Gaming machine

The gaming machine addresses excessive gambling stimulation through controlled game states and electronic gaming value data management, preventing over-stimulation while maintaining player engagement.

JP2026001801AActive Publication Date: 2026-01-08ENTERRISE CO LTD
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Patent Information

Application Number
JP2024099313
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-20
Publication Date
2026-01-08
Estimated Expiration
2044-06-20

AI Technical Summary

Technical Problem

Existing gaming machines with special game modes do not sufficiently prevent excessive stimulation of the gambling spirit.

Method used

A gaming machine with a game state control unit that includes a normal and a special game state, where the average consumption time increases after a certain condition is met, using electronic gaming value data instead of physical medals, and incorporating a card unit for managing and transferring game value data.

Benefits of technology

Prevents excessive stimulation of the gambling spirit by controlling game states and using electronic gaming value data, enhancing player engagement without physical interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suppressing excessive agitation of gambling spirit of a game.SOLUTION: The gaming machine includes a gaming state control unit capable of controlling gaming states including a normal gaming state and a special gaming state more advantageous than the normal gaming state, wherein in the special gaming state, a condition relating to a consumption time of a game is set, and an average value of the consumption time or the consumption time may be larger after the condition is satisfied than before the condition is satisfied.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

[0001] The present disclosure relates to gaming machines. [Background technology]

[0002] Gaming machines equipped with special game modes such as AT (assist time) have been known for some time (see Patent Document 1). In such gaming machines, the machine is designed to not excessively stimulate the gambling spirit of the player, for example, by transitioning to a normal zone when the difference in the number of coins in the advantageous zone exceeds a predetermined value. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6288232 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the above-mentioned functions alone cannot be said to be sufficient to prevent excessive stimulation of the gambling spirit of the game.

[0005] The purpose of the present disclosure is to prevent excessive stimulation of the gambling spirit in games. [Means for solving the problem]

[0006] The present disclosure provides: A game state control unit capable of controlling a game state including a normal game state and a special game state that is more advantageous than the normal game state; Equipped with In the special game state, a condition regarding the consumption time of the game is set, The average value of the consumption time or the consumption time may be greater after the condition is met than before the condition is met. It is an amusement machine. [Effects of the Invention]

[0007] According to the present disclosure, it is possible to provide a gaming machine that can prevent excessive stimulation of the gambling spirit of gaming. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [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 the favorable zone. [Figure 8] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 9] FIG. 10 is a flowchart showing the flow of the operation process of the slot machine. [Figure 10] FIG. 10 is a flowchart showing the flow of a gambling suppression process. DETAILED DESCRIPTION OF THE INVENTION

[0009] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figures 1 to 10. 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 without departing from the spirit of the present invention. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.

[0010] As shown in Figure 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data"), rather than using physically existing medals.

[0011] Unlike conventional slot machines, this slot machine 1 does not require the insertion of actual medals, nor does it pay out actual medals. Furthermore, in the slot machine 1, electronically converted pseudo gaming media are used as gaming value data to progress the game. This type of slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), or a sealed-in reel gaming machine.

[0012] First, the card unit 7 connected to this slot machine 1 will be described below.

[0013] <Configuration of card unit 7> As shown in FIG. 2, the card unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.

[0014] The card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals that are real objects.

[0015] In addition, the card unit 7 can mainly perform the game value lending process associated with the transfer of game value data to the slot machine 1 described below, and conversely, the ejection process of the card 70 associated with the transfer of game value data from the slot machine 1.

[0016] Furthermore, the card unit 7 can manage the gaming value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management unit 620 (described later) of the slot machine 1.

[0017] The card unit 7 also includes a lending button 71. When an operator inserts a banknote into the card unit 7 and then operates the lending button 71, a lending signal is generated and transmitted to the medium management unit 620.

[0018] In this specification, "operator" refers to all users, including players who are playing games, users who have finished playing games (including users walking around the store), and store staff, but may be individually referred to as "store staff" or "player" as necessary.

[0019] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided, as shown in FIG.

[0020] The cash management mechanism 73 introduces bills inserted through an opening (not shown) for inserting cash into the card unit 7, and detects and accumulates the bills.

[0021] The card management mechanism 74 introduces and stores the card 70 inserted through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the eject button 72 is operated.

[0022] The card unit side control unit 75 is composed of a microcomputer, RAM, ROM, etc. The card unit side control unit 75 controls the operation of the cash management mechanism 73 and the card management mechanism 74, lends gaming value, authenticates the card 70, reads data from and writes data to the card 70, etc.

[0023] The operation processing of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 73, and a process of adding the gaming value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.

[0024] The operation processing of the card management mechanism 74 includes processing for operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, processing for operating the card management mechanism 74 so that the card 70 is ejected in response to operation of the eject button 72, and the like.

[0025] The game value lending process includes a process of transmitting game value data for the amount to be lent to the slot machine 1 (a media management unit 620 mounted on a game value control unit 62 described later) in response to the operation of the lending button 71. At this time, a process of subtracting the game value data for the amount to be lent from the game value data of the remaining loan balance temporarily stored in RAM in the card unit 7 is also performed.

[0026] In the authentication process for card 70, when a personal identification number is entered via the display panel when card 70 is inserted into the opening, it is determined whether the entered personal identification number matches the personal identification number written on the card. If the card unit side control unit 75 determines that the two match, it allows the authenticated card 70 to continue to be used, but if it determines that the two do not match, it may not allow the authenticated card 70 to continue to be used (it may restrict its use).

[0027] In the data reading process from the card 70, if gaming value data is written in the card 70, this is read and temporarily stored in the RAM as the loan balance.

[0028] In the writing process to the card 70, when the counting button 44 of the slot machine 1 is operated and the game value data is transferred to the card unit 7, the game value data is temporarily stored in RAM, and then when the ejection button 72 is operated, the game value data is written to the card 70.

[0029] When the eject button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.

[0030] As a result, when the ejection button 72 on the card unit 7 is operated, the card 70 on which at least one of the game value data and loan balance data owned by the player is written is ejected from the opening.

[0031] The card unit 7 is also connected to be able to communicate with devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown). The card unit 7 sends to the hall computer and the unit management computer various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc., which will be described later), changes in the quantity of game value, the number of games played, and the ratio of special roles.

[0032] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using gaming value data as electronic data, instead of medals, which are real objects. In the following, the term "gaming value" may also be used in place of "gaming value data," as a term corresponding to the conventional "medals."

[0033] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front of the cabinet 10. This front door 100 is locked while a game is in progress.

[0034] 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.

[0035] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the back of the paper in FIG. 1). A key is inserted into the keyhole to lock or unlock the front door 100 and the cabinet 10. Since the front door 100 and the cabinet 10 remain locked during play, a player cannot access the inside of the cabinet 10.

[0036] Furthermore, since the slot machine 1 is a medal-less machine, there is no selector or hopper device inside the cabinet 10, and the store staff does not need to replenish actual medals during play. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not, in principle, lock or unlock the front door 100 and the cabinet 10.

[0037] When store staff perform setting changes, setting value confirmation, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10. This allows the store staff to access the inside of the housing 10.

[0038] 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.

[0039] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.

[0040] The speaker 101 outputs predetermined background music (BGM), sound effects (SE), and audio. In this embodiment, the operator can adjust (set) the volume of the BGM, sound effects, operation sounds, etc., using a volume adjustment function that can be set on a menu screen, for example.

[0041] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0042] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom 104 is designed to allow the operator to place personal belongings, etc.

[0043] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and a performance button 46.

[0044] 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.

[0045] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept an operation to stop the rotation of the corresponding reel 20a, 20b, 20c while the reel 20a, 20b, 20c is rotating. That is, when the stop switch 40a is operated, the rotation of the reel 20a stops, when the stop switch 40b is operated, the rotation of the reel 20b stops, and when the stop switch 40c is operated, the rotation of the reel 40c stops.

[0046] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate by emitting a color (e.g., red) that the stop switches 40a, 40b, and 40c are in an inoperative state, for example, from when the lever 42 is operated until the reels 20a, 20b, and 20c reach a constant speed rotation state.

[0047] Information about which stop switches 40a, 40b, and 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, game result determination unit 612, game status control unit 615, and media management unit 620, which will be described later.

[0048] The bet switch 41 is used when the operator bets a gaming value. The credited gaming value and the amount of betted gaming value are managed by the slot machine 1 (media management unit 620). Hereinafter, the term "credited gaming value" refers to the gaming value (gaming value data) managed by the media management unit 620.

[0049] The lever 42 functions as a start switch that receives an operation to rotate the reels 20a, 20b, and 20c.

[0050] The digital counter 43 digitally displays the number of gaming value credits, the number of gaming value paid out (amount won), etc. By checking the digital counter 43, the operator can also check the amount of gaming value he or she has while playing. This also allows the player to play without having to hold actual medals.

[0051] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal lottery." In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data." Furthermore, for example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals."

[0052] The counting button 44 can accept an operation by the operator to transfer the gaming value data from the media management unit 620 to the card unit 7. When the counting button 44 accepts an operation by the operator, a transfer signal is generated in the counting button 44.

[0053] In this embodiment, the counting button 44 is arranged in a position visible to the operator of the slot machine 1. The visible position is a position that the operator can reach without unlocking and opening the front door 100, and in this embodiment, it is the front of the cabinet 10.

[0054] 1 and 2, the counting button 44 is located on the side of the operation unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 44 is a button related to the card unit 7, and also makes the flow of operations from when the counting button 44 is operated until the card 70 is ejected from the card unit 7 smoother.

[0055] The counting button 44 may also be provided with a lamp inside or around it that emits light in a different color before and after it is operated.

[0056] The cancel button 45 can accept an operation by the operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 accepts an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data that has been bet as a non-betting state.

[0057] For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 updates the betted game value to "0" and adds the game value data bet until it reaches "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the betted game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet cancellation process that changes the betting state to a non-betting state and returns the betted game value to the number of credits.

[0058] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet is placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is invalidated from the time the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is located near the bet switch 41.

[0059] The effect button 46 is a button used by the player when playing a game to set the volume, check game data, and set various other menu settings related to the game. The effect button 46 may also be operated by the operator during a game depending on the effect. When the effect button 46 is operated during a game, a change occurs in the effect.

[0060] The effect button 46 also includes a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state, and is turned off when the effect button 46 is in an inoperable state. When the operation of the effect button 46 triggers the output of a winning notification effect for a special combination or advantageous game state such as AT, the lamp can also flash rapidly in a color different from its normal illumination, such as red or rainbow colors.

[0061] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.

[0062] The reset button 51 is operated to clear various errors and initialize the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game value managed by the media management unit 620 is cleared to "0," and the second game state of the slot machine 1 is set to the "general game state," and the game zone is set to the "normal zone."

[0063] The setting change button 52 is a button that is operated by a store staff member when one of multiple setting values ​​is set in the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.

[0064] During a game or while the game is in progress, the cabinet 10 and the front door 100 are locked, and therefore, only those authorized to unlock them (for example, a store staff member who has a key) can touch the reset button 51 and the setting change button 52. In principle, the cabinet 10 and the front door 100 are unlocked only when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.

[0065] The set value is a value that represents the payout rate, which indicates the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted into the slot machine 1. The set set value affects the internal lottery. The probability of winning at least some of the possible winning combinations differs depending on the set value. The set value is set by store staff before the store opens.

[0066] 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.

[0067] 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, and 20c and three stepping motors 21a, 21b, and 21c. The rotating reel unit 2 is disposed inside the casing 10 in a position corresponding to the position of the reel window 200.

[0068] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether the combination of patterns displayed on the pay line L (described later) is a predetermined combination of patterns, and the game progresses.

[0069] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0070] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps advanced within 190 ms is 127.

[0071] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.

[0072] <The flow of the game by the operator> The operator operates the bet switch 41 to use the credited gaming value to bet gaming value on the slot machine 1. When a predetermined number (for example, 3) of gaming value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.

[0073] In this embodiment, an example is described in which, by pressing the bet switch 41 once, a predetermined number (for example, 3) of game values ​​that can be used to play one game is automatically bet.

[0074] FIG. 1 shows 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 3 is placed, one line L is activated. In the slot machine 1 of this embodiment, one game can be executed by betting a game value of 3 and operating the lever 42.

[0075] In the following, "winning" is not only when a symbol that pays out game value, such as a bell or watermelon, lines up on the valid line L, but also when a symbol that corresponds to a specific symbol, such as a replay, chance symbol, or special symbol (bonus), that does not pay out game value, lines up on the valid line L.

[0076] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and processing to increase or decrease play value data.

[0077] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of the rotating reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.

[0078] All the rotating reels 20a, 20b, 20c stop, and a payout process of a predetermined amount of game value is executed according to the combination of symbols (winning combination) that has been aligned (winning) on ​​the pay line L. This ends one game.

[0079] At least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a predetermined role, the rotation of the reel, etc.) is managed by the main control unit 61.

[0080] <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.

[0081] 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.

[0082] 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.

[0083] 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 specific condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.

[0084] 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 internal bonus 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.

[0085] The special role implementation state refers to a state in which a special role that has been won by an internal lottery has been won, and no gaming value has been paid out in excess of a predetermined amount.

[0086] 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.

[0087] The second gaming state is one of the normal gaming state, AT (an example of a special gaming state), and CZ (a chance zone, an example of a special gaming state), as shown in Figure 6. In the second gaming state, the normal gaming state, AT, and CZ are mutually exclusive.

[0088] The general game state is a state other than AT and CZ, that is, a state in which the assist function (for example, operation sequence navigation) does not occur (or is unlikely to occur). For example, after RAM is cleared or after the AT (or CZ) ends, etc., until the AT lottery (or CZ lottery) is won, the second game state is set to the general game state.

[0089] <Explanation of AT> AT refers to an assist function that notifies, via the liquid crystal screen 3, the speaker 101, the decorative section 102, etc., the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, 40c of the roles other than the special role selected by internal lottery. This assist function is in an operating state.

[0090] In the present embodiment, as shown in FIG. 6, for AT, a normal AT and a special AT that is more advantageous than the normal AT and has a high continuation rate (for example, 70%) are prepared. The normal AT can transition from the general gaming state, CZ, and the special AT. The special AT can transition from the general gaming state, CZ, and the normal AT. Hereinafter, when simply referred to as "AT", it means both the normal AT and the special AT.

[0091] The normal AT lottery is performed according to the role selected by internal lottery (such as the selection of a rare role, the number of times of selection of a predetermined role, etc.) when the second gaming state is the general gaming state or CZ and the gaming section is an advantageous section. When the normal AT is selected (an AT transition signal is generated) in the normal AT lottery, the second gaming state transitions from the general gaming state or CZ to the normal AT. Also, when the end condition is satisfied in the special AT, the second gaming state transitions from the special AT to the normal AT.

[0092] The special AT lottery is performed according to the role selected by internal lottery (such as the selection of a rare role, the number of times of selection of a predetermined role, etc.) when the second gaming state is the general gaming state, CZ, or the normal AT and the gaming section is an advantageous section. When the special AT is selected (an AT transition signal is generated) in the special AT lottery, the second gaming state transitions from the general gaming state, CZ, or the normal AT to the special AT.

[0093] When a predetermined number of games has elapsed since the start of the game in the normal AT, when the stock count in the normal AT reaches 0 (zero), when the total number of game values paid out since the start of the game in the normal AT reaches a predetermined number, when the assist is executed a specified number of times, when the assist for a specific combination (e.g., push-order bell) is executed a specified number of times, or when there is a continuation rate in the normal AT, for example, in an AT of 30 games per set, when the AT continuation lottery fails when 30 games are completed, etc., the second game state transitions from the normal AT to the general game state. As a result, the normal AT ends. As described above, when the stock count of the special AT becomes 0 (zero) or when the special AT ends, the game transitions to the normal AT, and in this case, the AT continues.

[0094] <Explanation of CZ> CZ, unlike the modes described later, is an example of a special game state, a zone where it can temporarily stay when it is neither in the general game state nor in the AT, and is the period during which the AT lottery is executed.

[0095] Also, CZ enters when certain conditions are met, such as when winning the CZ lottery based on the combination won in the internal lottery, when the number of games completed in the advantageous section reaches a predetermined number of games, or when the accumulated points reach a predetermined value as the game progresses. During this CZ, the AT winning probability becomes higher than in the general game state, and the second game state is more likely to transition to the AT.

[0096] <Regarding the game section> The game section described above is a state (section) for determining whether the process related to the instruction function is performed or not. As shown in FIG. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section have an exclusive relationship, and the game section can take either the normal section or the advantageous section.

[0097] Processing related to the instruction function includes, for example, processing to exercise the instruction function (provide assistance), drawing of modes (modes in which the AT winning probability is determined, or modes in which the AT additional winning probability is determined), mode transition processing, CZ drawing processing, CZ processing, AT drawing processing (including processing related to the continuation of the AT), AT processing, etc.

[0098] A mode is a zone in which a player can stay in any of the normal gaming state, CZ, and AT. For example, in FIG. 6, a mode (e.g., low probability mode, high probability mode, heaven mode) may be prepared for each of the normal gaming state, CZ, and AT. Furthermore, the player may stay in the same mode during the advantageous zone, not limited to the normal gaming state, CZ, and AT.

[0099] In the normal zone, processing related to the instruction function cannot be executed, but when the conditions for transition to the advantageous zone are met, the transition processing to the advantageous zone is executed. Note that while the gaming zone is the normal zone, the second gaming state is the general gaming state.

[0100] 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 general gaming state (including high probability mode and heaven mode) and an advantageous zone in which the second gaming state progresses in a CZ or AT. The advantageous zone is maintained in this state from the time the gaming zone transitions to the advantageous zone until the specified termination condition is met.

[0101] The possible combination patterns of the game zones and the second game states in the slot machine 1 are summarized as follows: A pattern in which the game zone is the normal zone and the second game state is the normal game state A pattern in which the game zone is a favorable zone and the second game state is a general game state (including high probability mode and heaven mode). - A pattern where the game zone is a favorable zone and the second game state is a CZ - A pattern in which the game zone is a favorable zone and the second game state is AT

[0102] <Configuration of control unit 6> The control unit 6 is composed of a main control unit 61 mounted on the main control board P1, a game value control unit 62 mounted on the game value control board P2, and a sub-control unit 63 mounted on the sub-control board P3.

[0103] Each of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 is composed of a microcomputer and a storage unit (ROM, RAM, RWM).

[0104] The connection relationship and communication processing of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 will be described below with reference to Fig. 8. In this embodiment, the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0105] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, allowing two-way serial communication to be performed.

[0106] The information and commands sent from the main control board P1 to the game value control board P2 include outer edge information, whether or not settings are being changed, commands related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting bet cancellation processing when the cancel button 45 is operated, and a request for transfer of game value when the counting button 44 is operated.

[0107] The information and commands sent from the game value control board P2 to the main control board P1 include information that the complete function (described below) has been activated, information that the number of credits has reached an upper limit (a value that prompts the operator to transfer credits because the number of credits is too large), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[0108] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is carried out from the main control board P1 to the sub-control board P3. Information and commands sent from the main control board P1 to the sub-control board P3 include game value data (for example, game value bet / payout information, total game value won during AT), information about the start / end of game, information about the start / end of device operation, information about various errors, etc.

[0109] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication is carried out from the game value control board P2 to the sub-control board P3.

[0110] The information and commands sent from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, that transfer has started, that transfer is in progress, that transfer has completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0111] As the game progresses, when functions of the operation unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, one-way serial communication is carried out from the main control board P1 to the operation unit 4 and the like.

[0112] <Description of main control unit 61> The ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reels 20, ball output control, transfer request).

[0113] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of the game) required for the progress of the game.

[0114] The main control unit 61 is composed of a microcomputer implemented on the main control board P1, and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a setting value control unit 613, a section control unit 614, a game status control unit 615, an RT status control unit 616, and an error determination unit 617.

[0115] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, an internal lottery process, control of the rotation reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as monitoring of communication connections between the slot machine 1 and the card unit 7, and error processing.

[0116] The game data includes the current number of games and game status (data indicating which state or section each game state and game section is in), etc. The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0117] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, the internal lottery unit 610 performs an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first gaming state and the RT state when the lever 42 is operated.

[0118] The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information relating to the progress of a game) can be used by the reel control unit 611, the game result determination unit 612, the game status control unit 615, and the performance control unit 630.

[0119] 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 and the type of bonus when the lever 42 is operated.

[0120] 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 that do not result in a payout of game value, as well as operation mode combinations (e.g., cherry, watermelon, push order bell) that result in a payout of game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.

[0121] When an operation mode role is won and the stop switches 40a, 40b, 40c are operated in accordance with the correct operation mode, the operation mode role is won and the player can win multiple game values ​​(for example, 10) according to the role. If the stop switch 40 is not operated in accordance with the correct operation mode even though the operation mode role is won, the operation mode role will not be won, or another role (such as a so-called 1-piece role) will be won.

[0122] Note that operation mode roles are also won and established during the general gaming state (for example, other than the AT, CZ, and special role implementation states). However, when an operation mode role is won during the general gaming state, the correct operation mode is not generally notified, so the operation mode role may be missed or the number of game values ​​paid out may be 1. On the other hand, during the AT, the correct operation mode is notified, so there is a high possibility that multiple game values ​​(for example, 10) will be paid out.

[0123] <Rotary reel control unit 611> The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0124] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c.

[0125] In addition, when a stop switch 40 (e.g., 40c) corresponding to a rotating reel 20 (e.g., 20c) is operated, the rotating reel control unit 611 stops the rotation of the rotating reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).

[0126] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c 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, thereby winning the role.

[0127] Furthermore, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operation of the lever 42 by the operator when a certain time (wait time, for example, 4.1 seconds, which is the reference time (minimum game time)) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game. The gambling suppression process of this embodiment, which is executed by the reel control unit 611, will be described later.

[0128] Furthermore, when the operator controls the rotation stop during a game, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination obtained by the internal lottery and the positions of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is control that stops the rotation of the 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 rotation of the reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0129] In addition, when a special role is won, the reel control unit 611 can rotate and stop the reel 20 but prevent the special role from being won, 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.

[0130] (Regarding gambling suppression processing) The gambling suppression process of this embodiment will be described below. The spinning reel control unit 611 executes processes 1 to 10 when a change condition described later is established.

[0131] Process 1 As described above, the slot machine 1 of the present disclosure has a normal AT and a special AT as ATs. In this case, when the second gaming state transitions to the special AT (an example of a change condition), the spinning reel control unit 611 changes the wait time.

[0132] Specifically, when the second gaming state is a normal gaming state, CZ, or normal AT (hereinafter referred to as "other than special AT"), the spinning reel control unit 611 sets the wait time to 4.1 seconds, which is the reference time (minimum gaming time). On the other hand, when the second gaming state is a special AT, the spinning reel control unit 611 changes the wait time to a time longer than 4.1 seconds, which is the reference time (minimum gaming time) (hereinafter, an example is given in which 4.5 seconds is used as a wait time longer than the reference 4.1 seconds, but this is not limited to this, and the wait time may be 4.3 seconds, 5.0 seconds, etc.).

[0133] Process 2 In addition, when the second game state transitions to the special AT (an example of a change condition), the spinning reel control unit 611 increases the frequency of the appearance of the reel performance by the spinning reels 20a, 20b, and 20c compared to when the state is not the special AT.

[0134] Examples of the spinning effects of the spinning reels 20a, 20b, and 20c include so-called freeze, reel lock, etc. In other words, the spinning effect refers to an effect that uses the spinning mode, including the spinning and stopping of at least one spinning reel 20, as well as the spinning start timing, spinning direction, spinning speed, and other spinning methods.

[0135] When the second gaming state is other than the special AT, the spinning reel control unit 611 executes a reel effect, for example, when a game in which a special rare role is won is started, when a game in which a specific symbol (for example, a bar symbol) is stopped by reverse pressing is started, when a special game during the special AT starts, and when the special game ends, etc. Examples of special games include a game in which at least part of the push order is predicted when a push order role is won, and a game in which a mission is activated, such as winning the same role three times in a row.

[0136] On the other hand, when the second gaming state is a special AT, the reel control unit 611 executes a reel effect in addition to the above, each time the push order bell is won, and in every game when a special game is being executed during the special AT. Therefore, when the second gaming state is a special AT, the frequency of reel effects by the reels 20a, 20b, and 20c is higher than in states other than the special AT. Therefore, by executing process 2, the average time required for the reel effects of the reels 20a, 20b, and 20c in one game increases.

[0137] (Effects of treatments 1 and 2) By executing processes 1 and 2, the waiting time is lengthened and the frequency of the reel effects increases. Therefore, the average time consumed per game is designed to include cases where, even when comparing the same number of games played, the special AT is greater than the non-special AT. In other words, the average time consumed per game may be controlled so that the special AT is greater than the non-special AT. In this way, by satisfying the change condition, the rate of increase / decrease in the game value per game after the change condition is satisfied can be reduced compared to before the change condition is satisfied, thereby preventing excessive stimulation of the gambling spirit of the game. Furthermore, by slowing the rate of increase / decrease in the game value per game, the timing of the activation condition for the complete function can be delayed, thereby further preventing excessive stimulation of the gambling spirit of the game.

[0138] Step 3 Furthermore, the reel control unit 611 changes the wait time when the activation of the complete function described below approaches. As a mode of change, when the activation of the complete function approaches, the wait time may be changed to be longer than before.

[0139] Specifically, the spin reel control unit 611 sets the wait time per game to 4.1 seconds when the range (MY), which will be described later, is less than a first predetermined value (hereinafter, set to 10,000, but it may be, for example, 15,000) before the advance notification (which is executed when the range (MY) reaches 18,500, as will be described later) is executed. On the other hand, when the range (MY) is 10,000 or more (an example of a change condition), the spin reel control unit 611 sets the wait time per game to a time longer than 4.1 seconds, for example, 4.5 seconds.

[0140] Step 4 In addition, when the range (MY) becomes equal to or greater than 10,000, which is an example of a first predetermined value (an example of a change condition), the rotating reel control unit 611 increases the frequency with which the reel performance appears on the rotating reels 20a, 20b, and 20c compared to when the range (MY) is less than 10,000.

[0141] Specifically, when the range (MY) is less than 10,000, the spinning reel control unit 611 executes the reel effect only when a rare combination is won, but when the range (MY) is 10,000 or more, the reel effect is executed not only when a rare combination is won but also when the push order bell is won. As a result, when the range (MY) is 10,000 or more, which is an example of the first predetermined value, the frequency of occurrence of the reel effect is higher than when the range (MY) is less than 10,000.

[0142] Even if the range (MY) becomes equal to or greater than 10,000, which is an example of the first predetermined value, if a series of games continues in which the payout amount of game value is less than the bet amount, the range (MY) may become less than 10,000. In this case, the reel control unit 611 sets the wait time to 4.1 seconds and returns the frequency of the reel effect to the original value (reduces the frequency of the reel effect).

[0143] (Effects of treatments 3 and 4) By executing processes 3 and 4, the average time consumed per game or the consumed time is designed to include cases where, even when comparing the same number of games played, when range (MY) is 10,000 or more, it is greater than when range (MY) is less than 10,000. In other words, the average time consumed per game, etc., may be controlled so that when range (MY) is 10,000 or more, it is greater than when range (MY) is less than 10,000. In this way, when the change condition is satisfied, the rate of increase / decrease in game value per game after the change condition is satisfied can be slower than before the change condition is satisfied, and as a result, the timing at which the condition for activating the complete function is met can be delayed, thereby preventing excessive stimulation of the gambling spirit of the game.

[0144] As mentioned above, the effects obtained by the configuration of the present disclosure can be more pronounced by the spinning reel control unit 611 executing processes 3 and 4 before the advance notification is executed rather than after the advance notification is executed.

[0145] Step 5 In addition, the spinning reel control unit 611 sets the wait time to 4.1 seconds until the number of game values ​​acquired, which is the cumulative value of the number of game values ​​paid out minus the number of game values ​​bet, reaches a second predetermined value (hereinafter, set to 5000, but it may also be, for example, 10000), and when the number of game values ​​acquired reaches 5000 or more (an example of a change condition), the wait time is set to a time longer than 4.1 seconds, for example, 4.5 seconds.

[0146] Step 6 In addition, when the number of game values ​​acquired is equal to or greater than 5,000, which is an example of a second predetermined value (an example of a change condition), the spinning reel control unit 611 increases the frequency with which the reel performance appears compared to when the number of game values ​​acquired is less than 5,000.

[0147] Specifically, when the number of game values ​​acquired is less than 5000, the spinning reel control unit 611 executes the reel performance only when a rare role is won, but when the number of game values ​​acquired is 5000 or more, the reel performance is executed not only when a rare role is won but also when the push order bell is won.

[0148] In processes 5 and 6, the number of game values ​​acquired may be the number acquired while staying in the same advantageous zone, the number acquired when the AT is executed intermittently, or the number acquired when the AT is executed continuously without interruption.

[0149] (Effects of treatments 5 and 6) By executing processes 5 and 6, the average time consumed per game or the time consumed per game is designed to include cases where the number of game values ​​acquired is 5,000 or more > less than 5,000, even when comparing the same number of games played. In other words, the average time consumed per game may be controlled so that the number of game values ​​acquired is 5,000 or more > less than 5,000. In this way, by satisfying the change condition, the rate of increase / decrease in game value per game after the change condition is satisfied can be reduced compared to before the change condition is satisfied, thereby preventing excessive encouragement of gambling in the game. Furthermore, by slowing the rate of increase / decrease in game value per game, the timing of the activation condition for the complete function can be delayed, thereby further preventing excessive encouragement of gambling in the game.

[0150] Step 7 In addition, the spinning reel control unit 611 sets the wait time to 4.1 seconds until the game duration in the AT reaches a third predetermined value (hereinafter, 1 hour, but it may be, for example, 30 minutes), and if the game duration in the AT is 1 hour or more (an example of a change condition), sets the wait time to a time longer than 4.1 seconds, for example, 4.5 seconds.

[0151] Process 8 In addition, when the game duration in the AT is one hour or more, which is an example of a third predetermined value (an example of a change condition), the spinning reel control unit 611 increases the frequency of the appearance of the reel effects by the spinning reels 20a, 20b, and 20c compared to when the game duration in the AT is less than one hour.

[0152] In processes 7 and 8, the game time spent in the AT may be the total game time spent when the AT is executed intermittently, or the total game time spent when the AT is executed continuously without interruption.

[0153] (Effects of treatments 7 and 8) By executing processes 7 and 8, the average time spent per game, or the time spent per game, is designed to include cases where the time spent in the AT is one hour or more > the time spent in the AT is less than one hour, even when comparing the same number of games played. In other words, the average time spent per game, etc., may be controlled so that when the time spent in the AT is one hour, it is greater than the time spent in the AT. In this way, by satisfying the change condition, the rate at which the game value per game increases / decreases after the change condition is satisfied can be reduced compared to before the change condition is satisfied, thereby preventing excessive encouragement of gambling. Furthermore, by slowing the rate at which the game value per game increases / decreases, the timing at which the activation condition for the complete function is met can be delayed, thereby further preventing excessive encouragement of gambling.

[0154] Process 9 In addition, the spinning reel control unit 611 sets the wait time to 4.1 seconds until the number of wins in the AT for a role (e.g., a push order bell) for which the payout amount of game value when the player operates the stop switches 40a, 40b, and 40c in the correct push order is a fourth predetermined value (hereinafter, 8, but it could also be 1, 2, or 3, for example) reaches a predetermined number (hereinafter, 100, but it could also be 10, for example), and when the number of wins reaches 100 or more (an example of a change condition), the wait time is set to a time longer than 4.1 seconds, for example 4.5 seconds.

[0155] Step 10 In addition, when the number of wins in the AT for a role in which the payout amount of game value is 8 when the player operates the stop switches 40a, 40b, 40c in the correct pressing order is 100 or more (an example of a change condition), the spinning reel control unit 611 increases the frequency of the appearance of the reel performance by the spinning reels 20a, 20b, 20c compared to when the number of wins is less than 100.

[0156] (Effects of treatments 9 and 10) By executing processes 9 and 10, the average time consumed per game or the consumption time is designed to include cases where, even when comparing the same number of games played, the number of wins in the AT for a combination with a payout of 8 game value is 100 or more > the number of wins is less than 100. In other words, the average time consumed per game may be controlled so that the number of wins in the AT for a combination with a payout of 8 game value is 100 or more > less than 100. In this way, by satisfying the change condition, the rate of increase / decrease in game value per game after the change condition is satisfied can be reduced compared to before the change condition is satisfied, thereby preventing excessive encouragement of gambling. Furthermore, by slowing the rate of increase / decrease in game value per game, the timing of the activation condition for the complete function can be delayed, thereby further preventing excessive encouragement of gambling.

[0157] In addition, processes 9 and 10 are not limited to the above, and whether or not processes 9 and 10 are executed may be determined based on whether at least one of the following is true: (1) the number of times that the push order bell is assisted, (2) the number of times that the push order bell wins, and (3) the number of times that the color push bell wins or wins if the push order bell includes, for example, a normal push order bell as well as a color push bell (a bell that aims for a bell symbol adjacent to a red 7 symbol, a bell that aims for a bell symbol adjacent to a white 7 symbol, etc.).

[0158] Furthermore, the reel control unit 611 may control the average value of the duration (or duration) to increase gradually or in stages over multiple games in processes 1 to 10. Specifically, for example, when the change condition is satisfied, the wait time may increase by 0.01 seconds for each game played, or by 0.1 seconds for each 10 games played.

[0159] In addition, in processes 1 to 10, when the change condition is met, the frequency of appearance of the reel effect may increase compared to when the change condition is not met, or alternatively, the duration of each reel effect may be longer. Even in this case, the average value of the consumption time per game or the consumption time may be longer because the change condition is met.

[0160] As mentioned above, the slot machine 1 of this embodiment is a medal-less machine, and therefore, since the player does not need to insert medals, there is a possibility that the number of games played per unit time will be greater than that of conventional medal machines. In contrast, by applying the configuration of the present invention to a medal-less machine, the effects obtained by the configuration of the present disclosure can be more significantly exhibited.

[0161] <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.

[0162] 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 (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, etc.

[0163] <Explanation of the setting value control unit 613> The setting value control unit 613 sets one of a plurality of setting values ​​(for example, 1 to 6) with different degrees of advantage in controlling the progress of the game based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. Information (setting value signal) of the setting value set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0164] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine payout ratio, the probability of winning a specific minor role such as a push-order-independent bell (also called a common bell), the probability of winning a CZ, the probability of winning an AT, etc., will differ. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine payout ratio).

[0165] The slot machine 1 may further include a setting key. The setting key is a switching key for switching to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0166] <Section Control Unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.

[0167] When the gaming zone is a normal zone, if the condition for transition to the advantageous zone is satisfied, the zone control unit 614 sets (transitions) the gaming zone to the advantageous zone.

[0168] Furthermore, when the gaming zone is a favorable zone, the zone control unit 614 determines whether to maintain the favorable zone state or transition to a normal zone (whether to end the favorable zone).

[0169] Specifically, the zone control unit 614 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of transition to the advantageous zone (the advantageous zone difference described below) reaches +2400 (not limited to +2400, but may be, for example, +1000, +2000, etc.). Note that the forced termination condition may be, for example, when the zone control unit 614 transitions the second gaming state from the AT to the general gaming state when the gaming zone is an advantageous zone, or when the game enters the CZ, which is a withdrawal zone, after the AT ends but the AT cannot be withdrawn in the CZ, resulting in a transition to the general gaming state.

[0170] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (especially the player) can earn a maximum gaming value of 1000 + 2400 = 3400.

[0171] In addition, when the slot machine 1 is powered on, the setting value is changed, or the RAM is cleared, the interval control unit 614 sets the game interval to a normal interval regardless of the previous game interval.

[0172] The section control unit 614 can transmit information about the game section (whether it is a normal section or an advantageous section) to the performance control unit 630 or the like as information about the progress of the game.

[0173] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.

[0174] Specifically, the game state control unit 615 sets the first game state to one of a special role non-carryover state, a bonus internal state, and a special role implementation state, and sets the second game state to one of a general game state, an AT, and a CZ.

[0175] The gaming state control unit 615 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.

[0176] Then, when a special role is won by the internal lottery but the special role is not won, the gaming state control unit 615 sets the first gaming state to the bonus internal state.

[0177] When a specific condition is met in the bonus internal state (for example, when the RAM is cleared or a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to a special role non-carryover state.

[0178] In the special role non-carryover state, if a special role is won (from this point until the special role is won, the state is the bonus internal state) and the special role is won, the game state control unit 615 transitions the first game state from the special role non-carryover state to the special role implementation state via the bonus internal state.

[0179] Furthermore, in the bonus internal state, when a special combination is won, the gaming state control unit 615 shifts the first gaming state from the bonus internal state to the special combination execution state.

[0180] In addition, in the special role implementation state, if a specific condition is met or if the game value is paid out in excess of a predetermined number, the game state control unit 615 transitions the first game state from the special role implementation state to the special role non-carryover state.

[0181] 6, if the player does not win the AT lottery in the normal gaming state or CZ, the gaming state control unit 615 sets the second gaming state to the normal gaming state. Note that if the player does not win the special AT lottery in the normal AT, the gaming state control unit 615 can continue the normal AT as is.

[0182] Also, when the normal AT ends, the game state control unit 615 causes the second game state to transition from the normal AT to the general game state or CZ. Also, when the special AT ends, the game state control unit 615 causes the second game state to transition from the special AT to the normal AT.

[0183] In this way, the game state control unit 615 can transition the second game state between the general game state and CZ, between CZ and AT, and between AT and the general game state.

[0184] Also, when the game state control unit 615 causes the second game state to transition to AT, it first starts the AT preparation state, and upon the occurrence or winning of the AT start winning combination during the AT preparation state, it starts the AT execution state. Also, when the game state control unit 615 ends the normal AT without transitioning to the special AT, it causes the second game state to transition to the general game state or CZ, and when ending the special AT, it causes the second game state to transition to the normal AT.

[0185] Also, during the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to win the AT lottery, a high probability mode in which it is easy to win the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 615 executes the AT lottery (or the AT bonus lottery) with the AT winning probability (or the bonus probability) associated with the selected mode.

[0186] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the effect control unit 630 and the like.

[0187] <RT state control unit 616> The RT state control unit 616 can proceed with the game using one of the multiple RT states. For each of the multiple RT states, the probability that the replay flag will be established as a win flag (replay probability) is predetermined, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) is won.

[0188] In this embodiment, the specifications of the internal lottery process (for example, an internal lottery table that specifies which winning combination flags will be established / are likely to be established) that are executed in response to the game start operation (operation of the lever 42) may differ in each RT state. Therefore, the RT state control unit 616 controls the RT state, and the internal lottery table used for the internal lottery is changed in various ways, resulting in the realization of diversity in the game.

[0189] The information regarding the RT state (which RT state it is, such as RT0 or RT1) can be used by the game state control unit 615, the presentation control unit 630, etc. as information regarding the progress of the game.

[0190] <Error determination unit 617> The error determination unit 617 determines whether or not various errors have occurred. Examples of such errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 7, and reaching the upper limit of the number of credits.

[0191] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is sent from the main control unit 61 to each of the game value control unit 62 and the sub control unit 63 as information regarding the error.

[0192] As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the content of the error that has occurred.

[0193] <Explanation of the gaming value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of the game value.

[0194] The RAM and RWM of the gaming value control unit 62 store gaming data (information relating to the progress of the game) required for managing the gaming value.

[0195] The gaming value control unit 62 is configured by a microcomputer mounted on the gaming value control board P2, and functions as a medium management unit 620 and a function operation unit 621.

[0196] <Explanation of the Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.

[0197] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.

[0198] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.

[0199] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is achieved based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of payout of game value based on the type of winning combination.

[0200] 7, the media management unit 620 calculates the difference in game value (an example of information regarding the progress of the game), which is the cumulative value obtained by subtracting the number of game value bets from the number of game value payouts, regardless of whether the game is in a normal zone or an advantageous zone, and regardless of whether the game is in a normal gaming state or a special gaming state (CZ, AT). The difference in game value is used to calculate the difference in advantageous zones, whether the complete function is activated, and the like, as described below.

[0201] In addition, as shown in Figure 7, the media management unit 620 calculates the advantageous zone difference number, which is the difference in game value in the advantageous zone (from when the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone).

[0202] In this embodiment, when this advantageous zone difference number becomes +2400 (hereinafter, it is assumed to be +2400, but this is not limited to this and it may be +1000, +2000, etc.), the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, if the game transitions to the AT when the difference number becomes -300 after play in the advantageous zone has started, the media management unit 620 initializes the advantageous zone difference number when 2700 is paid out thereafter (in this case, the advantageous zone difference number becomes +2400). Note that when the advantageous zone difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the zone control unit 614. As a result, the zone control unit 614 transitions the game zone to the normal zone.

[0203] In addition, the media management unit 620 can initialize the advantageous zone difference number to 0 (zero) when the advantageous zone ends due to a specified termination condition being met other than when the advantageous zone difference number becomes +2400.

[0204] The media management unit 620 starts calculating the advantageous zone difference number when the gaming zone transitions to the advantageous zone again.

[0205] 7, the media management unit 620 calculates a range (MY), which is the difference between the maximum and minimum values ​​of the difference number, using the difference number of game values, which is the cumulative value of the number of payouts of game values ​​minus the number of bets of game values ​​since the slot machine 1 was last powered on. Unlike the aforementioned advantageous zone difference number and the difference number of game values, 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.

[0206] This information about the range (MY) is used in the function operation unit 621 for the complete function, which will be described later.

[0207] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.

[0208] The number of bets, the number of credits, the difference, etc. of the gaming value calculated by the media management unit 620 are transmitted to the gaming status control unit 615, the performance control unit 630, etc. as information regarding the progress of the game.

[0209] <Function Activation Unit 621> The function operation unit 621 uses the information about the range (MY) generated by the medium management unit 620 to execute processing related to advance notification.

[0210] When the range (MY) is equal to or greater than the first range, for example, 18500, the function activation unit 621 generates information regarding advance notification indicating that activation of the complete function is imminent.

[0211] 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 (the machine will enter a state where play is not possible) unless the power is turned off and on by store staff.

[0212] The gaming operations referred to here mean the operations required to play one game, and include the operation of the bet switch 41 for betting gaming value, in particular, as an operation for starting the spinning reel 20. When the complete function is activated, such gaming operations are not accepted, and therefore, even if the bet switch 41 is operated while the complete function is activated, the betting process for gaming value is not performed.

[0213] It should be noted that, for example, information relating to advance notification is transmitted to the performance control unit 630 for each game while this information is being generated by the function operation unit 621. In this way, the performance control unit 630 issues an advance notification.

[0214] Furthermore, when the range (MY) falls below the first range of 18,500, the function activation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer performed by the performance control unit 630.

[0215] 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 630, 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 630. 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 630.

[0216] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.

[0217] The function activation unit 621 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.

[0218] <Explanation of the sub-control unit 63> The ROM of the sub-control unit 63 stores programs and various data indirectly related to the progress of the game (for example, control of the effects on the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the audio output from the speaker 101).

[0219] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0220] The sub-control unit 63 is composed of a microcomputer mounted on the sub-control board P3, and functions as a performance control unit 630.

[0221] <Production control unit 630> By executing a performance lottery, the performance control unit 630 determines at least one of the following as the performance pattern: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.

[0222] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) sent from the main control unit 61, and executes the performance lottery using the selected performance lottery table.

[0223] In addition, when the AT is being executed, the performance control unit 630 executes the AT performance using a performance lottery table dedicated to the AT.

[0224] Specifically, the effect control unit 630 executes the effect during AT preparation using an effect lottery table dedicated to AT preparation, and executes the effect during AT execution using an effect lottery table dedicated to AT execution.

[0225] <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.

[0226] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is activated) (step S101).

[0227] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0228] On the other hand, if the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 display the amount of credited game value on the digital counter 43, and accept the operation of the bet switch 41, lever 42, etc. by the operator, provided that game value data has been transmitted from the card unit 7. This causes the slot machine 1 to enter a game start state (step S102).

[0229] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game regardless of whether it is in the normal zone or the advantageous zone.

[0230] Next, the interval control unit 614 allows the game to proceed in the normal interval (step S104).

[0231] The gaming state control unit 615 allows the game to proceed in the normal gaming state (step S105).

[0232] Next, the zone control unit 614 determines whether the gaming zone has become an advantageous zone because the conditions for transitioning to an advantageous zone have been met, or whether the gaming zone is an advantageous zone because the advantageous zone state is maintained (step S106).

[0233] If the gaming zone is not an advantageous zone (S106: NO), the process returns to step S104.

[0234] On the other hand, if the gaming zone is an advantageous zone (S106: YES), the media management unit 620 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 614 continues counting the advantageous zone difference number while the gaming zone is an advantageous zone (in both the general gaming state and the CZ or AT).

[0235] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).

[0236] If the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0237] On the other hand, when the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 progresses the game in the AT (step S109).

[0238] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) is 19000 or greater.

[0239] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0240] On the other hand, if the complete function does not operate (S110: NO), the section control unit 614 determines whether the advantageous section difference number is +2400 or more (step S111).

[0241] If the advantageous zone difference number is +2400 or more (S111: YES), the zone control unit 614 transitions the game zone to the normal zone, the game status control unit 615 terminates the AT, and the media management unit 620 initializes the advantageous zone difference number to zero (0), after which the processing returns to step S104.

[0242] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game status control unit 615 determines whether or not to end the AT (step S112).

[0243] If the AT ends (S112: YES), the process returns to step S105.

[0244] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0245] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the player to be unable to play the slot machine 1 (step S113).

[0246] Next, in response to the operation of the count button 44, the medium management section 620 and the card unit 7 transmit and receive necessary information to execute the transfer process (step S114).

[0247] 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 media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 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 advantageous zone difference number are carried over.

[0248] 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.

[0249] <Flow of processing to suppress gambling desire> Next, the gambling suppression process of this embodiment will be described with reference to FIG.

[0250] First, the game progresses according to the operation of the player, following the flow shown in FIG. 9 (step S201).

[0251] Next, the flow branches based on whether or not the change condition is met (step S202). Here, the "change condition" is at least one of the following: the second game state has transitioned to the special AT (processes 1 and 2), the range (MY) has reached 10,000 or more (processes 3 and 4), the number of game values ​​acquired has reached 5,000 or more (processes 5 and 6), the game consumption time in the AT has reached 1 hour or more (processes 7 and 8), and the number of wins in the AT for a combination with a payout of 8 game values ​​has reached 100 or more (processes 9 and 10). Therefore, in step S202, the change condition is determined to be met if any one of the following is met: the second game state transitions to a special AT (processes 1 and 2); the range (MY) becomes 10,000 or more (processes 3 and 4); the number of game values ​​acquired becomes 5,000 or more (processes 5 and 6); the game time consumed in the AT becomes 1 hour or more (processes 7 and 8); or the number of wins in the AT for a role with a payout of 8 game values ​​becomes 100 or more (processes 9 and 10).

[0252] If the change condition is met (S202: YES), the spinning reel control unit 611 lengthens the waiting time and increases the frequency of the reel effects compared to before the change condition was met (step S203). After that, the gambling suppression process of the present disclosure ends.

[0253] On the other hand, if none of the change conditions are met (S202: NO), the spinning reel control unit 611 does not increase the wait time and the frequency of appearance of the reel effects, but keeps them normal (step S204). After that, the gambling suppression process of the present disclosure ends. The gambling suppression process is executed through the above steps.

[0254] In summary, the slot machine 1 of the present disclosure has the following features: a game state control unit 615 capable of controlling game states including a normal game state (general game state) and a special game state (AT) that is more advantageous than the general game state; Equipped with In the AT, conditions regarding the game consumption time (for example, whether the game consumption time in the AT is 1 hour or more) are set, The average value of the consumption time or the consumption time after the condition is met may be greater than that before the condition is met.

[0255] <Effects of the invention> Gaming machines equipped with special game modes such as AT (assist time) have been known for some time. In these gaming machines, when the difference in the number of coins in the advantageous zone reaches a predetermined value or more, the machine transitions to the normal zone, and other measures are taken to prevent excessive excitement in the game.

[0256] However, the above-mentioned functions alone cannot be said to be sufficient to prevent excessive stimulation of the gambling spirit of the game.

[0257] In contrast, according to the slot machine 1 of this embodiment, the average value of the time consumed per game, or the time consumed, is controlled so that it is greater when the conditions regarding the time consumed per game are met than when the conditions are not met.

[0258] Specifically, when the above condition (for example, the game duration in the AT is one hour or more) is met, the wait time becomes longer and the frequency of the reel effects increases, compared to when the above condition is not met, so the time it takes for the player to complete one game tends to be longer. As a result, the rate at which the game value per game increases / decreases as a whole can be slowed down.

[0259] In this way, according to the present disclosure, it is possible to provide a gaming machine that can prevent excessive stimulation of the gambling spirit of gaming.

[0260] [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.

[0261] Furthermore, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0262] In the above embodiment, the gambling suppression process was executed by the rotating reel control means, but when the change condition is met, the operation of the operating parts essential for progressing the game, such as levers and bet switches, may become invalid (for example, even if these operating parts are operated, no operating signal is generated, or the operating parts become stiff, making it difficult for the player to operate them), and the consumption time per game (or its average value) may become longer.

[0263] Furthermore, without being limited to the above embodiment, in processes 1 and 2, when the second game state transitions from a general game state to a CZ or AT (including normal AT and special AT) (an example of a change condition), the wait time may be lengthened or the frequency of appearance of the reel performance may increase.

[0264] Not limited to the above embodiment, in processes 1 and 2, the possibility of changing the wait time, the possibility of changing the frequency of the reel effect appearance, the degree of change in the wait time, and / or the degree of change in the frequency of the reel effect appearance may be determined depending on the number of times the second game state has transitioned to the special AT. For example, if the number of times the special AT has transitioned is less than three, the wait time may not be changed, and if the number of times the special AT has transitioned is three or more, the wait time may be changed. Alternatively, if the number of times the special AT has transitioned is one, the wait time may be changed to 4.5 seconds, and if the number of times the special AT has transitioned is two, the wait time may be changed to 4.7 seconds.

[0265] In addition, in the above embodiment, an example is described in which all of the processes 1 to 10 are executed in one slot machine, but any one of the processes may be executed, or a combination of any two or more of the processes may be executed. Note that, for example, when the change condition is canceled, the wait time does not return to 4.1 seconds and the frequency of appearance of the reel effect returns to the original, but the wait time may return to 4.1 seconds but the frequency of appearance of the reel effect does not return to the original, or the frequency of appearance of the reel effect returns to the original but the wait time does not return to the original.

[0266] Furthermore, it may be possible to set, based on the operation of the store staff, whether or not the average value of the consumption time in the special AT should be longer than that in other ATs, and / or the degree to which it should be longer than that in other ATs. If the degree to which it should be longer than that in other ATs is set, the store staff may be able to select from options such as making the average consumption time longer, making it medium, or making it shorter. Furthermore, it may be possible to set not only the settings for processes 1 and 2, but also the other processes 3 to 10.

[0267] In addition, it may be possible to set, based on the operation of store staff, whether or not the average value of the consumption time or the consumption time after a change condition (for example, the range (MY) becomes 10,000 or more, the number of wins becomes 5,000 or more, the game consumption time becomes 1 hour or more) is met to be longer than before the condition is met, and / or the extent to which the average value of the consumption time after the condition is met is longer than before the condition is met.

[0268] Furthermore, without being limited to the above embodiment, in processes 1 to 10, the change may be not the wait time or the reel presentation time, but the time required to pay out the game value. In this case, when the change condition is met, the time required to pay out the game value (for example, the time required for the digital counter to count up the game value) is lengthened. This allows the total time required for one game to be increased. Even in this case, it is preferable that the time required to pay out the game value be changed in stages or gradually so that the change in time is not noticeable.

[0269] Furthermore, the duration of one game can be said to include the waiting time, the time from operating the stop switch until the spinning reels stop, and the time for the game value to be paid out.

[0270] Furthermore, the average time consumed for one game or the time consumed may be controlled to be longer not only based on the number of times a role with a predetermined payout amount of game value is won in the AT as in the above embodiment, but also based on the number of times that role is won, or when the cumulative points drawn and awarded when that role is won reach a specific value, etc.

[0271] In the above embodiment, an example of a special AT with a high continuation rate is described as an example of a special AT, but the present disclosure is not limited to this. The special AT may be, for example, a special AT with a low continuation rate but a high net increase in game value, a special AT with a low continuation rate and a low net increase in game value but that is likely to lead to a bonus zone, or a special AT as a specialized zone like a bonus zone.

[0272] In addition, in the above embodiment, an example was described in which an AT lottery is conducted according to a winning combination obtained by an internal lottery, but the present disclosure is not limited to this. For example, points are accumulated as the game progresses, and an AT lottery is conducted when the points reach a specific point, points are deducted as the game progresses, and an AT lottery is conducted when the points reach 0, an AT lottery is conducted when the number of games reaches a certain range, or a consecutive missed AT lottery in a CZ is repeated a specified number of times, and an AT lottery is confirmed without an AT lottery.

[0273] In addition, in the above embodiment, an example was described in which the second game state transitions to the normal AT when the special AT ends, but when the special AT ends, the game state may transition to the general game state without transitioning to the normal AT.

[0274] In addition, in the above embodiment, processes 9 and 10 are processes according to the number of wins in the AT for a combination with a payout of 8 game value, but they may include the number of wins for that combination not only during the AT but also during the CZ or general gaming state. Alternatively, they may be processes according to the total number of wins for that combination during the CZ and AT, but not during the general gaming state, or they may be processes according to the number of wins for that combination during the special AT rather than the normal AT.

[0275] 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.

[0276] 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.

[0277] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3,000 games, the zone control unit may forcibly transition the playing zone from the advantageous zone to the normal zone.

[0278] 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 game value may also be used to determine whether or not to activate the complete function.

[0279] 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 (Assisted Replay Time) machine, or it may be a bonus-only slot machine that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART).

[0280] Although the slot machine in the above embodiment is a medal-less machine, the slot machine to which the present invention is applied does not have to be a medal-less machine. If the slot machine is not a medal-less machine, the slot machine will have components such as a medal insertion slot, a medal payout slot, and a hopper.

[0281] In addition, although the above embodiment describes an example of a so-called smart slot machine, the present invention is not limited to this. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed.

[0282] 8 shows an example in which the main control unit and the gaming value control unit are mounted on separate control boards, but the main control unit and the gaming value control unit may be mounted on the same control board. Also, the main control unit and the gaming value control unit may not be configured on the same microcomputer but may be configured on separate microcomputers, or the main control unit and the gaming value control unit may be configured on the same microcomputer. [Explanation of symbols]

[0283] 1. Slot machines (gaming machines) 61 Main control unit 610 Internal Lottery 611 Rotating reel control unit 612 Game result determination unit 613 Setting value control section 614 Section Control Unit 615 Game status control unit 616 RT state control unit 617 Error detection unit 62 Game value control unit 620 Media Management Department 621 Functional operating part 63 Sub-controller 630 Production Control Unit

Claims

1. A game state control unit capable of controlling a game state including a normal game state and a special game state that is more advantageous than the normal game state; Equipped with In the special game state, a condition regarding the consumption time of the game is set, The average value of the consumption time or the consumption time may be greater after the condition is met than before the condition is met. Gaming machine.

2. The digestion time includes a waiting time. The gaming machine according to claim 1.

3. Further comprising a plurality of rotating reels; The average value of the consumption time includes an average value of the time required for the effect of the spinning reel in one game. The gaming machine according to claim 1.

4. The average value of the consumption time or the consumption time can be controlled to increase gradually or in stages over multiple games. The gaming machine according to claim 1.

5. Whether or not the average value of the consumption time or the consumption time after the condition is met is to be longer than the value before the condition is met, and / or the extent to which the average value of the consumption time or the consumption time after the condition is met is to be longer than the value before the condition is met can be set based on an operation by a store staff member. The gaming machine according to claim 1.

6. a value management unit that can receive information about a game value from a game value recording means that is 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 the transfer of information relating to the game value from the value management unit to the game value recording means based on a predetermined operation; Further provided with The gaming machine according to claim 1.

7. The consumption time includes the total time during which the special game state continues without interruption. The gaming machine according to claim 1.

8. The consumption time includes the total time during which the game is consumed in the special game state. The gaming machine according to claim 1.

Citation Information

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