unit 102 is rainbow, it suggests that the player is currently in a high-expectation mode with a low ceiling number of games to forcibly activate the AT. In this way, by making the mode suggestion a benefit to prevent forgetting to settle, the player can be more aware of the warning to prevent forgetting to settle, and can serve as a powerful warning.

[0198] (4) Benefit Example 4 In a fourth example of the benefit, if it is the birthday of an enemy character appearing in a game presentation, the enemy character will say something like, "Don't forget to take your card!" Whether it is a character's birthday or not can be determined by the presentation control unit 620 receiving date information from the schedule management unit 618. The presentation control unit 620 can also have character A give a voice warning on Monday, character B give a voice warning on Tuesday, and so on. In this way, by combining the specifications specific to the slot machine 1 with the actual schedule to give a warning, it is possible to motivate players to play a specific slot machine on a specific day, and also to make the warning to prevent players from forgetting to pay more noticeable, resulting in a powerful warning.

[0199] (others) Furthermore, when the performance control unit 620 receives information regarding advance notification (a display indicating that the complete function will be activated soon), it displays a notification such as "The complete function will be activated soon!" on the liquid crystal screen 3.

[0200] When the performance control unit 620 issues a pre-notification at the same time as the addiction prevention display and the payment forgetting prevention display, the performance control unit 620 makes the display location of the pre-notification different from the display locations of the addiction prevention display and the payment forgetting prevention display, or staggers the timing at which these displays start. For example, the performance control unit 620 can display a pre-notification in the upper left of the liquid crystal screen 3, and then display the addiction prevention display in the lower right of the liquid crystal screen 3, followed by the payment forgetting prevention display.

[0201] <Basic operation process flow of slot machine 1> The flow of the basic operation process of the slot machine 1 will be described with reference to FIG.

[0202] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 619 determines whether the slot machine 1 is in a playable state (whether the complete function is activated) (step S101).

[0203] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0204] On the other hand, if the slot machine 1 is in a playable state (S101: YES), the main control unit 61 of the slot machine 1 displays the number of credited medals on the digital counter 43, and accepts the operation of the bet switch 41, lever 42, etc. by the operator, provided that medal data has been transferred from the medal unit 7. This puts the slot machine 1 into a play start state (step S102).

[0205] Next, the media management unit 613 starts counting the range (MY) (step S103). After that, the media management unit 613 counts the range (MY) for each game regardless of whether it is in the normal zone or the advantageous zone.

[0206] Next, the interval control unit 615 allows the game to proceed in the normal interval (step S104).

[0207] Next, the gaming state control unit 616 allows the game to proceed in the normal gaming state (step S105).

[0208] Next, the zone control unit 615 determines whether or not the gaming zone is an advantageous zone (including whether or not the zone transition lottery has been won, and whether or not the advantageous zone state is maintained) (step S106).

[0209] If the gaming zone is not an advantageous zone (S106: NO), the process returns to step S104.

[0210] On the other hand, if the gaming zone is an advantageous zone (S106: YES), the zone control unit 615 counts the advantageous zone difference number (in a game that has transitioned to an advantageous zone, counting of the advantageous zone difference number begins) (step S107). After this, the zone control unit 615 continues counting the advantageous zone difference number while the gaming zone is an advantageous zone (in both the normal gaming state and the AT).

[0211] Next, the gaming state control unit 616 determines whether or not to transition the second gaming state to the AT (step S108).

[0212] If the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0213] On the other hand, if the second gaming state transitions to the AT (S108: YES), the gaming state control unit 616 causes the game to proceed in the AT (step S109).

[0214] Next, the function activation unit 619 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 619 determines whether or not the range (MY) is 19000 or greater.

[0215] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0216] On the other hand, if the complete function does not operate (S110: NO), the zone control unit 615 determines whether the advantageous zone difference number is +2400 or more (step S111).

[0217] If the difference in the number of sheets in the advantageous zone is +2400 or more (S111: YES), the zone control unit 615 transitions the game zone to the normal zone, the game status control unit 617 ends the AT, and the media management unit 613 initializes the difference in the number of sheets in the advantageous zone to zero (0), after which the processing returns to step S104.

[0218] On the other hand, if the difference in the number of advantageous zone coins is not +2400 or more (S111: NO), the game state control unit 616 determines whether or not to end the AT (step S112).

[0219] If the AT ends (S112: YES), the process returns to step S105.

[0220] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0221] Returning to step S110, if the complete function has been activated (S110: YES), the function activation unit 619 controls the player to be unable to play the slot machine 1 (step S113).

[0222] Next, in response to the operator (user who has finished playing) pressing the counting button 44, the media management unit 613 and the medal unit 7 send and receive the necessary information to execute the settlement process (step S114).

[0223] Next, in response to the power-off operation by the store staff, the power of the slot machine 1 is turned off (step S115), and in response, the medium management unit 613 initializes the range (MY), and the function activation unit 619 cancels the complete function (step S116). Note that, if the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous zone and the advantageous zone difference number are carried over.

[0224] Next, in response to the store staff's operation to restore power, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the basic flow of operation processing of the slot machine 1.

[0225] <Loan processing and settlement processing> Next, the flow of the lending process and the settlement process will be described in detail with reference to FIG.

[0226] First, the medal unit 7 receives a bill (for example, 1000 yen) inserted by the operator (step S201). At this time, the medal unit 7 generates an insertion signal and transmits it to the slot machine 1.

[0227] Next, in response to the operator pressing the lending button 71, the medal unit 7 transmits a lending signal and data on 50 medals to the slot machine 1 (medium management unit 613) (step S202).

[0228] Next, the media management unit 613 displays the number of medals credited to the slot machine 1 on the digital counter 43, and accepts the operation of the bet switch 41, lever 42, etc. by the operator. This causes the slot machine 1 to enter a game start state (step S203).

[0229] Next, if the number of credited medals is more than two or less (S204: NO), it is determined whether or not the count button 44 has been pressed (step S205).

[0230] If the count button 44 has not been pressed (S205: NO), the process returns to step S204.

[0231] On the other hand, if the counting button 44 is pressed (S205: YES), the media management unit 613 sends a settlement signal and medal data credited to the slot machine 1 (for example, medal data for 105 medals) to the medal unit 7 (step S206).

[0232] Next, the medal unit 7 records medal data credited to the slot machine 1 on the card 70 (step S207).

[0233] Next, the medal unit 7 ejects the card 70 from the medal unit 7 in response to the operator pressing the eject button 72 (step S208).

[0234] Returning to step S204, if the number of credited medals is two or less (S204: YES) and the operator continues playing (S209: YES), the process returns to step S201.

[0235] On the other hand, if the operator does not continue playing (S209: NO), the process proceeds to step S206 in response to the operator pressing the count button 44 (step S210). The above is the flow of the lending process and the settlement process.

[0236] <Display to prevent addiction and forgetting to pay> Next, the flow of the display for preventing addiction / forgetting to pay process will be described with reference to FIG.

[0237] First, the performance control unit 620 determines whether or not the display start conditions for the addictiveness prevention display and / or the payment forgetting prevention display are satisfied (step S301).

[0238] If the display start condition is not satisfied (S301: NO), the process repeats step S301.

[0239] On the other hand, if the display start condition is satisfied (S301: YES), the performance control unit 620 sets the display mode of the display to prevent addiction and forgetting to pay (step S302).

[0240] Next, the performance control unit 620 starts displaying the addiction prevention display and / or the payment forgetting prevention display (step S303). If there is a period during which the addiction prevention display and the payment forgetting prevention display are displayed simultaneously, the performance control unit 620 prevents the addiction prevention display and the payment forgetting prevention display from being displayed overlapping each other in the same position on the liquid crystal screen 3.

[0241] Next, the performance control unit 620 grants a special benefit when it displays the payment forget prevention display (step S304). For example, the performance control unit 620 receives information about the current mode, information about the setting value, etc., and based on that, suggests a mode (or notifies a mode), suggests a setting (or notifies a setting value), etc.

[0242] Next, the performance control unit 620 determines whether or not the display deletion conditions for the addiction prevention display and / or the payment forgetting prevention display are satisfied (step S305).

[0243] If the display deletion condition is not satisfied (S305: NO), the process repeats step S305.

[0244] On the other hand, if the display deletion condition is met (S305: YES), the performance control unit 620 deletes the addiction prevention display and / or the payment forgetting prevention display (step S306). The above is the flow of the display to prevent addiction / forgetting to pay process.

[0245] To summarize the above, the slot machine 1 of the present invention has the following features: a game control unit (such as a section control unit 615 and a game state control unit 619) capable of controlling the progress of a game on the slot machine 1; a medium management unit 613 that can receive medal data necessary for playing a game from a medal unit 7 connected to the slot machine 1 and can manage the number of medals that changes as the game progresses; a counting button 44 that can instruct the transfer of medal data from the medium management unit 613 to the medal unit 7 based on the operation of the operator; A performance control unit 620 capable of providing information about games to an operator; Equipped with. Furthermore, the slot machine 1 of this embodiment has the following functions.

[0246] First, the performance control unit 620 displays to the operator an anti-addiction display (the text "Pachinko slot machines are a game that should be enjoyed in moderation") and an anti-payment display (the text "Please be careful not to forget to pay your medals, or to remove or have your card stolen") without overlapping them.

[0247] In addition, the performance control unit 620 displays a payment forget prevention display to the operator when a display start condition (for example, when AT ends) is met, and erases the payment forget prevention display when a display erasure condition (for example, when card 70 is removed) is met.

[0248] Furthermore, the performance control unit 620 provides a special benefit to the operator when the payment forget prevention display is displayed and / or when the payment forget prevention display is displayed.

[0249] <Effects of the invention> The warning to prevent forgetting to settle a bill and the warning to prevent addiction have different purposes, so the timing at which each is displayed is important. For example, if a warning to prevent forgetting to settle a bill and a warning to prevent addiction are displayed overlapping each other on the same screen, it may be difficult for the user to understand the content of the warnings, and there is a risk that the purpose of notifying these warnings will be lost.

[0250] In this regard, with the above-mentioned configuration, if the addiction prevention display and the payment forgetting warning were displayed overlapping each other, it may be difficult for the operator to understand the contents of these warnings, but with the above-mentioned configuration, these pieces of information are displayed at different times or in separate locations, so the necessary information can be reliably conveyed to the operator, and it is possible to prevent the operator from forgetting to take the card.

[0251] In particular, for example, when the display start condition is met, the addiction prevention display is displayed for three seconds, then the addiction prevention display is erased, and then a payment forgetting prevention display is displayed in the same position, the addiction prevention display and the payment forgetting prevention display can be properly notified to the operator separately.

[0252] Therefore, according to this embodiment, a warning to prevent forgetting to pay can be appropriately conveyed to the operator together with, for example, a warning to prevent addiction.

[0253] If a warning to prevent forgetting to settle is given at a time that is inappropriate for the progress of the game, if it is given suddenly, or if it is given constantly, it may cause discomfort to the operator, or the importance of the warning may not be conveyed to the operator. For example, if a warning to prevent forgetting to settle is given when the effects related to the progress of the game are getting exciting, not only may the importance of the warning not be conveyed, but the operator may lose their sense of immersion in the game.

[0254] With this configuration, for example, by determining the display start condition in advance to a timing that does not interfere with the game progress, such as when the AT ends or when the settlement button is pressed, it is possible to avoid problems such as the display of the settlement prevention display being displayed when the performance related to the game progress is getting exciting. Therefore, it is possible to prevent the player's immersion in the game from being lost.

[0255] Therefore, according to this embodiment, by providing information urging the player not to forget to complete the settlement process at an appropriate time during the game, the importance of the warning can be properly conveyed to the player.

[0256] Furthermore, with the above configuration, when the payment forget prevention display is displayed, for example, setting suggestions are made, etc. Therefore, the operator is not only encouraged to prevent forgetting to pay, but can also obtain information related to the game (for example, information on whether the situation is favorable for the operator) in an unexpected state.

[0257] Therefore, according to this embodiment, it is possible to effectively use the timing to urge the operator not to forget to perform the settlement process, thereby providing the operator with an unexpected benefit.

[0258] [Second embodiment] This embodiment is an example in which the performance control unit 620 may or may not display a display to prevent addiction and / or forgetting to settle depending on the state of game progress, etc. In the following, the names and symbols of each function will be the same as in the first embodiment, and the parts where the functions differ will be mainly explained.

[0259] The performance control unit 620 can display a display to prevent forgetting to settle when the number of credited coins is a predetermined number (for example, 100 coins) or more (an example of a predetermined condition). On the other hand, when the number of credited coins is less than 100 coins, for example, the performance control unit 620 does not display a display to prevent forgetting to settle.

[0260] Furthermore, even if the number of credits exceeds 100, if the LCD screen 3 displays the number of medals paid out in the AT being counted up, the performance control unit 620 can also choose not to display the display to prevent forgetting to settle.

[0261] On the other hand, when the final number of coins won in the AT is displayed on the liquid crystal screen 3 as a result screen (an example of a predetermined condition), the performance control unit 620 can also display a display to prevent forgetting to settle.

[0262] Furthermore, the performance control unit 620 can also determine whether or not to display a display to prevent forgetting to pay depending on whether or not the complete function is about to be activated. For example, if the range (MY) is 15,000 or greater, it is determined that the complete function is about to be activated (highly likely), and the performance control unit 620 can determine to display a display to prevent forgetting to pay.

[0263] Furthermore, the presentation control unit 620 can determine whether or not to display a display to prevent forgetting to settle as part of the game presentation, not depending on whether or not the activation of the complete function is imminent, but depending on the possibility that the complete function will be activated, specifically depending on the difference between the actual value of range (MY) and the value of range (MY) that is the activation condition of the complete function. For example, the smaller the difference between the actual value of range (MY) and the value of range (MY) that is the activation condition of the complete function, the closer (more likely) the activation of the complete function is, and therefore the presentation control unit 620 can determine to display a display to prevent forgetting to settle.

[0264] In addition, the specified conditions may include not winning the AT lottery three times in a row in the CZ, winning the lottery to add the number of games to the AT, or winning the AT within 10 games since the last AT ended.

[0265] Furthermore, the display to prevent forgetting to settle in this embodiment can be output as part of the game presentation during play, for example. The display to prevent forgetting to settle can be any one of the following, or a combination of at least one of: a specific character appearing in the game uttering a line (for example, a specific character uttering a line such as "Press the counting button when you finish playing"), announcing the actual set value itself or suggesting the set value, or suggesting the current mode.

[0266] Furthermore, regardless of whether the display has been decided upon in the above manner, the settlement forget prevention display can also be output as part of the game effects during the game. As already mentioned, the game effects are effects that are output as appropriate in the course of the game, depending on the progress of the game.

[0267] In addition, as part of the game presentation during play, a display to prevent forgetting to settle may be displayed along with a game tutorial.

[0268] Also, as part of the game effects during play, a cut-in effect screen may be displayed, and during this cut-in effect screen, an image of a character that appeared in the previous game effect may be displayed along with a display to prevent players from forgetting to settle their account. The cut-in effect screen is output, for example, when a predetermined combination such as a rare combination is won, or when the CZ or AT winning judgment effect starts.

[0269] In this embodiment, the performance control unit 620 may determine by lottery whether or not to display the payment omission prevention display. Also, the more medals are credited, the more frequently the performance control unit 620 may display the payment omission prevention display.

[0270] Furthermore, the display of the payment reminder prevention display may be selected to be displayed or hidden depending on whether or not the user has credit. In other words, if the user has no credit, there is nothing to be paid, so the display is hidden, but if the user has credit, there is something to be paid, so the display is displayed.

[0271] To summarize the above, the presentation control unit 620 of the slot machine of this embodiment displays a display to the operator to prevent forgetting to settle when certain conditions are met (for example, the number of credits is 100 or more, the number of payouts is not being counted during AT, etc.).

[0272] Furthermore, the effect control unit 620 displays a display to prevent forgetting to settle the account as part of the game effect.

[0273] <Effects of the invention> If the warning to prevent forgetting to settle is given too frequently, suddenly, or all the time, the operator may find it annoying. For example, if the warning to prevent forgetting to settle is given too frequently even when the number of medal credits is small, the operator may find it annoying, not only will the importance of the warning not be conveyed, but the operator's sense of immersion in the game may be lost.

[0274] In this regard, with the above-described configuration, the performance control unit 620 can determine whether or not to display the payment forgetting prevention display depending on various situations in the game progress. This allows the payment forgetting prevention display to be displayed without making the operator feel bothered. Furthermore, it is possible to encourage the operator to avoid forgetting to pay more effectively than if the payment forgetting prevention display were displayed uniformly.

[0275] Furthermore, if a warning to prevent forgetting to settle is issued suddenly, it may cause discomfort to the operator. In particular, if a warning to prevent forgetting to settle is issued without any relation to the effects related to the progress of the game, it may give the operator an unnatural impression.

[0276] In this regard, with the above configuration, the settlement forget prevention display is displayed as part of the effects related to the progress of the game, so it is possible to avoid the occurrence of a problem such as the operator feeling uncomfortable when the settlement forget prevention display is displayed, and therefore it is possible to prevent the operator from losing their sense of immersion in the game.

[0277] According to this embodiment, information urging the player not to forget to complete the settlement process is provided as part of the presentation related to the progress of the game, so that the information can be conveyed in a natural and appropriate manner. The other configurations and effects are the same as those of the first embodiment.

[0278] [Third embodiment] This embodiment is another example in which the performance control unit 620 may or may not display a display to prevent addiction and / or forgetting to settle depending on the state of the game progress. Note that, in the following, the names and symbols of each function will be the same as in the first embodiment, and the explanation will focus on the parts where the functions differ.

[0279] In this embodiment, the operator can play in the special role non-carryover state and the bonus internal state, as well as the special role implementation state by winning a special role. This special role activates a so-called real bonus, which can pay out more than 300 medals when won.

[0280] In this embodiment, when the special role is not being performed (when the special role is not carried over or during a bonus), and the advantageous zone has ended because the end condition has been met, the effect control unit 620 can display a display to prevent forgetting to settle. The timing at which the display to prevent forgetting to settle is displayed when the advantageous zone has ended includes the timing at which the advantageous zone transitions to the normal zone, and during the normal zone after the advantageous zone. Furthermore, when the normal zone transitions again to the next advantageous zone, the effect control unit 620 can also display a display to prevent forgetting to settle.

[0281] On the other hand, when the special role is being implemented and the advantageous zone has ended, the performance control unit 620 does not display the settlement forget prevention display.

[0282] Here, when the special role is being implemented and the advantageous zone has ended, it means that a real bonus is won and the advantageous zone transitions to the normal zone while the bonus is being implemented.

[0283] More specifically, while the bonus is being implemented and the JAC is not won, or while the JAC is won but not won, the zone control unit 616 can shift the gaming zone from the advantageous zone to the normal zone, and then shift it again to the next advantageous zone. At this time, since the advantageous zone is temporarily interrupted during the bonus, the parameters of the advantageous zone end conditions in the advantageous zone (for example, the advantageous zone difference number) are reset along with the reset of the advantageous zone.

[0284] This allows the player to feel as if the advantageous zone continues before and after the real bonus. Also, because the advantageous zone end conditions are reset, the possibility of the advantageous zone ending becomes less likely than before the reset. Therefore, the player can feel as if the advantageous zone is continuous.

[0285] In this way, if the display to prevent forgetting to settle is displayed when the advantageous zone appears to be continuing, the player may be perceived as continuing the advantageous zone and may lose their sense of immersion in the special role implementation state, even though they are in the middle of a bonus.

[0286] In addition, while the bonus effect continues to be output during the bonus, if the settlement forget prevention display is displayed during the effect output, it will interfere with the bonus effect and make the player feel uncomfortable. Therefore, in this embodiment, the effect control unit 620 does not display the settlement forget prevention display when the special role is being implemented and the advantageous zone has ended.

[0287] <Effects of the invention> In this embodiment, even if the game zone shifts to the normal zone during the special role implementation state, the settlement forget prevention display is not displayed, so it is possible to make it appear as if the advantageous zone continues even after the special role implementation state ends. This allows the player to maintain a sense of immersion in the game. The other configurations and effects are the same as those of the first embodiment.

[0288] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely 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 modified in design without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0289] The present invention is not limited to the above embodiment, and the number of medals bet may be displayed by an LED instead of a digital display.

[0290] Furthermore, without being limited to the above embodiment, the display for preventing forgetting to pay may be erased after the display for preventing addiction is erased, or the display for preventing addiction and the display for preventing forgetting to pay may be erased simultaneously.

[0291] Furthermore, the display start conditions are not limited to the above embodiment, and may include the following: For example, the payment forget prevention display may be displayed when a predetermined amount of time has passed since the start of play (for example, two hours have passed since the start of play), or may be displayed like a time signal at a predetermined time, or may be displayed when a bonus has ended, or may be displayed when medals have been paid out, or may be displayed at a time set by the store staff.

[0292] Furthermore, the display stop conditions are not limited to the above embodiment, and may include the following: For example, the settlement forget prevention display may be erased as the game progresses, or may be erased when another effect (for example, a game effect or an attract screen) occurs, or may be erased when it overlaps with a display object of another effect.

[0293] In addition, without being limited to the above embodiment, especially during the AT, even if the addiction prevention display is displayed, the settlement forget prevention display may not be displayed. Note that this "AT is continuing" also includes the state in which a pseudo bonus is implemented between ATs and the result screen of that pseudo bonus is displayed.

[0294] Furthermore, without being limited to the above embodiment, a two-dimensional code or the like that can be used for a "system for linking a mobile phone with the performance of a pachislot machine" or a "service that can link game records such as the total number of plays and the number of bonuses for a compatible machine with an application" may be displayed as a bonus. In this case, the number of characters that can be selected on the next slot machine will increase, character costumes will be added, etc. (These are managed by the application, and when a password is entered into the slot machine, the added content will be reflected and can be set on the slot machine.) Furthermore, the increase in the number of characters described above may be set according to the number of settlements and the total number of games played on the same type of slot machine.

[0295] Furthermore, not limited to the above embodiment, the presentation control unit can adjust the volume of the game presentation, and when adjusting the volume of the game presentation, it is also possible to adjust the volume of the warning presentation related to the warning to prevent forgetting to settle.

[0296] In the above embodiment, both the addiction prevention warning and the payment forgetting warning are given by visual "display," but the present invention is not limited to this. Both the addiction prevention warning and the payment forgetting warning may be given by auditory "audio output," or may be given by both "display" and "audio output." Furthermore, the payment forgetting warning may be given by light emission, vibration, etc. of the medal unit.

[0297] In the above embodiment, an example is described in which the addiction prevention display is displayed immediately before or at the same time as the payment forgetting prevention display, but the present invention is not limited to this. For example, the payment forgetting prevention display and the addiction prevention display may be displayed at different times / display start conditions. Also, the addiction prevention display may be displayed after the payment forgetting prevention display is displayed.

[0298] Furthermore, in the above embodiment, an example was described in which the medal unit was connected to the slot machine so as to be able to communicate with the slot machine from outside the slot machine, but the present invention is not limited to this. The medal unit may be stored integrally with the main control unit and the like in the housing of the slot machine, or may be incorporated into the main control unit and function as part of the media management unit. In other words, in this specification, "connected" means both a state in which the slot machine and the medal unit are directly connected without any intervening means between them, and a state in which they are indirectly connected with some intervening means between them.

[0299] Furthermore, without being limited to the above embodiment, the display to prevent forgetting to settle may also be a warning to urge the operator not to forget to operate the counting button when it is necessary to transfer at least a portion of the medal data (for example, 50 medals) to the medal unit, rather than all medal data (not at the end of play).

[0300] Furthermore, without being limited to the above embodiment, when the effect control unit displays a display to prevent forgetting to settle, the operator may not be able to continue playing.

[0301] Furthermore, in the above embodiment, an example is described in which a bonus can be awarded to the operator when the performance control unit displays a display to prevent forgetting to settle, but the present invention is not limited to this. For example, the performance control unit may be able to award a bonus to the operator when it has decided to display a display to prevent forgetting to settle but has not yet displayed the display. Furthermore, the performance control unit may decide whether or not to award a bonus by a predetermined lottery, or may decide based on the type of display start condition (for example, no bonus is awarded when the counting button is pressed, but a bonus is awarded when the AT ends).

[0302] In the above embodiment, an example is described in which an operator inserts a bill into the medal unit and then presses the lending button, thereby transmitting a lending signal and medal data to the media management unit, but the present invention is not limited to this. For example, inserting a bill into the medal unit may automatically transmit a lending signal and medal data to the media management unit.

[0303] In the above embodiment, an example is described in which there is one LCD screen, but the present invention is not limited to this. For example, a slot machine may have two LCD screens, with the main LCD screen displaying the addiction prevention display and the sub LCD screen displaying the payment reminder display. In this case, the addiction prevention display and the payment reminder display may be displayed / displayed at the same time or at different times.

[0304] 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 predetermined times (for example, every 5 games, every 10 minutes) (including transmitting medal data to a hall computer, unit management computer, etc. via the medal unit).

[0305] In this case, the medal unit (and / or hall computer, unit management computer; the same applies below) can record the transmitted data and compare it with the medal data transmitted along with the settlement signal when the counting button is finally pressed to check whether the medal data contains invalid information.

[0306] Furthermore, the medal unit may be able to check whether the medal data received at a predetermined timing is invalid based on the progress of the game on the slot machine (whether or not it is in an AT, a bonus, a normal interval, etc.) Specifically, if the slot machine's specifications stipulate that the net increase in medals per game during an AT is two medals, but the increase is 1,000 medals in 100 games, the medal unit can detect that the medal data is invalid.

[0307] The medal data managed by the unit management computer may be further consolidated in a game information computer, which may manage medal data for all slot machines.

[0308] In the above embodiment, the operator can take a break at any time 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.

[0309] In addition, although the above embodiment describes an example in which the bonus is a device for continuously operating a special feature related to a first-class special feature, the present invention is not limited to this. The bonus may be at least one of a first-class special feature, a device for continuously operating a special feature related to a first-class special feature, a second-class special feature, or a device for continuously operating a special feature related to a second-class special feature.

[0310] Furthermore, in the above embodiment, an example is described in which the slot machine is an AT machine, but the slot machine may also be an ART machine.

[0311] In addition, a signal indicating the type of game zone may be sent from the zone control unit to the digital counter, so that the digital counter can indicate whether the game zone is a favorable zone or not, for example, by whether or not a dot is displayed.

[0312] Furthermore, without being limited to the above embodiment, for example, when the number of continuing games in the advantageous zone reaches 3000 games, the zone control unit may forcibly transition the playing zone from the advantageous zone to the normal zone.

[0313] Also, although not described in the above embodiment, the mode may be changed when certain conditions are met (for example, when the CZ is won but the AT is not won, when the AT ends, or when the advantageous zone ends).

[0314] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the number of medals may also be used to determine whether or not to activate the complete function.

[0315] In the above embodiment, the gaming machine is a slot machine, but it is not limited to this and may be a pachinko machine. This pachinko machine includes, for example, a main game start opening into which a game ball can enter, a variable member that can be displaced between an open state and a closed state, a variable prize opening, and a special game determination means that determines whether or not to play a variable prize opening game. [Explanation of symbols]

[0316] 1. Slot machines (gaming machines) 45 Count button (transfer instruction section) 610 Internal lottery unit (game control unit) 611 Rotating reel control unit (game control unit) 612 Game result determination unit (game control unit) 613 Media Management Department (Value Management Department) 614 Setting value control unit (game control unit) 615 Section control unit (game control unit) 616 Game status control unit (game control unit) 617 RT state control unit (game control unit) 618 Schedule Management Department (Game Control Department) 619 Functional operation unit (game control unit) 620 Production control unit (output unit)

Claims

1. a game control unit capable of controlling the progress of a game on the gaming machine; a value management unit that can receive information about a game value required to play the game from a game value recording means connected to the gaming machine or installed in the gaming machine, and that can manage the game value that changes as the game progresses; a transfer instruction unit that can instruct, based on an operation by an operator, to transfer information relating to the game value from the value management unit to the game value recording means; an output unit capable of providing information regarding the game to the operator; Equipped with The output unit is capable of determining to provide a warning to prevent forgetting to settle to the operator when a predetermined condition regarding the state of the gaming machine is satisfied, excluding the condition of whether or not the gaming value managed by the value management unit has reached a predetermined value or more; The warning to prevent forgetting to settle is a warning to urge the operator not to forget to operate the transfer instruction unit when an operation to transfer at least a part of the information related to the game value to the game value recording means is required, and / or a warning to urge the operator not to forget to perform an acquisition process to acquire information for converting the game value into a real value medium. Gaming machine.

2. a game control unit capable of controlling the progress of a game on the gaming machine; a value management unit that can receive information about a game value required to play the game from a game value recording means connected to the gaming machine or installed in the gaming machine, and that can manage the game value that changes as the game progresses; a transfer instruction unit that can instruct, based on an operation by an operator, to transfer information relating to the game value from the value management unit to the game value recording means; an output unit capable of providing information regarding the game to the operator; Equipped with The output unit It is possible to determine to provide a payment reminder alert to the operator when a predetermined condition is met; and It is possible to determine not to provide the warning to prevent forgetting to settle at least while the game is continuing in a special game state that is more advantageous than a normal game state, The warning to prevent forgetting to settle is a warning to urge the operator not to forget to operate the transfer instruction unit when an operation to transfer at least a part of the information related to the game value to the game value recording means is required, and / or a warning to urge the operator not to forget to perform an acquisition process to acquire information for converting the game value into a real value medium. Gaming machine.

Citation Information

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