Gaming machine

The gaming machine addresses repetitive stop sounds by varying the sound output based on the timing of stop switch operations, improving player engagement through differentiated sound modes.

JP2026017871AActive Publication Date: 2026-02-05ENTERRISE CO LTD
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Patent Information

Application Number
JP2024118915
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-24
Publication Date
2026-02-05
Estimated Expiration
2044-07-24

AI Technical Summary

Technical Problem

Existing gaming machines produce repetitive stop sounds when a player performs a slide operation on multiple stop switches, lacking a differentiated sound output mode based on the timing of the stop switch operations.

Method used

A gaming machine that outputs stop sounds differently based on whether the timing of stop switch operations falls within a predetermined time period, providing a new mode of sound output.

Benefits of technology

Enables a unique sound experience for players by varying the stop sound output based on the timing of stop switch operations, enhancing player interaction and engagement.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026017871000001_ABST
    Figure 2026017871000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of achieving a new output mode of stop sound corresponding to a stop operation of a stop switch.SOLUTION: A slot machine 1 includes a plurality of reels (20a, 20b and 20c) having a plurality of symbols, a plurality of stop switches 40a, 40b and 40c, and a performance control part 630 capable of executing processing for making a speaker 102 output stop sound on the basis of a stopping operation to the stop switches (40a, 40b and 40c) for stopping the rotating reels. The outputting mode of the stopping sound in the first case that the timing of the stopping operation of the plurality of stopping switches is settled within the prescribed time T1 can be different from the outputting mode of the stopping sound in the second case that the timing of the stopping operation of the plurality of stopping switches is not settled within the prescribed time T1.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

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

[0002] The gaming machine has a main control unit that controls the game, and a sub-control unit that receives signals from the main control unit and controls presentation devices including a display, a speaker, etc. (See, for example, Patent Document 1.) The main control unit executes game control processes, including a process for rotating multiple reels with multiple symbols for each game, and a stop process for stopping the rotating reels based on the stop operation of a stop switch. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-16470 Summary of the Invention [Problem to be solved by the invention]

[0004] When a stop operation is performed, which is the operation of pressing a stop switch while the machine is spinning, a sound output means such as a speaker outputs a stop sound. For example, if three stop switches are operated in sequence, a stop sound is output each time a stop switch is operated, and the stop operation of all three stop switches outputs a total of three stop sounds. A player may perform an operation known as a slide operation, slide hit, or quick hit, in which the player slides their finger to quickly press three stop switches in succession. In such cases, the stop sound is output three times quickly.

[0005] The present disclosure provides a gaming machine that can realize a new mode of outputting a stop sound in response to a stop operation of a stop switch. [Means for solving the problem]

[0006] The first aspect is a gaming machine that includes a plurality of reels having a plurality of patterns, a plurality of stop switches, and a performance control unit that can execute processing to cause a sound output means to output a stop sound based on a stop operation on the stop switches that stops the reels while they are rotating, and in which the output mode of the stop sound in a first case in which the timing of the stop operations on the plurality of stop switches falls within a predetermined time period can be different from the output mode of the stop sound in a second case in which the timing of the stop operations on the plurality of stop switches does not fall within the predetermined time period. [Effects of the Invention]

[0007] According to the present disclosure, it is possible to provide a gaming machine that can realize a new mode of outputting a stop sound in response to the stop operation of a stop switch. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] FIG. 2 is a diagram illustrating state transitions in the first gaming state. [Figure 5] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 6] A diagram explaining the state transition of the game area. [Figure 7] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 8] FIG. 10 is an explanatory diagram showing a first example of a process related to the operation of a stop switch. [Figure 9] FIG. 10 is an explanatory diagram showing a second example of processing related to the operation of the stop switch. [Figure 10] FIG. 10 is an explanatory diagram showing a third example of processing related to the operation of the stop switch. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present disclosure will be described with reference to the drawings. 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 other boards, devices, etc.

[0010] In this embodiment, the slot machine 1 is an example of a reel-type gaming machine that does not use physical medals but handles the quantity of gaming value (number of medals) as electronic data. Unlike conventional slot machines, the slot machine 1 does not require the insertion and payment of actual medals, and allows the game to proceed using electronically converted pseudo gaming media as gaming value data. Such slot machines 1 are called medal-less machines, Smart Slot (registered trademark), enclosed reel gaming machines, etc.

[0011] The pseudo game media, i.e., the game value, increases or decreases as the game progresses. Therefore, the player can play without holding actual medals, and while playing, the player can also check the amount of game value he or she has by looking at the credit display on the slot machine 1.

[0012] Fig. 1 is a front view of the above-mentioned slot machine 1. As shown in Fig. 2, this slot machine 1 is communicably connected to a card unit 9. Below, the card unit 9 will first be described.

[0013] The card unit 9 (corresponding to an external device) is a device capable of executing processes relating to lending of gaming value to the slot machine 1 and returning of gaming value from the slot machine 1.

[0014] Although not shown, the outer surface of the card unit 9 is provided with an opening for inserting cash, an opening for inserting / removing a card, a display panel capable of displaying instructions for inputting a PIN number and the loan balance, a gaming value loan button, and a card ejection button. Inside the card unit 9, in addition to an I / F for communication with the slot machine 1, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided, as shown in FIG.

[0015] The cash management mechanism 91 introduces and detects bills inserted through the cash insertion opening into the card unit 9, and accumulates them.

[0016] The card management mechanism 92 introduces and stores a card inserted through the card insertion / ejection opening, and ejects the card from the insertion / ejection opening when the card ejection button is operated.

[0017] The card unit side control unit 93 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 93 controls the operation of the cash management mechanism 91 and the card management mechanism 92, performs processing such as lending gaming value, authenticating cards, and reading and writing data from and to cards.

[0018] The operation processing of the cash management mechanism 91 includes a process of operating the cash management mechanism 91 so that the inserted banknote is introduced into the card unit 9, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 91, 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.

[0019] The operation processing of the card management mechanism 92 includes processing for operating the card management mechanism 92 so that the inserted card is introduced into the card unit 9, processing for operating the card management mechanism 92 so that the card is ejected in response to operation of the card ejection button, and the like.

[0020] The process of lending the gaming value includes a process of transmitting data of the gaming value to be lent in response to the operation of the lending button to the slot machine 1. At the time of this transmission, a process of subtracting the gaming value to be lent from the gaming value data of the remaining loan balance temporarily stored in the RAM in the card unit 9 is also performed.

[0021] The card authentication process includes a process for determining whether or not a personal identification number (PIN) entered via the display panel matches the PIN number written on the card when the card is inserted into the insertion / ejection opening. If the card unit side control unit 93 determines that the PIN number matches, it allows the authenticated card to continue to be used, but if it determines that the PIN number does not match, it may not allow the authenticated card to continue to be used (restrict its use).

[0022] The process of reading data from the card includes a process of reading the gaming value data, if any, written on the card and temporarily storing it in RAM as the loan balance.

[0023] The writing process to the card includes a process of receiving the game value data transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card ejection button. When the card ejection button is operated and game value data has already been written to the card, the card unit side control unit 93 adds the game value received from the slot machine 1 to the data and writes it to the card (update process).

[0024] As a result, when the card ejection button is operated on the card unit 9, a card on which at least one of the data of the game value and loan balance owned by the player is written is ejected from the card insertion / ejection opening.

[0025] The card unit 9 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). 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.), changes in the quantity of game value, the number of games played, and the ratio of special roles, is sent from the card unit 9 to the hall computer and the unit management computer.

[0026] <Slot machine configuration> As shown in Fig. 1, a medal-less slot machine 1 has a cabinet 10. A front door 100 is provided on the front of the cabinet 10.

[0027] A keyhole is provided near the right end of the front door 100 when viewed from the front. A key can be inserted into the keyhole to lock or unlock the front door 100 and the cabinet 10. The front door 100 and the cabinet 10 remain locked during play, preventing players from accessing the inside of the cabinet 10. Furthermore, because the slot machine 1 is a medal-less machine, there is no need for a selector or hopper device inside the cabinet 10, eliminating the need for store staff to replenish medals during play. Therefore, during play, store staff generally do not unlock the front door 100 and the cabinet 10, except when an error occurs in the slot machine 1. When store staff perform settings changes, setting value confirmations, maintenance, or other operations, the front door 100 and the cabinet 10 are unlocked, allowing the front door 100 to rotate relative to the cabinet 10. This allows store staff to access the inside of the cabinet 10.

[0028] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, a player can see multiple symbols displayed on the surface of each of multiple rotating reels 20a, 20b, and 20c, which will be described later.

[0029] Above the reel window 200, there are provided a liquid crystal display 3, a speaker 102, and an illumination unit 103 for performing various effects during a game. The liquid crystal display 3, the speaker 102, and the illumination unit 103 correspond to a notification unit.

[0030] The LCD screen 3 displays various effect videos (effect screens) while the player is playing. A sub-LCD screen 30 capable of displaying various effects related to the game is provided to the side of the reel window 200. The sub-LCD screen 30 is a touch panel and also serves as an operation unit that can be operated by touching it.

[0031] The speaker 102 outputs predetermined background music (BGM), sound effects (SE), and audio.

[0032] The illumination unit 103 lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.

[0033] An operation unit 4 is provided below the reel window 200. The operation unit 4 is provided in a position where it can be seen and touched by the player. The operation unit 4 includes a plurality of stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a medium display unit 43, a game information display unit 44, a cancel button 45, a count button 46, and an effect button 47.

[0034] The stop switches 40a, 40b, and 40c are provided corresponding to the reels 20a, 20b, and 20c, respectively. The stop switches 40a, 40b, and 40c accept operations to stop the rotation of the reels 20a, 20b, and 20c while the reels 20a, 20b, and 20c are rotating.

[0035] A lamp may be provided inside each of the stop switches 40a, 40b, and 40c. The lamp may, for example, emit a color to indicate that the stop switches 40a, 40b, and 40c are in an inoperative state from the time the lever 42 is operated until the reels 20a, 20b, and 20c reach a steady rotation state. Furthermore, the lamp may emit a color different from the above to indicate that the stop switches 40a, 40b, and 40c are in an operable state from the time the reels 20a, 20b, and 20c reach a steady rotation state until the stop switches 40a, 40b, and 40c are operated.

[0036] The bet switch 41 is used when betting a gaming value. In this embodiment, a case is exemplified in which a predetermined number of gaming values ​​(for example, three coins) that can be played once is automatically bet by pressing the bet switch 41 once.

[0037] The lever 42 functions as a start switch that accepts an operation to rotate each of the reels 20a, 20b, and 20c. For the reels 20a, 20b, and 20c to start, a "wait condition" must be met, which requires that there must be at least a minimum play time (approximately 4.1 seconds) between the start of the reels 20a, 20b, and 20c in the previous game and the start of the reels 20a, 20b, and 20c in the next game. Therefore, when the lever 42 is operated, each of the reels 20a, 20b, and 20c will start after this wait condition is met.

[0038] The medium display unit 43 displays the amount of gaming value (hereinafter also referred to as the number of credits) managed by the medium management unit 620 of the slot machine 1, the amount of gaming value paid out, etc., and is composed of, for example, multiple seven segments.

[0039] In this embodiment, the "number of payouts of game value" does not mean that actual medals are paid out to the outside of the slot machine 1, but means that the game value increases based on the winning combination established by the internal lottery. In other words, the number of payouts of game value means that the numerical value of the pseudo game medium converted into electronic data increases.

[0040] In this embodiment, the number of credits is set to an upper limit. This upper limit is not related to the activation process of the complete function, which will be described later, and is used in a notification process to prompt the player to transfer the game value to the card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Medium Management Unit-".

[0041] The game information display unit 44 displays information about the game other than the information displayed on the medium display unit 43, and is composed of an LED, a lamp, a 7-segment display, etc. The information displayed by the game information display unit 44 includes the number of bets of game value in one game, whether or not a special role is being implemented, whether a replay (replay) has been won, and if an operation mode role is won during AT or ART, a code corresponding to the correct operation mode of the operation mode role.

[0042] The cancel button 45 can accept an operation to change a betted game value to a non-betted state. For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 (described later) updates the betted game value to "0" and adds the betted game value immediately before it became "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the betted game value. In other words, the cancel button 45 can be said to be a button for causing the media management unit 620 to execute a bet cancellation process that transitions the bet state to a non-bet state and returns the betted game value to the number of credits.

[0043] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet has been placed but the lever 42 has not yet been operated, and is invalid from the time the lever 42 is operated until the end of the game based on the operation of the lever 42. In this embodiment, the cancel button 45 is located near the bet switch 41.

[0044] The counting button 46 can accept an operation to transfer the game value data managed by the media management unit 620 of the slot machine 1 from the media management unit 620 to the card unit 9. For example, when the counting button 46 is operated when the managed game value is 1 or more, the media management unit 620 subtracts the managed game value toward 0. The data of the subtracted game value is sent to the card unit 9.

[0045] The amount of subtraction from the managed game value when the count button 46 is operated once may be predetermined, such as "1" or "50." Also, the managed game value may continue to be subtracted while the count button 46 is continuously operated.

[0046] In this embodiment, the counting button 46 is located on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until the card is ejected from the card unit 9 smoother.

[0047] Furthermore, the counting button 46 may be provided with a lamp inside or around the button 46 that changes the color of light emitted before and after operation.

[0048] The effect button 47 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 47 may also be pressed by the player during play depending on the effect. When the effect button 47 is pressed during play, a change occurs in the effect.

[0049] Furthermore, a lamp capable of emitting light in various colors and patterns may be provided inside the effect button 47. The lamp lights up when the effect button 47 is in an operable state, and is not lit when the effect button 47 is in an inoperable state. Furthermore, when operation of the effect button 47 triggers the output of a winning notification effect for a favorable game state such as a special combination or AT, the lamp can also flash at high speed in a color different from when it is normally lit, such as red or rainbow colors.

[0050] 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.

[0051] 2, the slot machine 1 includes a spinning reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The spinning reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns the main power of the slot machine 1 on and off.

[0052] As shown in Figures 1 and 2, the reel unit 2 includes three reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The reel unit 2 is disposed inside the casing 10, corresponding to the position of the reel window 200. As shown in Figure 3, each of the reels 20a, 20b, and 20c has a plurality of symbols arranged at intervals along the circumferential direction of the reel 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided corresponding to the reels 20a, 20b, and 20c, respectively, and drive the corresponding reels 20a, 20b, and 20c.

[0053] The stepping motors 21a, 21b, and 21c stop the rotation of the reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c within 190 milliseconds 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 milliseconds is 127.

[0054] 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 (described later) in the control unit 6.

[0055] The reset button 71 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 71 is pressed, the quantity of game value managed by the media management unit 620 of the slot machine 1 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."

[0056] The setting change button 72 is a button that is pressed by a store staff member when setting one of a plurality of setting values ​​to 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 to the setting change mode, the setting change button 72 becomes operable, and the setting value can be set by operating the setting change button 72 in this state.

[0057] During game play or game standby, the cabinet 10 and the front door 100 are locked, and therefore, only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 71 and the setting change button 72. In principle, the only time they are unlocked is when an error occurs in the slot machine 1. Therefore, players cannot touch the reset button 71 and the setting change button 72.

[0058] The set value is a value that represents the payout rate, which indicates the ratio of the total number of paid-out game values ​​to the total number of game values ​​inserted into the slot machine 1. The set set value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the set value. The set value is set by store staff before the store opens.

[0059] <The flow of play by players> The player presses the effect button 47 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3 as needed.

[0060] The player operates the lending button on the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to use the game value managed by the media management unit 620 to bet game value on the slot machine 1. When a predetermined amount of game value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., game play can begin.

[0061] FIG. 1 illustrates an example in which the active line L is composed of a single line sloping upward to the right. The active line L is a virtual line for determining winning combinations. In this embodiment, the active line L is activated when a MAX BET (maximum bet) of three coins is placed.

[0062] In the following, "winning" is not only when a symbol that pays out medals, such as a bell or watermelon, aligns on the valid line L, but also when a symbol corresponding to a specific symbol, such as a special replay, chance symbol, or special symbol (bonus), aligns on the valid line L.

[0063] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42 and stop switches 40a, 40b, 40c to obtain the results of the game, including internal lottery, winning determination processing, and processing to increase or decrease the play value.

[0064] 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 each of the rotating reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c stops. When all the rotating reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is performed according to the combination of symbols (winning combination) that has aligned (won) on the pay line L. This completes one game.

[0065] The player repeatedly plays the above game. As the game progresses, the display on the liquid crystal screen 3 and the sub-liquid crystal screen 30, the sound output from the speaker 102, and the light emitted by the illumination unit 103 change in accordance with the progress of the game.

[0066] <About game status> During play, various types of game zones and game states are set, and an internal lottery is performed based on the set game zones and game state types. The game states include a first game state and a second game state, as shown in Figures 4 and 5. Note that the first game state and the second game state are not exclusively established game states, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.

[0067] The first game state includes a special role non-carryover state (non-bonus internal state), a special role carryover state (inside the bonus), and a special role implementation state (during the bonus), as shown in Figure 4. The special role non-carryover state, the special role carryover state, and the special role implementation state are in an exclusively established relationship.

[0068] The special role non-carryover state refers to a state in which the special role (Type 1 BB and Type 2 BB) 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 when condition A is met, such as when the setting value is changed, the RAM is initialized, or the payout of the game value exceeds a predetermined number after transitioning to the special role implementation state.

[0069] The special role carryover state refers to a state in which a special role has been won by internal lottery, but the winning of the special role has been carried over. In other words, the special role carryover state refers to a state in which the special role flag has been won by internal lottery, but the symbols indicating the special role have not been aligned on the valid line L, and therefore the special role has not yet been won.

[0070] Here, Type 1 BB is a device for continuously operating a type 1 special feature, and Type 2 BB is a device for continuously operating a type 2 special feature. For example, Type 1 BB is a candidate for winning when the number of bets is the maximum number "3," and Type 2 BB is a candidate for winning when the number of bets is less than the maximum number, so that Type 1 BB and Type 2 BB may have different numbers of bets on game value when they become candidates for winning. Also, Type 1 BB may be the only special feature. Also, Type 1 BB cannot be won while Type 1 BB is carried over.

[0071] When a special role is won while the first gaming state is a special role non-carryover state, the first gaming state transitions from the special role non-carryover state to a state in which the winning of the special role that has been won is carried over (special role carryover state).

[0072] When a winning special role is won (condition B), the first gaming state transitions from the special role carryover state to the special role implementation state. The special role implementation state refers to a state in which a special role (bonus) won by internal lottery is won, and the payout of game value exceeding a predetermined number has not been completed. For example, when the first gaming state transitions to the special role implementation state due to the winning of a Type 1 BB or Type 2 BB, the special role implementation state is maintained until the number of payout game value due to the Type 1 BB or Type 2 BB exceeds the predetermined number.

[0073] In more detail, the special role implementation state includes a Type 1 BB implementation state, a Type 2 BB implementation state, and an RB implementation state. If an RB is won by an internal lottery during a Type 1 BB implementation state in which a Type 1 BB is being implemented, the special role implementation state will transition from the Type 1 BB implementation state to the RB implementation state. If 12 games are played or a specific role is won eight times in the RB implementation state, the special role implementation state will transition to the Type 1 BB implementation state.

[0074] As shown in Figure 5, the second gaming state includes a normal gaming state, a chance zone (hereinafter sometimes referred to as CZ), and an AT state as a special gaming state. The special gaming state includes an AT state and a special role implementation state. The normal gaming state, CZ, and AT state (special gaming state) are mutually exclusive.

[0075] The general gaming state is a state that is not a special gaming state such as an AT state or a special role implementation state, and is not a CZ state, that is, a state in which the assist function (instruction function) does not occur (or is unlikely to occur). For example, after the RAM is cleared or the AT ends, the second gaming state is set to the general gaming state until the AT lottery is won. As an example, when the gaming zone is a favorable zone, the AT lottery is conducted according to the winning role (rare role, etc.) by the internal lottery.

[0076] The AT state is a state in which the assist function (AT function) is active, informing the player of the correct operation of the stop switches 40a, 40b, and 40c for roles other than the special role won by the internal lottery via the LCD screen 3, speaker 102, and illumination unit 103. If the AT is won in the AT lottery while the gaming zone is in the advantageous zone, the second gaming state transitions from the general gaming state to the AT state. The second gaming state transitions from the AT state to the general gaming state in the following cases: a predetermined number of games have elapsed since the start of gaming in the AT state; the total number of payouts of gaming value since the start of gaming in the AT state reaches a predetermined number; a decision not to continue the AT is made in the AT state continuation lottery; or a decision to transition to the general gaming state is made in the drop-out lottery from the AT state to the general gaming state. This ends the AT state.

[0077] The CZ is a second gaming state in which the probability of transitioning to the AT state (special gaming state) is higher than in the base gaming state. A high probability of transitioning to the AT state can be directly attributed to a higher probability of transitioning from the CZ to the AT state, or indirectly attributed to an increased probability of transitioning to the AT state. Therefore, the CZ can be considered a state in which the player enjoys a greater advantage in gaming than the base gaming state. While the CZ and the AT state are similar in that they are more advantageous to the player than the base gaming state, the AT state can be considered even more advantageous than the CZ. The CZ can be entered when certain conditions are met, such as when a CZ lottery based on a winning combination in an internal lottery is won, when the number of games played in the advantageous zone reaches a predetermined number, or when the points accumulated as the game progresses reach a predetermined value.

[0078] <About the gaming area> The above-mentioned game interval is an interval for determining whether or not processing related to the instruction function is performed. As shown in Figure 6, the game interval has a normal interval and an advantageous interval. The normal interval and the advantageous interval are in an exclusive relationship, and the game interval can be either the normal interval or the advantageous interval.

[0079] Here, processing related to the instruction function includes processing to exercise the instruction function (provide assistance), lottery processing for a mode in which the AT winning probability is determined, processing to transition to that mode, CZ lottery processing, CZ processing, AT lottery processing, AT continuation processing, AT addition processing (including adding the number of AT continuation games, adding the difference in sheets, and adding the number of sets), processing to fall from the AT state to the general game state, AT processing, processing to transition from the advantageous zone to the normal zone, etc.

[0080] The normal zone is a zone in which processing related to the instruction function cannot be executed, but zone transition processing to the advantageous zone is performed. When some condition for transitioning to the advantageous zone is met in the normal zone, the game zone transitions from the normal zone to the advantageous zone. Note that while the second game state is the general game state, the game zone can adopt the normal zone.

[0081] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a normal gaming state, an advantageous zone in which the second gaming state progresses in a CZ, and an advantageous zone in which the second gaming state progresses in an AT state. The gaming zone remains an advantageous zone from the time it transitions to an advantageous zone until it meets a specified termination condition. The specified termination condition will be described later in "- Zone Control Unit - ".

[0082] As a summary of the above, possible combination patterns of the gaming section and the second gaming state in the slot machine 1 will now be listed. Pattern 1: The game zone is the normal zone, and the second game state is the normal game state. Pattern 2: The game zone is a favorable zone, and the second game state is a general game state. Pattern 3: The game zone is a favorable zone, and the second game state is a CZ Pattern 4: The game zone is a favorable zone, and the second game state is an AT state. As mentioned above, when the game zone is a normal zone, no processing related to the instruction function can be performed, so it can be said that there is little advantage for the player. On the other hand, when the game zone is a favorable zone, processing related to the instruction function can be performed, so the range of game progress is wider, and it can be said that there is an advantage for the player compared to a normal zone.

[0083] <Configuration of each control unit> As shown in Fig. 2, the control unit 6 mainly includes a main control unit 61, a game value number control unit 62, and a sub-control unit 63. The main control unit 61 performs control for progressing the game, such as interrupt processing such as timer interrupts, and control of internal lotteries and the rotating reels 20a, 20b, and 20c. The game value number control unit 62 manages and processes game values ​​and controls communication with the card unit 9. The sub-control unit 63 controls effects based on signals sent from the main control unit 61 and when the effect button 47 is pressed.

[0084] The main control unit 61, the game value number control unit 62, and the sub-control unit 63 each comprise a CPU, RAM, and ROM. The ROM of the main control unit 61 stores programs and the like necessary for game progress, and the RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, as well as data indicating which game state and game section each state or section is in, and setting values. The ROM of the game value number control unit 62 stores programs and the like necessary for managing game values ​​and communicating with the card unit 9, and the RAM of the game value number control unit 62 stores the total number of game values ​​being managed, etc. The ROM of the sub-control unit 63 stores programs and the like necessary for controlling presentations, and the RAM of the sub-control unit 63 stores various data and the like related to presentation control.

[0085] Here, the connection relationship and communication processing of the main control unit 61, the game value number control unit 62, and the sub-control unit 63 will be described with reference to Fig. 7. In this embodiment, the main control unit 61, the game value number control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0086] 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 number control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication. Information and commands transmitted from the main control board P1 to the game value control board P2 include: outer terminal information; whether or not settings are being changed; commands related to various errors; a signal requesting a bet of game value when the bet switch 41 is operated; a signal requesting the payout of game value corresponding to a winning combination; a signal requesting a bet cancellation process when the cancel button 45 is operated; and a request for the transfer of game value when the count button 46 is operated. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated; information that the number of credits has reached the upper limit; information regarding the presence or absence of a communication abnormality between the card unit 9 and the slot machine 1; and various responses to requests from the main control board 61.

[0087] 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 related to various errors, and information indicating that the operation units including the stop switches 40a, 40b, and 40c have been operated.

[0088] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication takes place from the game value control board P2 to the sub-control board P3. The information and commands sent from the game value control board P2 to the sub-control board P3 include the MY value (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 is complete, etc.), information indicating the number of credits and the number of coins won, information indicating that the number of credits has reached the upper limit, and, if a credit backup error has occurred, information about that error.

[0089] <Main control unit> Returning to Figure 2, the CPU reads and executes the programs in the ROM, causing the main control unit 61 to function as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a game progress control unit 614, a section control unit 615, a game status control unit 616, and an error determination unit 617.

[0090] -Internal lottery section- The internal lottery unit 610 conducts an internal lottery based on the operation of the lever 42, and sets one flag out of multiple winning combination flags as a winning flag to be a winning combination. Specifically, when the lever 42 is operated, the internal lottery unit 610 conducts an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal can be used by the spinning reel control unit 611, the game progress control unit 614, etc.

[0091] The internal lottery table shows information on winning combinations that may be obtained by an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the RT state (not shown) when the lever 42 is operated, and the type of special combination and setting value if the specific combination is in progress (during a bonus). The information on the combinations shown in the internal lottery table includes one or more symbol combinations and the combinations of combinations associated with each other. The winning combinations include losing combinations that do not result in the payout of game value, operation mode combinations that result in the payout of game value when the operation mode of the stop switches 40a, 40b, and 40c is the correct operation mode, rare combinations, and the like.

[0092] The operation mode roles include a push order role in which the correct operation mode is determined only by the order in which the stop switches 40a, 40b, and 40c are pressed, a push order role in which a predetermined timing for stopping a predetermined symbol is determined in addition to the push order, and a push order role in which the correct operation mode is determined only by the timing for stopping a predetermined symbol.

[0093] For example, if a push order role is won and the stop switches 40a, 40b, and 40c are pressed in the correct order, the push order role will win and multiple game values ​​(e.g., 8 coins) according to the role will be paid out. If the push order role is won but the stop switches 40a, 40b, and 40c are not pressed in the correct order, the push order role will not win, or another role (such as a 1-coin role) will win.

[0094] Note that operation mode roles such as push order roles are awarded not only in the AT state, but also in the general gaming state and CZ. If an operation mode role is achieved in the general gaming state, the correct operation mode is not notified, so the operation mode role may be missed or only one coin may be paid out. During the AT state, the correct operation mode is often notified, and multiple (e.g., eight) game values ​​are paid out by operating the stop switches 40a, 40b, and 40c according to the correct operation mode.

[0095] - Rotating reel control unit - 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.

[0096] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c have stopped spinning, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c. When a stop switch 40a, 40b, or 40c corresponding to one of the reels 20a, 20b, or 20c is operated while at least one of the reels 20a, 20b, or 20c is spinning, the reel control unit 611 stops the rotation of the reel 20a, 20b, or 20c corresponding to the operated stop switch 40a, 40b, or 40c.

[0097] In the rotation stop control, the rotating reel control unit 611 can stop the rotation of the rotating 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 is placed on the pay line L of the rotating reels 20a, 20b, and 20c, thereby winning the role.

[0098] In addition, in the rotation stop control, the rotation reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the rotation reels 20a, 20b, 20c when each stop switch 40a, 40b, 40c is operated. Pull-in control is control that stops the rotation of the rotation reels 20a, 20b, 20c so that the symbols corresponding to the winning combination are pulled onto the activated line L. Kick-out control is control that stops the rotation of the rotation reels 20a, 20b, 20c so that the symbols corresponding to the non-winning combination do not line up on the activated line L.

[0099] In addition, while the special role is being carried over (during the bonus), the rotating reel control unit 611 stops the rotating reels 20a, 20b, 20c based on the operation of the stop switches 40a, 40b, 40c, but if the conditions for allowing the special role to be won are not met, it is possible to control the winning special role (bonus) so that it does not win.

[0100] -Game result determination section- The game result determination unit 612 determines the game result based on the results of the internal lottery and the spin stop control of the reels 20a, 20b, and 20c. The game result means the result of determining whether or not a winning combination has been achieved based on the symbols that have lined up on the pay line L. Specifically, when the combination of symbols that have stopped on the pay line L matches a predetermined combination of symbols, the game result determination unit 612 determines that the winning combination has been achieved.

[0101] -Game progress control unit- The game progress control unit 614 controls the game progress based on the player's operation. At that time, the game progress control unit 614 controls the game progress by the player based on the setting values ​​set by the store staff.

[0102] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 clears game data such as the first and second game states and game zones by initializing the RAM of the main control unit 61. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.

[0103] -Section control unit- The zone control unit 615 sets one of a plurality of game zones (normal zone and advantageous zone) when the player plays.

[0104] Specifically, when the gaming zone is a normal zone, if the transition condition for the advantageous zone is satisfied, the zone control unit 615 sets (transitions) the gaming zone from the normal zone to the advantageous zone.

[0105] Furthermore, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or transition to a normal zone. For example, when the gaming zone is an advantageous zone, if a predetermined condition is met, such as the second gaming state transitioning from an AT state to a normal gaming state, the zone control unit 615 transitions the gaming zone from the advantageous zone to the normal zone even if the forced termination condition described later is not met.

[0106] In addition, the interval control unit 615 forcibly transitions the gaming interval from the advantageous interval to the normal interval when a forced termination condition is met, including when the difference in the gaming value during the advantageous interval based on the quantity of gaming value at the time of entering the advantageous interval reaches, for example, 2,400 coins.

[0107] In this embodiment, a limit is set on the difference in game value that can be obtained in the advantageous zone. The difference is the cumulative value of the number of game values ​​paid out minus the number of bets. As an example of the condition for forcibly terminating the advantageous zone described above, the limit on the difference in game value that can be obtained in the advantageous zone is when the difference in game value during the advantageous zone, based on the amount of game value at the time of entering the advantageous zone, reaches, for example, 2,400 coins (a predetermined limit value). Because the amount of game value at the time of entering the advantageous zone is used as the standard (for example, the difference is expressed as "0"), the predetermined limit value (2,400 coins) can also be said to be the limit on the increase in game value that will result in a positive gain for a player who has been playing continuously since entering the advantageous zone. As specific examples, the first and second examples will be explained. In the first example, suppose a losing state (a state in which the number of game value bets is greater than the number of payouts) continues from the time of entering the advantageous zone, the difference becomes a negative value, and the bottom price (for example, -1000 coins) is reached. Thereafter, suppose a winning state (a state in which the number of game value bets is less than the number of payouts) continues, and the difference in game value from the time of entering the advantageous zone returns to 0. Furthermore, if the winning state continues, the point at which the difference in game value from the time of entering the advantageous zone reaches the predetermined limit of 2400 coins and the advantageous zone is forced to end is the point at which the difference in game value from the time the bottom price reached 3400 coins. The player's remaining game value will initially be -1000 coins, then +3400 coins, for a total of +2400 coins, at which point the condition for the forced end of the advantageous zone is met. On the other hand, in the second example, if the winning state continues from the time of entering the advantageous zone, the difference in game value from the time of entering the advantageous zone will reach 2400 coins and the advantageous zone will be forced to end. The condition for the forced end of the advantageous zone will be met when the player's game value balance reaches +2400 coins without ever becoming negative.

[0108] In this specification, the quantity of gaming value (for example, the number of medals) may be referred to as "number of coins," and the difference between the quantity of gaming value bet and the quantity of gaming value obtained as a result of playing may be referred to as "difference in number of coins." However, these notations are not limited to gaming machines that use gaming media such as medals; for ease of explanation, the term "number of coins" is also used in gaming machines that use the quantity of pseudo gaming media converted into electronic data as the quantity of gaming value.

[0109] In addition, when the set value is changed or the game data is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.

[0110] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.

[0111] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to any one of a general game state, a CZ state, and an AT state.

[0112] 4, when predetermined conditions such as clearing the RAM of the main control unit 61 or changing settings are met, the game state control unit 616 sets the first game state to a special role non-carryover state. Immediately after a special role is won by an internal lottery, the game state control unit 616 sets the first game state to a special role carryover state. When the special role is won, the game state control unit 616 sets the first game state to a special role implementation state.

[0113] Also, as shown in FIG. 5, the gaming state control unit 616 determines whether or not to set the second gaming state to the AT state (i.e., whether or not the AT has been won) based on the result of the AT lottery. If the AT lottery is won during the advantageous zone, the gaming state control unit 616 sets the second gaming state to the AT state. Conversely, if the AT lottery is not won, the gaming state control unit 616 can set the second gaming state to the general gaming state or CZ. Furthermore, when the AT ends, the gaming state control unit 616 can transition the second gaming state from the AT state to the general gaming state or CZ.

[0114] Although not shown, the game state control unit 616 can control the transition of the RT state. The RT state is an internal game state in which the probability of winning the replay flag is predetermined. The slot machine 1 is provided with multiple RT states with different winning probabilities for the replay flag, and when the RT transition condition is met in any RT state, the RT state is transitioned to another RT state. For example, during a special role carryover state in which an AT may be executed, the RT state is not transitioned, and one RT state is maintained. The RT state can be transitioned in states other than the special role carryover state.

[0115] -Error detection section- 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 9, and reaching the upper limit of the number of credits.

[0116] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is transmitted as information about the error from the main control unit 61 to each of the game value number control unit 62 and the sub-control unit 63. This allows the game value number control unit 62 to perform processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 to perform processing to notify the content of the error that has occurred via the liquid crystal screen 3, the sub-liquid crystal screen 30, the speaker 102, etc.

[0117] <Game value number control unit> The CPU reads and executes the program in the ROM, whereby the gaming value number control unit 62 functions as a medium management unit 620 and a complete operation control unit 621.

[0118] -Media Management Department- The media management unit 620 performs processing for increasing / decreasing the gaming value (number of credits) and management processing. For example, the media management unit 620 increases the game value under management in response to the game value being transferred from the card unit 9. When a bet request for game value is received from the main control unit 61, the media management unit 620 determines whether or not betting is possible based on the game value under management and the bet request. If the game value under management is equal to or greater than the number of bets, the media management unit 620 determines that "betting is possible" and subtracts the amount of the bet from the game value under management. If the game value under management is less than the number of bets, the media management unit 620 determines that "betting is not possible" and performs processing to transmit this information to the main control unit 61. If betting is not possible, the amount of game value under management is maintained.

[0119] When a combination with a payout is won by the internal lottery and the combination wins, the media management unit 620 performs processing to increase the game value being managed by an amount corresponding to the type of winning combination.

[0120] Furthermore, when the cancel button 45 is operated, the media management unit 620 increases the gaming value being managed by the amount that has been bet. When the count button 46 is operated, the media management unit 620 transfers the data of the gaming value being managed to the card unit 9.

[0121] Furthermore, the media management unit 620 calculates the difference number of the gaming value, which is the cumulative value of the number obtained by subtracting the number of bets from the number of payouts of the gaming value. Using this difference number, the media management unit 620 calculates the following. (A) Difference in gaming value during each advantageous zone (B) A range (hereinafter referred to as the MY value) that is the difference between the maximum and minimum values ​​of the difference number after the power of the slot machine 1 is turned on.

[0122] The above (A) is used to determine whether the conditions for the forced termination of the advantageous zone are met. The above (A) is calculated continuously from the time the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone. Therefore, the above (A) is cleared when the game zone transitions to the normal zone, and calculation starts again when the game zone transitions back to the advantageous zone.

[0123] The above (B) is used to control the operation of the complete function described below. The above (B) continues to be calculated as long as the power of the slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power of the slot machine 1 is turned off, and calculation starts again when the power is turned on again.

[0124] The media management unit 620 also determines whether the gaming value being managed, i.e., the number of credits, has reached the credit upper limit. When the number of credits has reached the credit upper limit, a notification to that effect is output to the main control unit 61 and the sub-control unit 63. As a result, the sub-control unit 63 performs a notification process using the LCD screen 3, speaker 102, and illumination unit 103 to prompt the user to operate the counting button 46 and transfer credit number data to the card unit 9. While this notification process is being performed, the main control unit 61 performs a game stop process to stop the progress of the game, such as by invalidating the operation of the bet switch 41 or lever 42. The state in which this notification process and game stop process are being performed can be canceled when the number of credits falls below the credit upper limit by operating the counting button 46 to transfer credit number data.

[0125] In addition, when the number of credits reaches a value that is lower than the credit upper limit and is close to the credit upper limit, a notification process for prompting the player to operate the count button 46 may be performed without performing the game progress stop process.

[0126] -Complete operation control unit- The complete operation control unit 621 controls the operation of the complete function when the above-mentioned MY value becomes equal to or greater than the MY upper limit value (for example, 19000 or greater).

[0127] The complete function is a function that stops play and puts the slot machine 1 into a state where play is not possible. When the complete function is activated, the operation parts necessary to complete play, such as the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c, are in a state where they cannot accept any operation. Therefore, for example, no matter how many times the bet switch 41 is operated in the slot machine 1 while the complete function is activated, no bet processing will be performed. The activation of this complete function will be maintained unless the power of the slot machine 1 is turned on and then off by a store staff member. After the power of the slot machine 1 is turned on again, the activation of the complete function is deactivated (the complete function is in an inactive state).

[0128] In addition, when the MY value is lower than the MY upper limit value but is equal to or greater than a value close to the MY upper limit value (for example, 18,500 or greater), the complete operation control unit 621 performs processing to send to the sub-control unit 63 a pre-notification command indicating that the complete function is about to be activated.

[0129] <Sub-controller> The CPU reads and executes the program in the ROM, causing the sub-control unit 63 to function as a performance control unit 630 (corresponding to a notification control unit).

[0130] -Direction Control Department- The effect control unit 630 displays an effect image selected from a plurality of types of effect images on the liquid crystal screen 3 or the sub-liquid crystal screen 30 based on the progress of the game, outputs sound effects and background music corresponding to the effect image from the speaker 102, and causes the illumination unit 103 to emit a light pattern corresponding to the effect image. For example, when an AT or bonus is won, the effect control unit 630 selects an effect pattern for displaying that fact on the liquid crystal screen 3 or the sub-liquid crystal screen 30, and controls the display on the liquid crystal screen 3 or the sub-liquid crystal screen 30, controls the sound output from the speaker 102, and controls the light emission of the illumination unit 103 according to the effect pattern.

[0131] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the correct operation mode of the operation mode combination that is successively won (assist function, that is, instruction function).

[0132] Furthermore, when the notification conditions for the effect suggesting the setting value are met during play, the effect control unit 630 causes at least one of the liquid crystal screen 3, the speaker 102, and the illumination unit 103 to notify the effect. This effect can be used by the player to understand the setting value of the slot machine 1 currently being played. Notification conditions include when a rare combination is won, when the special combination (bonus) implementation state ends, when the AT ends, etc.

[0133] <Processing Related to Operation of Stop Switches 40a, 40b, and 40c> FIG. 8 is an explanatory diagram showing a first example of processing related to the operation of stop switches 40a, 40b, and 40c. As described above, the main control unit 61 executes the stop processing for stopping the reels that are spinning based on the stop operation on stop switches 40a, 40b, and 40c. As shown in FIG. 8, the performance control unit 630 can execute processing for outputting sound to speaker 102 (an example of sound output means) based on the operation on the operation unit including stop switches 40a, 40b, and 40c. The performance control unit 630 executes processing in processing frame units. One processing frame can be said to be one processing unit time, and can be exemplified as a predetermined time T1 such as 1 millisecond, 1 / 60 seconds, or 1 / 30 seconds. The performance control unit 630 is configured to be able to perform the following processes in one processing frame: a detection process of the operated operating unit (specifically, detection occurs when a signal is received from the main control unit 61); a process of specifying the sound data to be output in accordance with the operation; and an execution process of outputting the sound data to the sound output means at any point in the processing frame (for example, the end or start point) if a sound data output command is instructed to the port.

[0134] The first example shown in Fig. 8 is an example in which the bet switch 41, lever 42, stop switch 40a (first stop operation), stop switch 40b (second stop operation), and stop switch 40c (third stop operation) are operated in sequence with an interval of one second or more. Specifically, as shown in Fig. 8, when the bet switch 41 is operated in step 1, the performance control unit 630 detects the operation of the bet switch 41 in processing frame (F1) and turns on the bet sound port for outputting a bet sound. If the bet sound port is on at the end of processing frame (F1), the performance control unit 630 causes the speaker 102 to output a bet sound in the processing frame (F1+1) next to processing frame (F1). Thereafter, when the lever 42 is operated in step 2, the performance control unit 630 detects the operation of the lever 42 in processing frame (F2) and turns on the port for outputting the lever-on sound. If the port for outputting the lever-on sound is in the on state at the end of processing frame (F2), the performance control unit 630 causes the speaker 102 to output the lever-on sound in the processing frame (F2+1) next to processing frame (F2). Thereafter, in step 3, when the stop switch 40a is operated as the first stop operation, the performance control unit 630 detects the operation of the stop switch 40a as the first stop operation in processing frame (F3) and turns on the stop sound port for outputting the stop sound. If the stop sound port is in the ON state at the end of processing frame (F3), the performance control unit 630 causes the speaker 102 to output the stop sound in the processing frame (F3+1) following processing frame (F3). This causes the first stop sound to be output. Thereafter, in step 4, when the stop switch 40b is operated as a second stop operation, the performance control unit 630 detects the operation of the stop switch 40b as a second stop operation in processing frame (F4) and turns on the port for outputting the stop sound. If the stop sound port is in the ON state at the end of processing frame (F4), the performance control unit 630 causes the speaker 102 to output the stop sound in the processing frame (F4+1) following processing frame (F4). This causes the second stop sound to be output. Thereafter, in step 5, when the stop switch 40c is operated as a third stop operation, the performance control unit 630 detects the operation of the stop switch 40c as a third stop operation in processing frame (F5) and turns on the port for outputting the stop sound. If the stop sound port is in the ON state at the end of processing frame (F5), the performance control unit 630 causes the speaker 102 to output the stop sound in the processing frame (F5+1) following processing frame (F5). This causes the stop sound to be output for the third time. That is, in Example 1, the stop sound is output three times. Example 1 shows an example in which the timing of the first stop operation and the timing of the second stop operation do not fall within the processing unit time (predetermined time T1), the timing of the second stop operation and the timing of the third stop operation do not fall within the processing unit time (predetermined time T1), and the timing of the first stop operation and the timing of the third stop operation do not fall within the processing unit time (predetermined time T1).

[0135] The stop sound is a sound output based on the operation of the stop switches 40a, 40b, and 40c, and is different from background music (BGM) and sound effects other than the stop sound, which are output regardless of whether the stop switches 40a, 40b, and 40c are operated. Depending on the progress of the game and the operation of the operation unit, the BGM may be interrupted midway without all of the sound data being output. On the other hand, in this embodiment, all of the sound data for the stop sound is output.

[0136] FIG. 9 is an explanatory diagram showing a second example of processing related to the operation of stop switches 40a, 40b, and 40c. The second example shown in FIG. 9 is an example in which, after operating bet switch 41 and lever 42, a finger is slid to quickly press three stop switches 40a, 40b, and 40c in succession, a so-called slide operation, slide hit, or quick hit. Since steps 1 and 2 are common to the first and second examples, their explanations are omitted. As shown in FIG. 9, when the three stop switches 40a, 40b, and 40c are operated sequentially rather than simultaneously in one processing frame (F3) in step 3, the performance control unit 630 detects the operation of each of stop switches 40a, 40b, and 40c as the first, second, and third stop operations in processing frame (F3) and turns on the port for outputting the stop sound. In the example of Figure 9, the stop sound port is not divided for each of the stop switches 40a, 40b, and 40c, but one stop sound port is shared by the three stop switches 40a, 40b, and 40c. Therefore, after the operation of the stop switch 40a as the first stop operation is detected, the stop sound port remains ON in processing frame (F3). The stop sound port remains ON even if the operation of the stop switches 40b and 40c as the second stop operation or the third stop operation is detected. As a result, since the stop sound port is ON at the end of processing frame (F3), the performance control unit 630 outputs the stop sound to the speaker 102 in the processing frame (F3+1) next to processing frame (F3). As a result, if three stop switches 40a, 40b, and 40c are operated but the timing of these three stop operations falls within one processing frame (F3), i.e., within a predetermined time T1 (hereinafter, this may be referred to as "first case" or "first case: slide operation"), the stop sound is output only once.

[0137] FIG. 10 is an explanatory diagram showing a third example of processing related to the operation of stop switches 40a, 40b, and 40c. The third example shown in FIG. 10 shows an example in which two stop switches 40a and 40b are pressed in rapid succession by sliding a finger, a so-called slide operation, slide tap, or quick tap, and then, after a time interval of, for example, one second or more, the third stop switch 40c is operated. FIG. 10 omits steps 1 and 2 and shows only the operation of stop switches 40a, 40b, and 40c. As shown in FIG. 10, if the timing of the first stop operation of the first stop switch 40a and the timing of the second stop operation of the second stop switch 40b fall within one processing frame (F3) (within the predetermined time T1) (first case; slide operation), a single stop sound is output even if multiple stop operations are performed. Thereafter, when a third stop operation is performed on the third stop switch 40c in a processing frame (F4) different from the processing frame (F3) in which the first and second stop operations were performed, a stop sound is output once in response to the third stop operation. In the third example shown in Figure 10, the stop sound is output twice.

[0138] That is, in the output mode of the stop sound in the first case (slide operation) where the timing of the stop operation of the three stop switches 40a, 40b, and 40c falls within the predetermined time T1 as in the second example shown in Fig. 9, the stop sound is output once in total. On the other hand, in the output mode of the stop sound in the second case (non-slide operation) where the timing of the stop operation of the three stop switches 40a, 40b, and 40c does not fall within the predetermined time T1 as in the first example shown in Fig. 8, the stop sound is output three times in total. In other words, it is possible for the output mode of the stop sound in the first case (slide operation) to be different from the output mode of the stop sound in the second case (non-slide operation). As a result, the output mode of the stop sound in a special operation mode such as the first case (slide operation) is different from the output mode of the stop sound in a normal operation mode such as the second case (non-slide operation), which may provide a sense of excitement to the player. In the first example (second case; non-slide operation) shown in FIG. 8, the stop sound is output three times, in the second example (first case; slide operation) shown in FIG. 9, the stop sound is output once, and in the third example (including the first case) shown in FIG. 10, the stop sound is output two times. The number of stop sounds in the first case (slide operation) is fewer than the number of stop sounds in the second case (non-slide operation). Since the slide operation involves quickly pressing multiple stop switches 40a, 40b, and 40c, if the stop sounds output at that time are less than the usual three times, such as once or twice, the player can experience a sense of speed, such as "I pressed the buttons quickly," from the output mode of the stop sound (the number of stop sounds).

[0139] [1] As in this embodiment, the slot machine 1 (gaming machine) comprises a plurality of reels (20a, 20b, 20c) having a plurality of symbols, a plurality of stop switches 40a, 40b, 40c, and a performance control unit 630 capable of executing processing to output a stop sound to a speaker 102 (sound output means) based on a stop operation on the stop switches 40a, 40b, 40c that stops the reels while they are spinning, and the output mode of the stop sound in a first case where the timing of the stop operation on the plurality of stop switches 40a, 40b, 40c falls within a predetermined time T1 may be different from the output mode of the stop sound in a second case where the timing of the stop operation on the plurality of stop switches 40a, 40b, 40c does not fall within the predetermined time T1.

[0140] <Effects of the Invention> According to this embodiment, the output mode of the stop sound in the first case can be different from the output mode of the stop sound in the second case, so it is possible to provide a gaming machine that can realize a new output mode of the stop sound in response to the stop operation of the stop switches 40a, 40b, and 40c.

[0141] [2] In the gaming machine described in [1] above, the number of stop sounds output in the first case may be different from the number of stop sounds output in the second case. This configuration makes it possible to realize a new mode of outputting stop sounds, in which the number of stop sounds is varied depending on the stop operation of the stop switches 40a, 40b, and 40c.

[0142] [3] In the gaming machine described in [2] above, in the first case where the timing of the stop operation of one or more stop switches 40a, 40b, 40c falls within one processing unit time (predetermined time T1), it may be possible to execute a process of outputting one stop sound per processing unit time. According to this configuration, it is possible to realize that the number of stop sounds output in the first case is different from the number of stop sounds output in the second case without implementing a determination process.

[0143] [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 within the scope that does not change the gist of the present invention.

[0144] (A) In the above embodiment, the number of stop sounds in the first case (slide operation) is less than the number of stop sounds in the second case (non-slide operation), but this is not limited to this. Conversely, the number of stop sounds in the first case (slide operation) may be more than the number of stop sounds in the second case (non-slide operation).

[0145] (B) In the above embodiment, a processing frame is used as a method for differentiating the output mode of the stop sound in the first case (slide operation) from the output mode in the second case (non-slide operation). However, a processing frame need not be used. Also, although one management port corresponding to the three stop switches 40a, 40b, and 40c is used, there may be multiple ports corresponding to the stop switches 40a, 40b, and 40c. For example, one port may be provided for each of the stop switches 40a, 40b, and 40c, and a determination process may be implemented to determine whether the first case (slide operation) or the second case (non-slide operation) is occurring based on whether the second and third stop switches are stopped within a predetermined time T1 after the first stop switch is stopped.

[0146] (C) In the above embodiment, the number of stop sounds is different between the first case (slide operation) and the second case (non-slide operation), but this is not limiting. For example, the stop sound output in the first case (slide operation) may be different from the stop sound output in the second case (non-slide operation). For example, the stop sound output in the first case (slide operation) may use first sound data, such as a sound like an engine revving, output for two seconds, while the stop sound output in the second case (non-slide operation) may use second sound data different from the first sound data, such as a "thud" sound of about 0.5 seconds output three times. By making the stopping sound in the first case (slide operation) different from the stopping sound in the second case (non-slide operation), the player can clearly experience the feeling that he / she "pressed the button quickly" or "successfully pressed the button quickly." In the first case (slide operation), the stopping sound is preferably a sound that makes the driver aware of the speed, such as the sound of an engine revving.

[0147] (D) In ​​the above embodiment, the number of stop sounds is different between the first case (slide operation) and the second case (non-slide operation), but this is not limiting. For example, the volume of the stop sound output in the first case (slide operation) may be different from the volume of the stop sound output in the second case (non-slide operation). For example, the sound data of the stop sound output in the first case (slide operation) and the second case (non-slide operation) may be the same, but the volume of the stop sound output in the first case (slide operation) may be lower than the volume of the stop sound output in the second case (non-slide operation). Assuming that there is a possibility that some players may find the first case (slide operation) unpleasant, making the volume of the stop sound in the first case (slide operation) lower than the volume of the stop sound in the second case (non-slide operation) may suppress or prevent the occurrence of trouble between players who find the slide operation unpleasant and players who perform the slide operation. Conversely, the volume of the stop sound output in the first case (slide operation) may be louder than the volume of the stop sound output in the second case (non-slide operation). In this case, the volume of the stop sound in the first case (slide operation) is louder than that in the second case, making it easier for the player to realize that he or she has performed a successful slide operation. The volumes of the stop sounds in the first and second cases may be set in advance, or the player may be allowed to set the volume of at least one of the stop sounds in the first and second cases within a range that does not exceed the maximum volume set by the arcade.

[0148] (E) On the premise that the output mode of the stop sound in the first case (slide operation) is different from the output mode in the second case (non-slide operation), it may further be possible for the output mode of the stop sound in the first case (slide operation) in which the first specific condition is met to be different from the output mode of the stop sound in the first case (slide operation) in which a second specific condition different from the first specific condition is met.

[0149] (E-1) As a specific example of (E) above, for example, the difference between the first specific condition and the second specific condition may be a difference in the game state (normal game state, CZ, special game state). Specifically, it may be possible to proceed with the game in either the first game state (= fulfillment of the first specific condition) or the second game state (= fulfillment of the second specific condition) which is more advantageous to the player than the first game state, and it may be possible for the output mode of the stop sound in the first case (slide operation) in the first game state to be different from the output mode of the stop sound in the first case (slide operation) in the second game state. The following combinations are examples of game states. The output mode of the stop sound in the first case in the normal gaming state is different from the output mode of the stop sound in the first case in the CZ. The output mode of the stop sound in the first case in the normal gaming state is different from the output mode of the stop sound in the first case in the special gaming state (AT, etc.). The output mode of the stop sound in the first case in the CZ is different from the output mode of the stop sound in the first case in the special game state (AT, etc.). According to this configuration, it becomes possible to know the game status from the output mode of the stop sound, and a new notification method can be provided.

[0150] (E-2) As a specific example of (E) above, for example, the first specific condition and the second specific condition may be different effects notified on a performance device such as the liquid crystal screen 3. Specifically, it may be possible to notify the first performance and the second performance, and the output mode of the stop sound for the first case (slide operation) during the notification of the first performance may be different from the output mode of the stop sound for the first case (slide operation) during the notification of the second performance. Specific examples include changing the stop sound so that it corresponds to the content of the performance being notified, changing the number of times the stop sound is played, etc. This allows the stop sound to be played in accordance with the content and scene of the performance, making it possible to use the stop sound as a sound effect for the performance.

[0151] (E-3) A specific example of (E) above is, for example, a case where the first specific condition suggests a setting or a current mode, and the second specific condition is not the first specific condition. For example, when it is determined that a setting suggestion or a mode suggestion is to be notified, the first specific condition is established. For example, stop sound A is a sound that suggests the best setting value, and stop sound B is a sound that does not suggest a setting value or a mode. The modes include heaven mode and normal mode. If it is determined that setting is suggested (first specific condition is met), and it is the first case (slide operation), and the setting value is the best value, the stop sound A is output 100%. On the other hand, if it is determined that setting is suggested (first specific condition is met), and it is the first case (slide operation), and the setting value is not the best value, the stop sound B is output 100%. In the above, an example in which the stop sound A is output 100% has been described, but the invention is not limited to this, and the probability of outputting the stop sound may be varied. Specifically, when it is determined that setting is suggested (the first specific condition is met), the first case (slide operation) is occurring, and the setting value is the best value, the stop sound A is output with an 80% probability, and the stop sound B is output with a 20% probability. On the other hand, when it is determined that setting is suggested (the first specific condition is met), the first case (slide operation) is occurring, and the setting value is not the best value, the stop sound A is output with a 50% probability, and the stop sound B is output with a 50% probability. The above example uses setting suggestions, but the same applies to suggesting game modes.

[0152] (E-4) A specific example of the above (E) is a case where the first specific condition is a specific state and the second specific condition is not a specific state. As one example, in the normal gaming state or CZ, if the AT state (special gaming state) has been won (if the transition is confirmed) and in the first case (slide operation), the special stop sound may be output 100% or may be output in some cases. On the other hand, in the normal gaming state or CZ, if the AT state (special gaming state) has not been won (if the transition is not confirmed) and in the first case (slide operation), the special stop sound may not be output. As another example, when a specific role such as a rare role is won and in the first case (slide operation), a special stop sound may be output 100% or may be output in some cases. On the other hand, when a specific role such as a rare role is not won and in the first case (slide operation), a special stop sound may not be output.

[0153] (F) The stopping sound that is output in the first case (slide operation) may be set by the player. For example, it may be set as to whether or not to change the stop sound output in the first case (slide operation) to a sound different from the stop sound output in the second case (non-slide operation). Furthermore, the stop sound output in the first case (slide operation) may be selectable (settable) from a plurality of sounds. In addition, it may be possible to set the stopping sound for the first case (slide operation) in a specified state among multiple states (for example, during AT, during CZ, when AT is won, when a specific role is won) to be different from the stopping sound for the first case (slide operation) in states other than the specified state.

[0154] (G) In the above embodiment, the speaker 102 is used as an example of the sound output means, but the sound output means is not limited to this. For example, the sound output means may be earphones connected to the gaming machine by wire, or earphones or headphones that can be connected via wireless communication such as Bluetooth (registered trademark).

[0155] The bet switch 41 may be provided with a MAX bet switch for automatically betting the above-mentioned predetermined number of game values ​​(for example, 3 coins), and a bet switch for betting a game value less than the above-mentioned predetermined number of game values ​​(for example, 1 or 2 coins).

[0156] In the above embodiment, the bet switch 41 and the lever 42 are provided separately, but the lever 42 may also function as the bet switch 41 .

[0157] In the above embodiment, AT and bonus are exemplified as advantageous gaming states, but advantageous gaming states may also include ART. CZ is a gaming state in which the probability of entering AT and the probability of replay are higher than in the non-CZ state. ART is a gaming state in which the replay probability is higher than in the normal gaming state and notifies the correct operation mode of the operation mode combination. The probability of entering at least one of AT, CZ, and ART may change depending on the setting value. The performance of AT, CZ, and ART may change depending on the setting value.

[0158] In addition to images, the effects suggesting the setting value may also include special patterns that can be seen through the reel window 200 when the rotation of the rotating reels 20a, 20b, and 20c is stopped.

[0159] In the above embodiment, the gaming machine is an AT type slot machine, but the gaming machine may be an ART type slot machine or other type of machine other than the AT type.

[0160] In the above embodiment, the gaming machine is a medal-less machine, but the gaming machine is not limited to a medal-less machine, and may be a conventional slot machine that is played using actual medals.

[0161] In the above embodiment, the card unit 9 and the slot machine 1 are separate from each other. However, at least a part of the functions of the card unit 9 may be installed in the slot machine 1.

[0162] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]

[0163] 1: Slot machine (gaming machine) 40a, 40b, 40c: Stop switch 630: Production Control Unit

Claims

1. a plurality of reels having a plurality of symbols; Multiple stop switches, a performance control unit capable of executing a process of causing a sound output means to output a stop sound based on a stop operation on the stop switch that stops the reel during rotation; This gaming machine allows the output mode of the stop sound to be different in a first case where the timing of the stop operation of a plurality of stop switches falls within a predetermined time, from the output mode of the stop sound to be different in a second case where the timing of the stop operation of the plurality of stop switches does not fall within the predetermined time.

2. 2. The gaming machine according to claim 1, wherein the number of stop sounds output in the first case can be different from the number of stop sounds output in the second case.

3. 3. The gaming machine according to claim 2, wherein in the first case in which the timing of the stop operation of one or more of the stop switches falls within one processing unit time, a process of outputting one stop sound per one processing unit time can be executed.

4. 2. The gaming machine according to claim 1, wherein the stop sound output in the first case can be different from the stop sound output in the second case.

5. 2. The gaming machine according to claim 1, wherein the volume of the stop sound output in the first case can be different from the volume of the stop sound output in the second case.

6. 2. The gaming machine of claim 1, wherein the output mode of the stop sound in the first case in which a first specific condition is met can be different from the output mode of the stop sound in the first case in which a second specific condition different from the first specific condition is met.

Citation Information

Patent Citations

  • Game machine

    JP2021016470A