Gaming machine

The gaming machine uses spinning reels, switches, and a generation control unit to provide tactile feedback based on game states and value, addressing the lack of immersion in conventional machines by enhancing the player's experience through haptic effects.

JP2026012507APending Publication Date: 2026-01-23ENTERRISE CO LTD
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Patent Information

Application Number
JP2025193363
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-13
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Conventional gaming machines do not enhance the player's sense of immersion in the game, as the effects provided by output devices such as LCDs and speakers are limited and do not effectively utilize tactile feedback.

Method used

A gaming machine equipped with spinning reels, start and stop switches, an internal lottery unit, and a generation control unit that generates haptic effects based on game states and the amount of gaming value, providing tactile feedback through the machine's outer surface.

Benefits of technology

Enhances the player's sense of immersion in the game by incorporating tactile effects corresponding to game states and gaming value, creating a more engaging and immersive experience.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026012507000001_ABST
    Figure 2026012507000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of enhancing a sense of immersion in a game.SOLUTION: The game machine includes a plurality of rotation reels on each of which a plurality of symbols are arranged, a start switch capable of receiving an operation for starting rotation of the plurality of rotation reels, an internal lottery unit capable of performing an internal lottery based on an operation of an operator and determining whether or not to win at least one of a plurality of winning combinations, a stop switch provided corresponding to each of the plurality of rotation reels and capable of receiving an operation for stopping rotation of the rotation reels, and a generation control unit capable of generating a tactile effect according to a state of the rotation reels in an effect generating unit which is at least a part of an outer surface of a housing of the game machine.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, gaming machines have been known that include a plurality of reels on which a plurality of symbols are arranged, and stop switches for stopping the rotation of each reel (see, for example, Patent Document 1).

[0003] Furthermore, Patent Document 1 describes that when a predetermined game condition is met, an effect is produced in which the stop switch vibrates. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-289483 Summary of the Invention [Problem to be solved by the invention]

[0005] However, such effects are merely a representation of the effects provided by output devices such as LCDs and speakers, but are also expressed by the vibration of the stop switch. Therefore, conventional gaming machines do not enhance the player's sense of immersion in the game.

[0006] An object of the present invention is to provide a gaming machine that can enhance the sense of immersion in the game. [Means for solving the problem]

[0007] The first invention is a plurality of spinning reels on each of which a plurality of symbols are arranged; a start switch capable of receiving an operation for starting the rotation of the plurality of reels; An internal lottery unit that can perform an internal lottery based on an operation by an operator and determine whether or not at least one of a plurality of roles is to be won; a stop switch provided corresponding to each of the plurality of spinning reels and capable of receiving an operation for stopping the spinning of the spinning reels; a generation control unit that generates a haptic effect corresponding to the state of the spinning reel in an effect generating unit that is at least a part of the outer surface of the housing of the gaming machine; Equipped with It is an amusement machine.

[0008] The second invention is: a game control unit capable of progressing a game in any one of game states including a first game state set in controlling the progress of a game and a second game state different from the first game state; a generation control unit that generates a tactile effect corresponding to the game state in an effect generation unit that is at least a part of the outer surface of a housing of the gaming machine; Equipped with It is an amusement machine.

[0009] The third invention is a game control unit capable of controlling the progress of a game based on an operation by an operator; a generation control unit capable of generating a tactile effect according to the amount of the value medium in an effect generating unit that is at least a part of the outer surface of the housing of the gaming machine; Equipped with The amount of the value medium is The amount of currency inserted by the operator when playing the game; The amount of game value paid out as the game progresses, and the amount of gaming value settled by the operation of the operator; At least one of It is an amusement machine. [Effects of the Invention]

[0010] According to the present invention, it is possible to provide a gaming machine that can enhance the sense of immersion in the game. [Brief explanation of the drawings]

[0011] [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 vibration processing. [Figure 11] FIG. 10 is a flowchart showing the flow of haptic effect processing. DETAILED DESCRIPTION OF THE INVENTION

[0012] [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 11. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate 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.

[0013] 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.

[0014] 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.

[0015] First, the card unit 7 connected to this slot machine 1 will be described below.

[0016] <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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] The card unit side control unit 75 is composed of a CPU, 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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).

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] <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."

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.

[0043] The speaker 101 outputs predetermined background music (BGM), sound effects (SE), and audio.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate by 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 steady rotation state. Furthermore, the lamps can indicate by a different color (e.g., blue) that the stop switches 40a, 40b, and 40c are in an operable state, for example, from when the reels 20a, 20b, and 20c reach a steady rotation state until the stop switches 40a, 40b, and 40c are operated.

[0050] 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.

[0051] The lever 42 functions as a start switch that receives an operation to rotate the reels 20a, 20b, and 20c.

[0052] 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.

[0053] 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."

[0054] 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.

[0055] After the counting button 44 is operated, for example, by raising or lowering the lever 42, any quantity of game value data designated by the operator may be transferred to the card unit 7. In this case, the button used by the operator to transfer any quantity of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, any quantity of game value data designated by the operator may be transferred to the slot machine 1 by the operator operating a button on the card unit 7 side.

[0056] Furthermore, the amount of subtraction from the managed game value data when the count button 44 is operated once may be predetermined, such as "1" or "50." Furthermore, the credited game value may continue to be subtracted while the count button 44 is continuously operated (while it is continuously operated).

[0057] 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.

[0058] 1, 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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 operation of the effect button 46 triggers the output of a winning notification effect for a special role or advantageous game state such as AT, the lamp can also flash rapidly in a color different from when it is normally lit, such as red or rainbow colors.

[0065] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.

[0066] 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."

[0067] 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.

[0068] 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.

[0069] 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 winning probability of at least some of the winning combinations varies depending on the set value. The set value is set by the store staff before the store opens.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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 that can be advanced within 190 ms is 127.

[0075] 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.

[0076] <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.

[0077] 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.

[0078] 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 (3 bets) is made, one line L is activated.

[0079] In the following, "winning" is not only when a symbol that pays out gaming 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 / so-called real bonus), that does not pay out gaming value, lines up on the valid line L.

[0080] 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.

[0081] 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 reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the reel 20 (40b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is executed according to the combination of symbols (winning combination) that has aligned (won) on the pay line L. This completes one game.

[0082] 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.

[0083] <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.

[0084] 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.

[0085] 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.

[0086] The special role non-carryover state refers to a state in which a special role (for example, a Type 1 BB, which is a role continuous operation device for a Type 1 special role) has not been won by the internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a predetermined condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] The slot machine 1 in this embodiment is an AT (assist time) machine. In an AT machine, a first gaming state is set to a bonus internal state by an operation of a store staff member before opening a store, and under this state, the operator can enjoy a game by transitioning to a second gaming state.

[0091] 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.

[0092] 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.

[0093] AT is a state in which an assist function is activated that notifies the player of the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c for roles other than the special roles that have been won by internal lottery via the LCD screen 3, speaker 101, and illumination unit 102.

[0094] When the gaming zone is a favorable zone, the AT lottery is conducted according to the winning combination (winning a rare combination, the number of winning combinations of a predetermined combination, etc.) by the internal lottery. If the AT is won in the AT lottery (the AT transition signal is generated) while the gaming zone is a favorable zone, the second gaming state transitions from the general gaming state to the AT.

[0095] The second gaming state transitions from the AT to the normal gaming state when a predetermined number of games have passed since the start of play in the AT, when the total number of game values ​​paid out since the start of play in the AT reaches a predetermined number, when an assist has been performed a predetermined number of times, or when an assist related to a specific role (for example, a push order bell) has been performed a predetermined number of times, etc. This ends the AT.

[0096] Unlike the modes described below, the CZ is an example of a special gaming state, a zone in which players can temporarily stay when they are not in either the general gaming state or the AT, and it suggests the likelihood of winning the AT.

[0097] The CZ is entered when certain conditions are met, such as when the CZ lottery, which is based on the winning combination in the internal lottery, when the number of games played in the advantageous zone reaches a predetermined number, when the points accumulated as the game progresses reach a predetermined value, etc. During this CZ, the probability of winning the AT is higher than in the normal game state, making it easier for the second game state to transition to the AT.

[0098] <About the gaming area> The aforementioned game zone is a state (zone) for determining whether or not processing related to the instruction function is performed. As shown in Figure 4, the game zone is composed of a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] 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 an AT state

[0104] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a gaming value control unit 62, and a sub-control unit 63.

[0105] Each of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).

[0106] 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.

[0107] 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.

[0108] 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.

[0109] 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.

[0110] 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. The information and commands sent from the main control board P1 to the sub-control board P3 include information related to game value (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.

[0111] 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.

[0112] 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.

[0113] When the generation control unit 631 (described later), which is one of the functions of the sub-control unit 6, generates the vibrations and tactile effects described below on the lower panel 103, the operation unit 4, etc., two-way serial communication is performed between the sub-control board P3 and the operation unit 4, etc., as shown in Figure 8.

[0114] On the other hand, 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, such as from the main control unit 61 to the operation unit 4.

[0115] <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).

[0116] 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.

[0117] The main control unit 61 functions as a game control unit, including an internal lottery unit 610, a spinning 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, through the operation of the CPU and memory unit (ROM, RAM, RWM; the same applies below) of the main control unit 61.

[0118] 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.

[0119] 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.

[0120] <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.

[0121] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information related to the progress of a game) is transmitted from the internal lottery unit 610 to the spinning reel control unit 611, the game result determination unit 612, the game status control unit 615, the performance control unit 630, and the like.

[0122] 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.

[0123] 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 the payout of game value, as well as operation mode combinations (e.g., cherry, watermelon, push order replay, push order bell) that result in the payout of game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.

[0124] 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 multiple game values ​​(for example, 8) according to the role can be acquired. 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.

[0125] Note that operation mode roles are also won and established during the general gaming state (for example, other than AT and CZ). 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 is missed or the number of payout game values ​​is 1. On the other hand, during AT, the correct operation mode is notified, so there is a high possibility that multiple (for example, 8) game values ​​will be paid out.

[0126] <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.

[0127] 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. As described above, when the stop switch 40 (e.g., 40c) corresponding to the reel 20 (e.g., 20c) that is rotating is operated, the reel control unit 611 stops the rotation of the reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).

[0128] 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.

[0129] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operator's operation of the lever 43. 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.

[0130] 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.

[0131] 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.

[0132] <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.

[0133] 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.

[0134] <Explanation of the setting value control unit 613> The setting value control unit 613 progresses the game using 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 is transmitted to the internal lottery unit 610, the performance control unit 630, etc.

[0135] 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).

[0136] 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.

[0137] <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.

[0138] When the gaming zone is a normal zone, if the transition condition to the advantageous zone is met, the zone control unit 614 sets (transitions) the gaming zone to the advantageous zone. Examples of the transition condition include the game being played immediately after the game that transitioned to the normal zone, or winning the zone transition lottery. When the zone transition lottery is executed, if a predetermined lottery target role (for example, a rare role such as a cherry or a chance eye) is won, a lottery is held to determine whether or not to hold the zone transition lottery, and if the result is a win, the zone transition lottery is held.

[0139] 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).

[0140] Specifically, the zone control unit 614 forcibly shifts the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the number of games played in the advantageous zone reaches 4000, and when the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of shifting to the advantageous zone (advantageous zone difference number described later) reaches +2400. The forced termination condition may be, for example, that the zone control unit 614 shifts the second gaming state from the AT to the normal gaming state when the gaming zone is in the advantageous zone.

[0141] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (particularly the player) can earn a gaming value of 1000 + 2400 = 3400.

[0142] Furthermore, when the slot machine 1 is powered on or the RAM is cleared, the interval control unit 614 sets the game interval to the normal interval regardless of the immediately preceding game interval.

[0143] In addition, the section control unit 614 can transmit information regarding the game section (whether it is a normal section or an advantageous section) to the game status control unit 615, the presentation control unit 630, etc. as information regarding the progress of the game.

[0144] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.

[0145] 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.

[0146] 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.

[0147] 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.

[0148] When a predetermined condition is met in the bonus internal state (for example, when the RAM is cleared or the setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to a special role non-carryover state.

[0149] 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.

[0150] 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.

[0151] In addition, in the special role implementation state, if a predetermined 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.

[0152] 6, the gaming state control unit 615 determines whether to set the second gaming state to the AT based on the result of the AT lottery. Specifically, if the AT lottery, which is performed when the gaming zone is an advantageous zone, is won, the gaming state control unit 615 sets the second gaming state to the AT.

[0153] On the other hand, if the AT lottery is not won, the gaming state control unit 615 sets the second gaming state to the normal gaming state.

[0154] Also, when the AT ends, the game state control unit 615 causes the second game state to transition from the AT to the general game state or CZ.

[0155] Thus, 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.

[0156] Also, when in 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 additional probability) associated with the selected mode.

[0157] 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.

[0158] <RT state control unit 616> The RT state control unit 616 can carry out the game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) at which the flag of the replay is established as a winning flag determined in advance, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) wins.

[0159] In the present embodiment, the RT state control unit 616 makes the RT state different between the special combination execution state and other states (special combination non-carried-over state, bonus internal state). Also, the RT state control unit 616 maintains the same RT state between the special combination non-carried-over state and during the bonus. Then, the RT state control unit 616 does not transition the RT state during the bonus in which the AT is executed.

[0160] In addition, the RT state control unit 616 can transmit information regarding the RT state (whether the RT state is RT0, RT1 in which the probability of winning a replay is higher than RT0, etc.) to the presentation control unit 630, etc. as information regarding the progress of the game.

[0161] <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.

[0162] 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.

[0163] 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 102 of the content of the error that has occurred.

[0164] <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.

[0165] 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.

[0166] The gaming value control unit 62 functions as a medium management unit 620 and a function operation unit 621 through the operation of the CPU and memory unit of the gaming value control unit 62 .

[0167] <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.

[0168] 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.

[0169] 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.

[0170] 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.

[0171] 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.

[0172] 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).

[0173] In this embodiment, when this advantageous zone difference number becomes +2400, the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, if the transition to AT occurs 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 play zone to the normal zone.

[0174] 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.

[0175] The media management unit 620 starts calculating the advantageous zone difference number when the gaming zone transitions to the advantageous zone again.

[0176] 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.

[0177] Information about this range (MY) is sent to the function operation unit 621 and is used for the complete function described later.

[0178] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.

[0179] 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.

[0180] <Function Activation Unit 621> The function operation unit 621 receives information about the range (MY) sent from the medium management unit 620.

[0181] Then, when the range (MY) becomes 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.

[0182] 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.

[0183] 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.

[0184] It should be noted that 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. As a result, the performance control unit 630 issues an advance notification.

[0185] 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.

[0186] 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.

[0187] 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.

[0188] 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.

[0189] <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).

[0190] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0191] The sub-control unit 63 functions as a performance control unit 630 and a generation control unit 631 through the operation of the CPU and memory unit of the sub-control unit 63 .

[0192] <Production control unit 630> The effect control unit 630 displays an effect image (hereinafter referred to as a "game effect") selected from a plurality of types of effect images on the liquid crystal screen 3 based on the progress of the game, and outputs sound effects and background music corresponding to the effect image from the speaker 101. For example, when an AT is won, the effect control unit 630 selects an effect pattern for displaying that fact on the liquid crystal screen 3, and controls the display on the liquid crystal screen 3, the sound output of the speaker 101, and the light emission of the illumination unit 102 according to the effect pattern.

[0193] In addition, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 101 to notify the player of the correct operation mode (e.g., "middle, right, left") when an operation mode role (e.g., a push order bell) is won during the AT, and to provide advance notification regarding the complete function.

[0194] <Generation control unit 631> The generation control unit (which in this embodiment also functions as a vibration control unit) 631 can generate vibrations and / or tactile effects in parts that the operator can touch as the game progresses.

[0195] The main control unit 61 transmits to the sub-control unit 63 (generation control unit 631) information such as stopping information of the rotating reels 20a, 20b, and 20c, the amount of payout game value, information on the winning role (for example, whether it is an operation mode role or not, and if it is an operation mode role, what type of operation mode role it is, what the winning flag is, and if it is an operation mode role, what the correct operation mode is, etc.), information on the first game state, information on the second game state, information on the game section, and information on the RT state.

[0196] In addition, the gaming value control unit 62 transmits, for example, the number of credits, the number of gaming values ​​acquired during the AT, etc. to the generation control unit 631.

[0197] After receiving this information, the generation control unit 631 generates vibration signals and / or haptic effect signals and transmits these signals to the contact parts and effect generation units, such as the lower panel 103, the front bottom 104, and the operation unit 4. This generates vibrations and / or haptic effects.

[0198] (Regarding vibration) First, the vibration at the contact portion will be described. Note that the vibration may have a haptic effect.

[0199] The generation control unit 631 generates a vibration signal to vibrate the contact part that the operator can touch, depending on conditions regarding the increase in the game value data managed by the media management unit 620 (for example, the number of game value payouts).

[0200] The contact part may be any part that is arranged on the outer surface of the slot machine 1 and that can be touched by a player, such as the reel window 200, the liquid crystal screen 3, the cabinet 10 itself, the operation unit 4 (stop switch 40, bet switch 41, lever 42, effect button 46, etc.), the illumination unit 102, the lower panel 103, or the front bottom 104. The contact part receives a vibration signal from the generation control unit 631 and generates vibrations.

[0201] First, the occurrence of vibration when a winning combination that wins regardless of the order of operation (for example, a push-in-any-order bell that pays out a game value of 8) is won by an internal lottery will be described.

[0202] In this case, the winning combination is achieved regardless of the order in which the operator operates the stop switches 40a, 40b, and 40c. Therefore, the occurrence control unit 631 continuously vibrates the third stop switch 40 (for example, 40b) from the time the second stop switch 40 (for example, 40c) is operated until the operation of the third stop switch 40 (for example, 40b) is released.

[0203] Next, the occurrence of vibration when an operation mode role (for example, a so-called six-choice push order bell) is won by an internal lottery will be described.

[0204] In a six-choice push-order bell, if the first and second stop switches 40 (e.g., 40a, 40c) operated by the operator are correct, even if the third stop switch 40 (e.g., 40b) is not operated, it is determined whether the operation was correct (i.e., whether game value is paid out or the number of credits is increased or not).

[0205] If the first and second stop switches 40 (e.g., 40a and 40c) operated by the operator are correct, the generation control unit 631 continuously vibrates the third stop switch 40 (e.g., 40b) from when the operation of the second stop switch 40 (e.g., 40c) is released until the operation of the third stop switch 40 (e.g., 40b) is released. This allows the operator to feel as if game value is being paid out, even in a medal-less machine such as this embodiment.

[0206] In addition, the winning roles obtained by the internal lottery may include an operation mode role in which a predetermined combination of symbols is aligned on the valid line L if the operator performs the operation in the correct order and at the correct timing (for example, a bonus role such as a pseudo-bonus that uses an AT to simulate a bonus, unlike the special role which is the real bonus mentioned above).

[0207] In such an operation mode role, if the order and timing of operation of the first and second stop switches 40 (e.g., 40c, 40b) operated by the operator are correct, and if the timing of operation of the third stop switch 40 (e.g., 40a) is correct, the combination of specific symbols related to the operation mode role will be aligned on the active line L.

[0208] If the operation mode role is won by the internal lottery and the operation order and operation timing of all stop switches 40c, 40b, 40a are correct, the generation control unit 631 will continuously vibrate the third stop switch 40 (e.g., 40a) from the time the third stop switch 40 (e.g., 40a) is operated until the operation is released.

[0209] In this way, by operating the third stop switch 40 (for example, 40a), vibrations are generated, and in a medal-less machine such as this embodiment, the player can get the feeling that game value is being paid out instead of the actual medals being paid out. This allows the player to get the feeling that game value is being paid out in a medal-less machine that does not actually pay out medals.

[0210] In the above, an example of an operation mode role (for example, a pseudo-bonus bonus role) that is won when the six-option push order bell and the operation order and operation timing of the first to third stop switches 40c, 40b, 40a are all correct is described, but operation mode roles are not limited to this.

[0211] For example, the operation mode role may include an operation mode role (e.g., cherry) in which a predetermined combination of symbols is aligned on the active line L, regardless of the operation timing of the second and third stop switches 40 (e.g., 40b, 40c), as long as the operation timing of the first stop switch 40 (e.g., 40a) is correct.

[0212] In this case, if the operation timing of the first stop switch 40 (e.g., 40a) is correct, the generation control unit 631 may continuously vibrate the second and third stop switches 40 (e.g., 40b, 40c) operated until the operation of the third stop switch 40 (e.g., 40c) is released. In this way, when the second and third stop switches 40 (e.g., 40b, 40c) are operated, the vibrations generated by those switches inform the operator that the operation of the first stop switch 40 (e.g., 40a) was correct.

[0213] In addition, "correct operation timing" means, for example, that when the correct operation mode is to operate the stop switch 40a so that the "bar" on the rotating reel 20a (see Figure 3) stops at the bottom of the reel window 200, the stop switch 40a is operated at a timing that allows the "bar" to stop at the bottom of the reel window 200.

[0214] In addition, the generation control unit 631 can accept at least one of the setting operations by the operator (player, store staff) regarding the magnitude of the vibration to be generated in the contact area (setting the maximum value such as amplitude, setting to fix the magnitude of the vibration, etc.), the period of the vibration, the conditions for generating vibration in the contact area (for example, the time of operation of the third stop switch 40 when an operation mode role is formed, etc.), and the on / off setting of the vibration function in the contact area.

[0215] The occurrence control unit 631 may be able to accept a setting operation by the operator even while the contact portion is vibrating, or may not accept a setting operation while the contact portion is vibrating. The occurrence control unit 631 may be able to accept a setting operation even while an error is occurring in the slot machine 1, or may not accept a setting operation while an error is occurring.

[0216] Furthermore, the generation control unit 631 may not accept setting operations by the player, for example, regarding the setting of the magnitude of vibration, but may only accept setting operations by the store staff.

[0217] In addition, the generation control unit 631 may be able to set the vibration magnitude, vibration period, etc. commonly for all vibration points in the contact area, or may be able to set the vibration magnitude, etc. for each vibration point.

[0218] Furthermore, generation control unit 631 may accept a setting operation for turning on / off the vibration function for each contact part, for example.

[0219] Furthermore, the generation control unit 631 can make the vibrations generated in the effects accompanying the progress of the game (for example, super hot effects, big win announcements) and the vibrations generated in response to the payout of game value the same frequency or different frequencies. When there are multiple types of vibrations with different frequencies, it is possible to convey to the operator that the vibrations have a meaning (or, for example, the excitement of the game development).

[0220] Furthermore, the generation control unit 631 may accept an operation to customize the vibration pattern by the operator. Specifically, for example, when the operator selects vibration pattern A, the generation control unit 631 increases the frequency of the vibration, and when the operator selects vibration pattern B, the generation control unit 631 decreases the frequency of the vibration.

[0221] In this case, the operator can select vibration pattern A (or vibration pattern B), for example, when game value is paid out, and can select vibration pattern B (or vibration pattern A) when game value is not paid out.

[0222] For example, if vibration pattern A, which has a high vibration frequency, is selected when game value is being paid out, the slot machine 1 of this embodiment is a medal-less machine, so that the player can feel that game value is being paid out instead of the fact that medals are not being paid out from the medal payout port that was previously provided. Therefore, it is desirable that vibration pattern A have a frequency close to that when medals are being paid out, such as in a slot machine that uses actual game value.

[0223] If the operator does not customize the vibration pattern, the generation control unit 631 can generate vibration with vibration pattern A, for example, in common for all vibrations.

[0224] In addition, the generation control unit 631 can release a special vibration pattern (for example, a vibration pattern that is not unlocked in principle and cannot be experienced by the player, but can be released and experienced when certain conditions are met) when the value of the range (MY) exceeds a certain value or when a predetermined period of time has passed since the introduction of the slot machine 1.

[0225] The release state of this special vibration pattern is not released by, for example, changing the set value, but may be released when the RAMs of the main control unit 61 and the game value control unit 62 are initialized. However, the release state of the special vibration pattern may be released by changing the set value.

[0226] Furthermore, a valid period (for example, one day, two hours, one week, etc. after being released) may be set in advance for the special vibration pattern. In this case, when the period has elapsed, the release state of the special vibration pattern is canceled. The valid period may be set for each special vibration pattern, or may be set commonly for all the special vibration patterns.

[0227] Furthermore, among the special vibration patterns, the number of times that each vibration pattern is executed may be determined in advance, such as pattern 1 being executed 10 times and pattern 2 being executed 30 times.

[0228] Also, the release / non-release of special patterns may be determined by the setting value. For example, if the setting value is 1, pattern a is released (pattern b is not released), and if the setting value is 6, pattern b is released (pattern a is not released). In this case, the setting suggestion is made depending on the released pattern.

[0229] Furthermore, the generation control unit 631 may initialize the released vibration patterns based on the operation of the operator, or may initialize them when the advantageous zone ends. When the released vibration patterns are initialized, they become in a non-released state.

[0230] Also, there may be a list of vibration patterns, and the operator may operate, for example, the effect button 46 to display the list, allowing the operator to check the available vibration patterns. In this case, setting suggestions may be made based on the availability of the list.

[0231] Furthermore, the generation control unit 631 can also generate vibrations on the lower panel 103 or the like (alternatively, the stop switch 40, which is operated third, may be used instead; the same applies below) according to the amount of paid-out game value. In this case, for example, when the paid-out game value is 12, the generation control unit 631 can generate vibrations with a larger amplitude than when the paid-out game value is 3.

[0232] Furthermore, when a game value is paid out (the number of credits is increased), the generation control unit 631 can vibrate the lower panel 103 or the front bottom 104 (hereinafter referred to as the lower panel 103, etc.) for the amount of game value that has been paid out (for example, while 3 game values ​​are being paid out). Note that, although an example in which the lower panel 103, etc. vibrates is described below, the contact part is not limited to this.

[0233] In addition, the generation control unit 631 can also continuously vibrate the lower panel 103, etc. when the amount of game value data (number of credits) managed by the media management unit 620 exceeds 50 due to the payout of game value (increase in the number of credits).

[0234] In this specification, "continuously" means, for example, when nine vibrations occur, - Nine consecutive intermittent vibrations, each consisting of one second of vibration followed by one second of no vibration. - 9 consecutive vibrations per second In this case, in the former case, the operator can intuitively understand how much the number of credits has increased (the amount of increase in the number of credits), and in the latter case, the operator can intuitively understand the feeling that the number of credits is increasing.

[0235] In this case, when the number of credits is 47 and 12 game values ​​are paid out, the generation control unit 631 can generate vibrations equivalent to the 9 game values ​​exceeding 50, for example, 9 times (=47+12-50) on the lower panel 103, etc.

[0236] As another example, the generation control unit 631 can increase the magnitude of vibration when the number of credits is 47 and a game value of 12 is paid out compared to when a game value of 6 is paid out. Note that "increased vibration" means that the amplitude of the vibration remains the same, or that the frequency and amplitude of the vibration are increased.

[0237] In addition, when the number of credits exceeds 50, the generation control unit 631 can gradually or stepwise increase the strength (increase the vibration) of the vibration on the lower panel 103, etc. as the amount of game value displayed on the digital counter 43 increases.

[0238] Furthermore, when the number of credits exceeds 500, the generation control unit 631 can vibrate the lower panel 103 etc. with a first vibration pattern for a predetermined time (for example, 10 seconds). This first vibration pattern has, for example, a low vibration frequency and amplitude, and a short cycle.

[0239] Furthermore, when the number of credits exceeds 1000, the generation control unit 631 can vibrate the lower panel 103 etc. with a second vibration pattern for a predetermined time. This second vibration pattern has, for example, a medium vibration frequency, amplitude and period (somewhere between the first vibration pattern and a third vibration pattern described below).

[0240] Furthermore, when the number of credits exceeds 1500, the generation control unit 631 can vibrate the lower panel 103 etc. in a third vibration pattern. This third vibration pattern has, for example, a high vibration frequency and amplitude, and a long cycle.

[0241] In conventional slot machines, medals are paid out into what is called a bottom tray, but the slot machine 1 of this embodiment is a medal-less machine, so the player does not get a real sense of playing. In contrast, in the slot machine 1 of this embodiment, the vibration pattern changes as the number of credits increases, creating a sense of increasing game value. This creates a sense of immersion in the player's game.

[0242] In addition, when the counting button 44 is operated, the generation control unit 631 can change the vibration pattern to be generated on the lower panel 103, etc., depending on the amount of game value transferred from the media management unit 620 to the card unit 7, or the amount of game value data to be transferred.

[0243] For example, when the number of credits is 4000 and game value data is transferred to the card unit 7, and the remaining number of credits becomes 3000 or less (for example, when 1000 game value is transferred to the card unit 7), the generation control unit 631 can generate vibrations on the lower panel 103, etc. using the third vibration pattern, which has a greater degree of tactile effect and a longer effect generation time.

[0244] Next, when the remaining number of credits falls to 2000 or less (for example, when 2000 gaming value is transferred to the card unit 7), the generation control unit 631 can generate vibrations on the lower panel 103, etc., using a second vibration pattern that has a medium level of tactile effect and a medium effect generation time.

[0245] Next, when the remaining number of credits falls to 1000 or less (for example, when 3000 gaming value is transferred to the card unit 7), the generation control unit 631 can generate vibrations on the lower panel 103, etc. using a first vibration pattern that has a small tactile effect and a short effect generation time.

[0246] In this way, the vibration pattern gradually changes in accordance with changes in the remaining number of credits or changes in the amount of credits transferred to the card unit 7, so the operator can sense that the amount of game value that has been credited is large or that the transfer process is nearing completion.

[0247] It should be noted that the present invention is not limited to the above, and the generation control unit 631 can also vibrate the contact portion when the number of credits is gradually decreasing in the normal game state (for example, when the number of credits is decreasing from 4000 to 500).

[0248] (About tactile effects) The generation control unit 631 also generates a haptic effect signal for generating a haptic effect corresponding to the state of the spinning reel 20 in an effect generating unit, which is at least a part of the outer surface of the cabinet 10 of the slot machine 1. Note that the location where the vibration is generated (contact portion) and the location where the haptic effect is generated (effect generating unit) may be different or the same.

[0249] The effect generating unit may be any part that is located on the outer surface of the slot machine 1 and that can be touched by a player, such as the reel window 200, the LCD screen 3, the cabinet 10 itself, the operation unit 4 (stop switches 40a, 40b, 40c, bet switch 41, lever 42, effect button 46, etc.), the illumination unit 102, the lower panel 103, or the front bottom 104. The effect generating unit receives a haptic effect signal from the generation control unit 631 and generates a haptic effect.

[0250] As mentioned above, the main control unit 61 transmits to the sub-control unit 63 (generation control unit 631) information such as stop information of the rotating reels 20a, 20b, and 20c, the amount of payout game value, information on the winning role (for example, what the winning flag is, whether it is an operation mode role or not, if it is an operation mode role, what type of operation mode role it is, if it is an operation mode role, what is the correct operation mode, etc.), information on the first game state, information on the second game state, and information on the game section.

[0251] In addition, the gaming value control unit 62 transmits the number of credits, the number of gaming values ​​acquired during the AT, etc. to the generation control unit 631.

[0252] Upon receiving at least one of these pieces of information, the generation control unit 631 generates a haptic effect signal, which causes the generation control unit 631 to generate a haptic effect (hereinafter sometimes referred to as a "sensation") in the operation unit 4, lower panel 103, etc., which are effect generation units.

[0253] The effect generation unit can generate haptic effects using conventionally known haptics (tactile technology). For example, the effect generation unit can generate haptic effects by changing the frequency or strength of vibrations using a voice coil motor. As an example, the generation control unit 631 can generate a haptic effect signal for imparting small, constant, fast vibrations, causing the lever 42 to impart small vibrations to the operator's hand, giving the operator the feeling that the lever 42 is light, as if it were floating in the air.

[0254] When an operation mode role (e.g., watermelon) is won by an internal lottery, and the operator operates the stop switch 40 (e.g., 40a) at the correct timing to cause the corresponding rotating reel 20 (e.g., 20a) to stop in a so-called "perfect" manner (when the operator operates the stop switches 40a, 40b, 40c in the correct manner and a specific symbol combination pattern is aligned on the valid line L), the generation control unit 631 generates a "perfect" sensation in the stop switch 40 (e.g., 40a).

[0255] On the other hand, if the operator operates the stop switch 40 (e.g., 40a) at an incorrect timing and the corresponding rotating reel 20 (e.g., 20a) slides to a stop due to kick control (if the operator's operation of the stop switches 40a, 40b, 40c was not in the correct manner and a specific symbol combination pattern did not line up on the pay line L), the generation control unit 631 generates a "swoosh" sensation on the stop switch 40 (e.g., 40a).

[0256] Also, for example, if a predetermined lottery (reel effect lottery) is won and the operator operates the stop switch 40 (e.g., 40b) causing the corresponding rotating reel 20 (e.g., 20b) to bounce to a stop, the generation control unit 631 will cause the stop switch 40 (e.g., 40b) to produce a "buzzing" sensation.

[0257] Furthermore, when the slot machine 1 is equipped with a so-called pseudo game, the operation of the stop switches 40a, 40b, 40c by the operator does not cause the rotating reels 20a, 20b, 20c to completely stop, and an effect is executed in which the rotating reels 20a, 20b, 20c appear to move up and down jerkily (an effect in which the rotating reels 20a, 20b, 20c vibrate at the stopped position). In this case, the generation control unit 631 generates a "jerking" sensation in the stop switches 40a, 40b, 40c in correspondence with the rotating reels 20a, 20b, 20c moving up and down.

[0258] Furthermore, when the gaming state is the normal gaming state, the generation control unit 631 can generate a "chilly" sensation at the stop switches 40a, 40b, and 40c.

[0259] On the other hand, when the probability of transitioning to a special gaming state (AT, CZ, bonus) is high or when the special gaming state is in progress, the generation control unit 631 can generate a "warm" or "hot" sensation on the stop switches 40a, 40b, 40c. In this way, by differentiating the sensation generated in the normal gaming state from that in the special gaming state, it is possible to express the excitement of the gaming state and the expectation for winning balls.

[0260] Furthermore, when the player is in a specific mode (a mode that can be in the normal game mode, CZ, or AT mode, or a mode that can be in any of these modes, such as a mode in which setting suggestions are likely to appear, a state in which the player is preparing for Heaven mode, a state in which the player is in Heaven mode, or a mode indicating a morning stay after a setting value has been changed), the generation control unit 631 can generate sensations such as "chilling," "hot," "tingling," or "slippery" on the stop switches 40a, 40b, 40c, which are different from normal sensations (for example, when the player is in a mode other than a specific mode, such as a mode in which setting suggestions are less likely to appear than in a specific mode, a normal mode, or a stuck mode in which the player is less likely to win an AT). In this way, the operator can be informed of which mode the player is in by using haptic effects.

[0261] In addition, when a special setting value for test purposes that is not intended to be used in gameplay (for example, setting L instead of settings 1 to 6) is set, the generation control unit 631 can also cause the effect generation unit to generate a sensation different from normal (for example, a tingling sensation).

[0262] Furthermore, when special settings are set for test purposes, the range in which the haptic effect is generated in the effect generating unit may be wider (larger) than the normal settings (e.g., settings 1 to 6). It is preferable that the sensation generated in this case be an unpleasant sensation. In this case, if a tingling sensation is generated even before the operator bets a game value, it can be determined that "this machine is set to a setting that should not be played."

[0263] Furthermore, in the past, when special settings for test purposes were set, the lower panel or the like was turned off, or different effects were used during play, but in such cases, an operator who is not familiar with the specifications of the machine may mistake this for the normal specifications and continue playing. Therefore, by generating a sensation that is different from the normal, or in other words, an unpleasant sensation, as described above, the operator can be made to feel uncomfortable, which will make him / her realize that something is wrong with the slot machine and prevent him / her from playing.

[0264] Furthermore, when a player inserts a large amount of money (for example, 10,000 yen) into the card unit 7 and the number of credits increases, or when a player bets game value transferred and credited from the card unit 7, the generation control unit 631 can cause the effect generation unit to generate a "tingling" sensation. Furthermore, the generation control unit 631 can cause the effect generation unit to generate haptic effects of different degrees (for example, the magnitude and duration of the tingling sensation) gradually or in stages according to the amount inserted by the operator (or the cumulative value of the number of credits transferred from the card unit 7).

[0265] The generation control unit 631 can also generate a haptic effect on the lower panel 103, etc., depending on the amount of paid-out game value. In this case, for example, when the paid-out game value is 12, the generation control unit 631 can generate a haptic effect with a larger amplitude than when the paid-out game value is 3.

[0266] The slot machine 1 may also be capable of executing games in conjunction with an individual number card. In this case, for example, an upper limit on the amount that can be consumed per month or per day for each individual may be preset on each individual number card. This upper limit can be set via a personal computer or mobile terminal device on an application that compiles the services that each individual can receive using their individual number card.

[0267] In this case, if the player's investment amount (in other words, the cumulative value of the gaming value bet by the operator) exceeds the upper limit set on the personal number card, and the player operates an operation unit 4 other than the counting button 44, the generation control unit 631 can generate an unpleasant sensation (for example, a "chilly" sensation) on the operation unit 4 other than the counting button 44. In this case, the generation control unit 631 generates a non-unpleasant tactile sensation (for example, a warm sensation) on the counting button 44. This can sensorily urge a player whose spending amount has exceeded the upper limit to stop playing.

[0268] In addition, the generation control unit 631 can accept at least one of the operator's setting operations regarding the magnitude of the haptic effect to be generated in the effect generation unit (such as setting a maximum value such as amplitude, or setting the magnitude of the haptic effect to be fixed), the conditions for generating a haptic effect in the effect generation unit (such as when the third stop switch 40 (e.g., 40c) is operated when an operation mode role is established), and the on / off setting of the haptic effect function in the effect generation unit.

[0269] The generation control unit 631 may be able to accept a setting operation by the operator even while a haptic effect is being generated in the effect generating unit, or may not accept a setting operation while a haptic effect is being generated. The generation control unit 631 may be able to accept a setting operation while an error is occurring in the slot machine 1, or may not accept a setting operation while an error is occurring.

[0270] Furthermore, the generation control unit 631 may not accept setting operations by the player, for example, regarding the setting of the size of the haptic effect, but may only accept setting operations by the store staff.

[0271] In addition, the generation control unit 631 may be able to set the magnitude of the haptic effect and the like in common for all effect generation units, or may be able to set the magnitude of the haptic effect and the like for each effect generation unit.

[0272] Furthermore, when the generation control unit 631 simultaneously executes a haptic effect associated with the operation of the reels 20a, 20b, and 20c and a haptic effect associated with something other than the operation of the reels 20a, 20b, and 20c (for example, a game state), the parameters of the haptic effect (for example, vibration frequency) can be different for each operation / state, or can be the same. When the parameters of the haptic effect are different, it is possible to convey to the operator that the meaning of the haptic effect (or, for example, the intensity of the game development) is different.

[0273] Specifically, the meaning of the tactile effect, or how the tactile effect is set, can be communicated to the player, for example, by outputting a presentation in which a character explains the meaning of the tactile effect during gameplay, by being displayed in the game explanation text during gameplay, or by being displayed on a screen that is output when presentation button 46 is operated.

[0274] The generation control unit 631 may also accept a player's operation to customize the haptic effect pattern. When the player selects haptic effect pattern a for the haptic effect accompanying the movement of the spinning reels 20a, 20b, and 20c, for example, the generation control unit 631 generates a haptic effect signal that has a higher frequency than the initial setting and does not generate a temperature sensation.

[0275] On the other hand, when the player selects haptic effect pattern b for a haptic effect associated with an action other than the action of the spinning reels 20a, 20b, and 20c, the generation control unit 631 generates a haptic effect signal that generates a temperature sensation by lowering the frequency of the haptic effect from the initial setting. This makes it easier for the player to tell whether the sensation is associated with reel action or with an action other than reel action (for example, an action of operating the cabinet 10, the effect button 46, etc. in accordance with an effect).

[0276] In addition, the generation control unit 631 can also release a special tactile effect pattern (for example, a tactile effect pattern that is not unlocked in principle and cannot be experienced by the player, but can be released and experienced when certain conditions are met) when the value of the range (MY) exceeds a certain value or when a predetermined period of time has passed since the introduction of the slot machine 1.

[0277] The open state of this special haptic effect pattern is not cancelled by, for example, changing a setting value, but may be cancelled when the RAM of the main control unit 61 is initialized. However, the open state of the special haptic effect pattern may also be cancelled by changing a setting value.

[0278] In addition, a valid period (for example, a few hours after being unlocked, a day, or during a favorable zone) may be set for the special haptic effect pattern, and the unlocked state may be canceled when the valid period ends. In this case, the valid period may be determined for each special haptic effect pattern, or may be common to all special haptic effect patterns.

[0279] Furthermore, the generation control unit 631 may initialize the opened haptic effect patterns based on the operation of the operator, or may initialize them when the advantageous zone ends. When opened haptic effect patterns are initialized, they become in an unopened state.

[0280] Also, a list of haptic effect patterns may be provided, and the list may be displayed so that the operator can check the available haptic effect patterns by operating, for example, the effect button 46. In this case, setting suggestions may be made based on the availability of the list.

[0281] Furthermore, when the number of credits exceeds 500, the generation control unit 631 can generate a haptic effect on the stop switches 40a, 40b, 40c, etc. using a first haptic effect pattern. This first haptic effect pattern has, for example, a small degree of haptic effect (for example, a small vibration amplitude) and a short effect generation time.

[0282] Furthermore, when the number of credits exceeds 1000, the generation control unit 631 can generate a haptic effect on the stop switches 40a, 40b, 40c, etc. using a second haptic effect pattern. This second haptic effect pattern has, for example, a medium level of haptic effect and a medium effect generation time (somewhere between the first haptic effect pattern and a third haptic effect pattern described later).

[0283] Furthermore, when the number of credits exceeds 1500, the generation control unit 631 can generate a haptic effect on the stop switches 40a, 40b, 40c, etc. using a third haptic effect pattern. This third haptic effect pattern has, for example, a greater degree of haptic effect and a longer effect generation time.

[0284] In conventional slot machines, medals are paid out onto a bottom tray, but the slot machine 1 of this embodiment is a medal-less machine, so the player does not get the feeling that they are actually playing a game. In contrast, in the slot machine 1 of this embodiment, the tactile effect in the tactile pattern becomes more pronounced (for example, the vibration becomes stronger) as the number of credits increases, so the player feels that the game value is increasing.

[0285] For example, when the number of credits reaches 500, a slight hot sensation occurs for 1 second, when the number of credits reaches 1000, the sensation becomes even hotter than when the number of credits reached 500 and lasts for 2 seconds, and when the number of credits reaches 1500, an even hotter sensation occurs for 3 seconds. In this way, the greater the number of credits, the stronger the sensation conveyed to the player. This can create a sense of immersion in the player's game.

[0286] In addition, when the counting button 44 is operated, the generation control unit 631 may change the tactile pattern generated by the effect generation unit depending on the amount of game value data transferred from the media management unit 620 to the card unit 7, or the amount of game value data to be transferred.

[0287] For example, when the number of credits is 4000 and game value data is transferred to the card unit 7, and the remaining number of credits becomes 3000 or less (for example, when the game value transferred to the card unit 7 is 1000), the generation control unit 631 can generate a haptic effect in the effect generation unit using a third haptic effect pattern, which has a greater degree of haptic effect and a longer effect generation time.

[0288] Next, when the remaining number of credits is 2000 or less (for example, when the gaming value transferred to the card unit 7 is 2000), the generation control unit 631 can cause the effect generation unit to generate a haptic effect using a second haptic effect pattern in which the haptic effect has a medium intensity and a medium effect generation time.

[0289] Next, when the remaining number of credits is 1000 or less (for example, when the gaming value transferred to the card unit 7 is 3000), the generation control unit 631 can cause the effect generation unit to generate a haptic effect using a first haptic effect pattern, which has a small degree of haptic effect and a short effect generation time.

[0290] In this way, the haptic effect pattern gradually changes in response to changes in the remaining number of credits or the amount of credits transferred to the card unit 7, allowing the operator to sense that the amount of gaming value credited was large or that the transfer process is nearing completion.

[0291] In addition, the above is not the only option, and the generation control unit 631 can also cause the effect generation unit to generate a haptic effect when the number of credits is gradually decreasing during normal gaming (for example, when the number of credits is decreasing from 6000 to 2000).

[0292] Alternatively, a setting suggestion may be made when the number of remaining credits reaches a predetermined number. In this case, for example, when the number of remaining credits reaches 66, the generation control unit 631 can cause the effect generation unit to generate a "buzzing" haptic effect for a predetermined number of seconds (e.g., 3 seconds) based on the setting value signal received from the setting value control unit 613. In this case, the player can sense that the setting value is high or low.

[0293] The effects on the LCD screen 3 may be correlated (linked) with the vibration and / or haptic effect, such as when a flame effect is displayed on the LCD screen 3 and a hot sensation is generated in the effect generating unit, or conversely, they may not be correlated. For example, even when a flame effect is displayed on the effect screen on the LCD screen 3, the generation control unit 631 can generate a "chilly" haptic effect in the effect generating unit. In this case, since the effects on the LCD screen 3 and the haptic effect are inconsistent, it is possible to generate a performance effect unique to the slot machine 1, such as an indication of a high probability (confirmed) of a jackpot.

[0294] <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.

[0295] 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).

[0296] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0297] 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).

[0298] 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.

[0299] Next, the interval control unit 614 allows the game to proceed in the normal interval (step S104).

[0300] Next, the gaming state control unit 615 allows the game to proceed in the normal gaming state (step S105).

[0301] 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).

[0302] If the gaming zone is not an advantageous zone (S106: NO), the process returns to step S104.

[0303] 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).

[0304] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).

[0305] If the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0306] On the other hand, if the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 causes the game to proceed in the AT (step S109).

[0307] 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.

[0308] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0309] 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).

[0310] 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 617 ends 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.

[0311] 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).

[0312] If the AT ends (S112: YES), the process returns to step S105.

[0313] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0314] 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).

[0315] 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).

[0316] 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.

[0317] 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 flow of the basic operation process of the slot machine 1.

[0318] <Vibration processing flow> Next, the flow of vibration processing will be explained using Fig. 10. In this example, for the sake of convenience, the explanation is given using a general flowchart that is not related to whether the player is in the second gaming state (regular gaming state, CZ, AT).

[0319] First, when the lever 42 is operated, the internal lottery unit 610 performs an internal lottery, and if the result of the internal lottery is a role that does not matter in the pressing order (for example, a common bell) (S201: YES), the processing proceeds to step S204 described below.

[0320] On the other hand, if the result of the internal lottery is not a push order irrelevant role and not an operation mode role (for example, push order bell) (S202: NO), the process proceeds to step S207 described later.

[0321] On the other hand, if the result of the internal lottery is an operation mode combination (for example, a push order bell that requires the stop switches 40a, 40c, and 40b to be operated in that order) (S202: YES), the spinning reel control unit 611 stops the spinning reel 20 corresponding to the operated stop switch 40 in accordance with the operation of each stop switch 40. At that time, the spinning reel control unit 611 determines whether the stop switch 40a was operated first and the stop switch 40c was operated second in that game (step S203).

[0322] If the stop switch 40a is not operated first, or if the stop switch 40a is operated first but the stop switch 40c is not operated second (S203: NO), the process proceeds to step S207.

[0323] On the other hand, if the stop switch 40a is operated first and the stop switch 40c is operated second (S203: YES), the generation control unit 631 vibrates the stop switch 40b that should be operated third (if the push order doesn't matter role is won, any of the stop switches 40a, 40b, 40c may be used; the same applies below) after the operation to the second stop switch 40c is released (step S204). Note that when the second game state is AT, for example, processing related to the instruction function is executed, and the correct operation mode (for example, push order navigation) corresponding to the operation mode role that has been won is output. Therefore, by following this push order navigation, the possibility of step S203 becoming YES increases.

[0324] Next, when the operator releases the operation on the third stop switch 40b (the operator removes his / her hand from the stop switch 40b) (step S205), the generation control unit 631 stops the vibration of the third stop switch 40b (step S206).

[0325] Next, the media management unit 620 determines whether or not the number of credited game values ​​exceeds 50 based on the result of one game (step S207).

[0326] If it is determined that the number of credited gaming values ​​does not exceed 50 (S207: NO), the process proceeds to step S210.

[0327] On the other hand, if it is determined that the number of credited game values ​​exceeds 50 (S207: YES), the generation control unit 631 vibrates the contact portion of the lower panel 103, etc., by the amount exceeding 50 (step S208). If the credited game value is 48 and the number of paid-out game values ​​is 6, the generation control unit 631 vibrates the lower panel 103, etc., four times in a row by the amount of game value 4 that exceeds 50.

[0328] Thereafter, generation control unit 631 stops the vibration of the contact part (step S209).

[0329] Next, the medium management unit 620 determines whether the count button 44 has been operated (step S210).

[0330] If it is determined that the count button 44 has not been operated (S210: NO), the vibration process ends.

[0331] If it is determined that the counting button 44 has been operated (S210: YES), the generation control unit 631 vibrates the contact part of the lower panel 103, etc., according to the remaining number of credits managed by the media management unit 620 (or the amount of game value transferred to the card unit 7) (step S211).

[0332] Next, when the remaining number of credits becomes zero (0), the generation control unit 631 stops the vibration of the lower panel 103 etc. (step S212). With this, the vibration processing of this embodiment ends. The above is the flow of vibration processing.

[0333] <Haptic effect processing flow> Next, the flow of the haptic effect processing will be described with reference to FIG.

[0334] First, the media management unit 620 receives the operator's investment amount (the total amount of banknotes inserted by the operator into the card unit 7 to play the game) from the card unit 7, and determines whether the investment amount is above the upper limit (step S301).

[0335] If the investment amount is less than the upper limit (S301: NO), the process proceeds to step S305, which will be described later.

[0336] On the other hand, if the investment amount is equal to or greater than the upper limit (S301: YES), and the bet switch 41 and the lever 42 are operated (step S302), the generation control unit 631 generates a tactile effect corresponding to the investment amount in an effect generation unit such as the operation unit 4 (step S303).

[0337] Next, the generation control unit 631 stops the haptic effect on the operation unit 4 etc. after a predetermined time (for example, 3 seconds) has elapsed since the haptic effect was generated (step S304).

[0338] Next, based on information on the game status (whether the game status is a general game status, CZ or AT) from the game status control unit 615, the generation control unit 631 generates a tactile effect corresponding to the game status on the operation unit 4, etc. (step S305).

[0339] Next, the generation control unit 631 stops the haptic effect on the operation unit 4 etc. after a predetermined time (for example, 2 seconds) has elapsed since the haptic effect was generated (step S306).

[0340] Next, the internal lottery unit 610 performs an internal lottery. If the result of the internal lottery is not an operation mode combination (for example, a bonus combination associated with a pseudo bonus) (S307: NO), the haptic effect processing ends.

[0341] On the other hand, if the result of the internal lottery is an operation mode role (S307: YES), the generation control unit 631 generates a tactile effect on the stop switch 40 (e.g., 40c) that accompanies the operation of the corresponding rotating reel 20 (e.g., 20c), depending on the mode of operation of the stop switch 40 (e.g., 40c) by the operator (step S308).

[0342] Next, when the operator releases the operation of the stop switch 40 (for example, 40c), the generation control unit 631 stops the haptic effect of the stop switch 40 (for example, 40c) (step S309). This completes the haptic effect processing of this embodiment. This completes the flow of haptic effect processing.

[0343] To summarize the above, the slot machine 1 of the present invention has the following features: A section control unit 614 and a game state control unit 615 are capable of controlling the progress of a game on the slot machine 1, a media management unit 620 capable of managing game value data without using physical medals; a generation control unit 631 that can vibrate contact parts of the slot machine 1 that can be touched by an operator (for example, stop switches 40a, 40b, 40c) according to conditions related to the increase in the game value data managed by the medium management unit 620; Equipped with.

[0344] <Effects of the invention> In medal-less slot machines, no actual medals are paid out. Therefore, the operator must repeatedly perform the monotonous task of checking the gaming value on a digital display and operating the stop switch, etc. This can cause the operator to lose interest in the game.

[0345] In contrast, the slot machine 1 of this embodiment can vibrate, for example, the stop switches 40a, 40b, and 40c according to conditions related to the increase in the game value data. Specifically, according to the slot machine 1, when an operation mode combination (for example, a push order bell) is won and the operation order of the first and second stop switches 40 (for example, 40c and 40a) is correct, after the second stop switch 40 (for example, 40a) is operated, the third stop switch 40 (for example, 40b) can be vibrated until the operation of the third stop switch 40 (for example, 40b) is released.

[0346] Furthermore, when the number of credits managed by the media management unit 620 exceeds 50, the generation control unit 631 can vibrate the contact portion of the lower panel 103, etc., by the amount exceeding 50. In this case, for example, when the number of credits becomes 56, the lower panel 103, etc. vibrates while a game value of 6 is being counted.

[0347] This allows the operator to feel as if he or she is receiving a payout of game value, and gives the operator the feeling that he or she is actually playing a game.

[0348] Furthermore, when the operator operates the count button 44, the generation control unit 631 can vibrate the lower panel 103 etc. in accordance with the number of remaining credits (or the amount of transferred game value) managed by the medium management unit 620. In this case, for example, the greater the number of remaining credits, the greater the magnitude of the vibration on the lower panel 103 etc. can be made.

[0349] This allows the operator to feel the total amount of game value paid out through the game through the vibration of the lower panel 103 or the like.

[0350] As described above, according to this embodiment, it is possible to provide a gaming machine that is a medal-less machine but can give the operator the feeling that he or she is actually playing a game.

[0351] To summarize the above, the slot machine 1 of the present invention has the following features: a plurality of rotating reels 20a, 20b, and 20c on which a plurality of symbols are arranged; a lever 42 that can be operated to start the rotation of the plurality of rotation reels 20a, 20b, and 20c; An internal lottery unit 610 that can perform an internal lottery based on an operation by an operator and determine whether or not at least one of a plurality of roles will be won; stop switches 40a, 40b, 40c provided corresponding to each of the plurality of rotating reels 20a, 20b, 20c, and capable of receiving an operation for stopping the rotation of the rotating reels 20a, 20b, 20c; an effect generation control unit 631 that can generate a haptic effect corresponding to at least one of the state (how the reels 20a, 20b, 20c are stopped), the game state (whether it is a normal game state, CZ, or AT), and the investment amount, on an effect generation unit (for example, stop switches 40a, 40b, 40c) that is at least a part of the outer surface of the cabinet 10 of the slot machine 1; Equipped with.

[0352] <Effects of the invention> According to the slot machine 1 of this embodiment, for example, when the amount of money spent by the operator is large, a "tingling" sensation can be given to the effect generating unit such as the operation unit 4. This can prompt the operator to stop playing so as not to become too absorbed in the game.

[0353] Furthermore, according to the slot machine 1, when in a normal game state, a "chilly" sensation is imparted to the stop switches 40a, 40b, 40c, etc., and when in a special game state (CZ or AT), a "hot" sensation is imparted to the stop switches 40a, 40b, 40c, etc. Such haptic effects according to the game state can convey the current game state to the operator, and can give the operator a sense of immersion in the game.

[0354] Furthermore, according to the slot machine 1, when an operation mode role (for example, a pseudo-bonus bonus role) is won by an internal lottery, and the operation order and timing of the stop switches 40a, 40b, 40c are correct, the stop switches 40a, 40b, 40c can be made to give the sensation that the rotating reels 20a, 20b, 20c have come to a precise stop.

[0355] On the other hand, when the operation mode role is won, but the order and timing of operation of the stop switches 40a, 40b, 40c are not correct, the stop switches 40a, 40b, 40c can be given a "swoosh" sensation, as if the rotating reels 20a, 20b, 20c are sliding.

[0356] In this way, the haptic effects according to the state of the spinning reels 20a, 20b, 20c can give the operator a realistic experience of the operation of the slot machine 1 itself.

[0357] As described above, according to this embodiment, it is possible to provide a gaming machine that can enhance the sense of immersion in the game.

[0358] [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.

[0359] Furthermore, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0360] In addition, the generation control unit can also generate vibrations and / or tactile effects in the operating unit, etc., depending on the number of game values ​​acquired during the AT, the number of games in which the AT can be executed, or the number of games added to the AT.

[0361] The generation control unit may generate a vibration and / or a haptic effect when a push-order-independent bell or an operation mode combination is achieved but the processing related to the instruction function is not executed. This is because the operator can sense that a winning combination has been achieved / won by the vibration or the like when the processing related to the instruction function is not executed, which can create an element of surprise in the game.

[0362] In addition, in the above embodiment, an example is described in which a vibration and / or haptic effect occurs when the operation mode combination is a winning combination and the first stop switch and the second stop switch are in the correct combination, but the present invention is not limited to this. A vibration and / or haptic effect may also occur when the operation mode combination is a winning combination and the operator's operation is not in the correct combination.

[0363] Furthermore, instead of or in addition to a so-called freeze effect using a spinning reel, the generation control unit may generate vibration and / or a haptic effect.

[0364] In addition, the generation control unit may always generate vibration and / or tactile effects when a situation arises in which vibration and / or tactile effects can be generated, or may be capable of generating vibration and / or tactile effects when a situation arises in which vibration and / or tactile effects can be generated and certain conditions are met (for example, when a predetermined lottery is won).

[0365] In the above embodiment, the generation control unit (including the vibration control unit) is described as one of the functions of the sub-control unit, but the present invention is not limited to this. The generation control unit may be mounted on a control unit other than the main control unit, the game value control unit, and the sub-control unit, or on the main control unit.

[0366] Furthermore, instead of being limited to the case where the stop switches etc. vibrate continuously as in the above embodiment, the generation control unit may be configured to vibrate the stop switch etc. when the operator touches the stop switch etc. In this case, for example, when the second stop switch is operated, the second stop switch starts vibrating at that timing, and when the third stop switch is operated, the third stop switch starts vibrating at that timing.

[0367] The generation control unit may stop the haptic effect based on the investment amount when the operator operates the bet switch and lever. In this case, the haptic effect based on the investment amount is not generated when the operator touches the spinning reels, so the operator can stop the spinning reels without worry.

[0368] Furthermore, without being limited thereto, when the operator operates the bet switch or lever in a subsequent game, the generation control unit may generate a haptic effect based on the investment amount. This makes it possible to strongly inform the operator that the investment amount has exceeded the upper limit. Even in this case, however, the continuous generation of haptic effects may be unpleasant for the operator, so the haptic effect based on the investment amount may be stopped when the operator operates the counting button.

[0369] Furthermore, when generating a haptic effect based on the investment amount, the generation control unit may not go through the processing of the haptic effect based on the game state in steps S305 and S306 in Fig. 11. In this case, if a haptic effect based on the game state is generated even though an unpleasant haptic effect is generated as a warning that the investment amount has exceeded the upper limit, the desire to continue playing may override the warning, and the meaning of the warning may be diminished. In the above embodiment, an example is described in which the card unit and the slot machine are separate entities, but this is not limited to this, and at least some of the functions of the card unit (for example, a cash management mechanism) may be installed in the slot machine.

[0370] Furthermore, although the above embodiment describes an example of a medal-less slot machine, the present invention is not limited to this. For example, the present invention can also be applied to a conventional gaming machine that has a medal insertion slot, a hopper, and a medal payout port.

[0371] Furthermore, the gaming machine is not limited to a slot machine, and the present invention can also be applied to a so-called enclosed pinball gaming machine, i.e., a Smart Pachinko (registered trademark) equipped with a handle, a pinball launching device, a board, an electric tulip, etc. This is because the Smart Pachinko (registered trademark) also has the same issues as a medal-less slot machine. Furthermore, when the present invention is applied to a Smart Pachinko (registered trademark), for example, the handle, the board, etc. can be used as the contact part and / or the effect generating part.

[0372] Furthermore, without being limited to the above embodiment, the bet switch may be provided with a MAX bet switch for automatically betting a predetermined number of game values ​​(for example, 3) and a bet switch for betting a game value less than the predetermined number (for example, 1 or 2). Of these, the MAX bet switch may be the only place where vibration and / or haptic effects are generated.

[0373] 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.

[0374] 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).

[0375] 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.

[0376] 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 3000 games, the zone control unit may forcibly shift the play zone from the advantageous zone to the normal zone. Also, the slot machine does not have to have play zones (advantageous zone and normal zone).

[0377] 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. [Explanation of symbols]

[0378] 1. Slot machines (gaming machines) 61 Main control unit 610 Internal lottery unit (game control unit) 611 Rotating reel control unit (game control unit) 612 Game result determination unit (game control unit) 613 Setting value control unit (game control unit) 614 Section control unit (game control unit) 615 Game status control unit (game control unit) 616 RT state control unit (game control unit) 617 Error detection unit 62 Game value control unit 620 Media Management Department (Value Management Department) 621 Functional operating part 63 Sub-controller 630 Production Control Unit 631 Generation control unit (vibration control unit)

Claims

[Claim 1] a control unit capable of generating haptic effects, including effects obtained by vibration, in an effect generating unit that is at least a part of the outer surface of the housing of the gaming machine; Equipped with the effect generating unit is capable of generating a haptic effect according to the amount of the value medium; The amount of the value medium is The total value of the value medium that the operator has bet up to now when playing the game, the amount of the medium of value being credited when instructed to do so by the operator; and the amount of the value medium counted by the operator and transferred to the external unit; At least one of Gaming machine.

Citation Information

Patent Citations

  • Game machine and game system

    JP2007289483A