Gaming machine

The gaming machine employs a game progress and presentation control unit to vary transfer sounds based on game state, providing a distinct notification for game value transfers, improving player experience.

JP2026020748AActive Publication Date: 2026-02-10ENTERRISE CO LTD
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Patent Information

Application Number
JP2024122259
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-29
Publication Date
2026-02-10
Estimated Expiration
2044-07-29

AI Technical Summary

Technical Problem

Existing gaming machines lack a novel notification mode for the transfer of game values to external devices, with transfer sounds often indistinguishable from regular effects.

Method used

A gaming machine with a game progress control unit, game value number control unit, and presentation control unit that varies the transfer sound based on the game state, allowing for a distinct notification of game value transfers.

Benefits of technology

Enables a new and recognizable notification mode for game value transfers, enhancing player experience and clarity.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026020748000001_ABST
    Figure 2026020748000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of achieving a new notification mode of transfer sound.SOLUTION: The slot machine 1 includes the game progress control unit 614 capable of controlling the game progress in any one of a plurality of game states having different advantage levels of the player, the game value number control unit 62 capable of executing the processing of managing the number of held game values bettable on the game and the transfer processing of transferring the held game value to the card unit 9 based on the operation on the count button 46, and the presentation control unit 630 capable of notifying the transfer sound during the transfer of the game value. The transfer sound can be varied based on the game state.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] The gaming machine manages the number of game values ​​that can be bet on a game, and is configured so that when a player stops playing, the game values ​​can be transferred to an external device such as a card unit by operating an operation unit such as a counting button. It is known that a transfer sound different from the effect sound used in normal effects can be announced during the transfer of game values ​​(see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-90039 Summary of the Invention [Problem to be solved by the invention]

[0004] The present disclosure aims to provide a gaming machine that can realize a new notification mode of the transfer sound. [Means for solving the problem]

[0005] The first aspect is a gaming machine that includes a game progress control unit capable of controlling the progress of a game in any one of a plurality of game states in which the player has different degrees of advantage, a game value number control unit capable of executing a process for managing the number of game values ​​held that can be bet on a game and a transfer process for transferring the held game values ​​to an external device based on operation on an operation unit, and a presentation control unit capable of announcing a transfer sound while the game values ​​are being transferred, and that is capable of varying the transfer sound based on the game state. [Effects of the Invention]

[0006] According to the present disclosure, a gaming machine can be provided that can realize a new notification mode of the transfer sound. [Brief explanation of the drawings]

[0007] [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 of a first example of a transfer sound that is announced during the transfer of game value. [Figure 9] 9 is a flowchart showing part of the processing of each unit for realizing the first example shown in FIG. 8. [Figure 10] FIG. 10 is an explanatory diagram of a second example of a transfer sound that is announced during the transfer of game value. DETAILED DESCRIPTION OF THE INVENTION

[0008] [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.

[0009] 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.

[0010] 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.

[0011] 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.

[0012] 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.

[0013] 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.

[0014] The cash management mechanism 91 introduces and detects bills inserted through the cash insertion opening into the card unit 9, and accumulates them.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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).

[0021] 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.

[0022] 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).

[0023] 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.

[0024] 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.

[0025] <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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] The speaker 102 outputs predetermined background music (BGM), sound effects (SE), and audio.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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-".

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] Furthermore, the count 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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."

[0055] 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.

[0056] 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.

[0057] 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.

[0058] <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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] <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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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).

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] <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.

[0078] 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.

[0079] 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.

[0080] 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 - ".

[0081] 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.

[0082] <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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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 acquired during AT), information about the start / end of game, information about the start / end of device operation, information related to various errors, information related to the game status, etc.

[0087] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication is carried out 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, which will be described later, 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, information indicating that transfer has started, that transfer is in progress, that transfer has completed, the number of game values ​​transferred, and information on whether the number of game values ​​transferred in one transfer process has exceeded a predetermined value), information indicating the number of credits and the number of coins acquired, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0088] <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.

[0089] -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.

[0090] 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 a bonus state. The information on the combinations shown in the internal lottery table includes one or more symbol combinations and the combinations corresponding to those combinations, which are 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] - 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] -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.

[0100] -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.

[0101] 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.

[0102] -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.

[0103] 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.

[0104] 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.

[0105] In addition, the zone control unit 615 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the difference in the gaming value during the advantageous zone based on the quantity of gaming value at the time of entering the advantageous zone reaches, for example, 2,400 coins.

[0106] 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.

[0107] 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.

[0108] 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.

[0109] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.

[0110] 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.

[0111] 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.

[0112] 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.

[0113] 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.

[0114] -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.

[0115] 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.

[0116] <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.

[0117] -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.

[0118] 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.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] 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.

[0124] 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.

[0125] -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).

[0126] 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).

[0127] 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.

[0128] <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).

[0129] -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.

[0130] 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).

[0131] 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.

[0132] <Processing for transferring gaming value (number of credits) by operating the counting button 46> FIG. 8 is an explanatory diagram of a first example of a transfer sound that is sounded during the transfer of game value. When the counting button 46 is pressed briefly (for example, for less than one second), one of the game value (number of credits) held is transferred, and the transfer process is completed immediately, so the transfer sound is not sounded from the speaker 102 (an example of a sound output means). On the other hand, when the counting button 46 is pressed and held (when the pressed state continues), the transfer process continues, and the held game value continues to be transferred during the transfer process. While the game value is being transferred, the transfer sound is sounded from the speaker 102 (an example of a sound output means). When the counting button 46 is no longer pressed and held (when the hand is released from the counting button 46), the transfer of the held game value stops and the sound of the transfer stops. A long press of the counting button 46 constitutes one transfer operation, and game value continues to be transferred while the counting button 46 is pressed and held, and the amount of transferred game value increases. When the long press of the counting button 46 is stopped, the transfer process ends and the count of the amount of game value that has already been transferred is reset. Therefore, if the long press operation of the counting button 46 is performed twice, the transfer process is performed twice, but the game values ​​transferred in the two transfer processes are not added together and counted. Only the number of game values ​​transferred in one transfer process is counted.

[0133] As shown in Fig. 8, it is possible to vary the transfer sound that is announced during the execution of the transfer process based on the gaming status. Next, a specific example will be described. As shown in Case 1 in FIG. 8, when the transfer process is performed and the amount of game value transferred by a single transfer operation of the counting button 46 is less than a predetermined number (e.g., less than 5,000 coins) (i.e., from the start of transfer until the amount of game value transferred reaches 0 to 5,000 coins), the effect control unit 630 issues a transfer sound A (system sound) from the speaker 102. The transfer sound A (system sound) is not background music. Note that in Case 1, the game state is either a normal game state, a CZ, or a special game state (AT state). The effect control unit 630 issues an effect sound based on the game state. The announcement of the transfer sound may start while an effect sound based on the game state is being announced. Also, an effect sound based on the game state may be announced while the transfer sound is being announced. Therefore, the effect sound and the transfer sound may be announced simultaneously. The volume of the transfer sound is louder than the volume of the effect sound.

[0134] As shown in Case 2 of FIG. 8, when the transfer process is executed and the amount of game value transferred by a single transfer operation of the counting button 46 exceeds a predetermined number (e.g., 5,000 or more), and the game state is the normal game state, the effect control unit 630 issues a transfer sound B (BGM "Hero's Song") from the speaker 102. The effect control unit 630 issues an effect sound corresponding to the normal game state from the speaker 102. For example, the sound of a character walking or the sound of wind blowing is not always announced as an effect sound, but is announced occasionally, and there is a period of time when no effect sound is announced, which can be considered a lonely effect state. In Case 2, BGM is not output as an effect sound based on the normal game state. The BGM refers to a song that plays for 5 seconds or more even when none of the operation units, the bet switch 41, the lever 42, or the stop switches 40a, 40b, and 40c, is operated. The announcement of the transfer sound may begin when an effect sound based on the game state is being announced. In addition, while a transfer sound is being announced, a sound effect based on the game status may be announced. Therefore, the sound effect and the transfer sound may be announced simultaneously. The volume of the transfer sound is louder than the sound effect. As in Case 2, when background music is not announced based on the game status and sound effect other than background music is occasionally announced, even if the "notified transfer sound B" and the "sound effect other than background music" overlap, the sound effect is unlikely to be unpleasant or can be enjoyed without becoming unpleasant.

[0135] As shown in Case 3 of FIG. 8, when the transfer process is executed and the amount of game value transferred by a single transfer operation of the counting button 46 exceeds a predetermined number (e.g., 5,000 or more), and the game state is a special game state (AT state), the effect control unit 630 issues a transfer sound A (system sound) from the speaker 102, as in Case 1. The effect control unit 630 issues an effect sound corresponding to the special game state from the speaker 102. For example, background music (BGM) indicating an AT state is always issued as an effect sound based on the game state. Therefore, when the transfer process is started, the announcement of the transfer sound begins while the effect sound based on the game state is being announced. As a result, the effect sound and the transfer sound are announced simultaneously. The volume of the transfer sound is louder than the volume of the effect sound. As in Case 3, when background music (effect sound) indicating an AT state is being announced based on the game state, an announcement of a separate BGM transfer sound may result in the different BGM being superimposed, resulting in an unpleasant sound with an indistinguishable melody line. Therefore, the transfer sound in case 3 is different from the transfer sound in case 2.

[0136] As shown in Case 4 of FIG. 8, when the transfer process is executed and the amount of game value transferred by one transfer operation of the counting button 46 exceeds a predetermined number (for example, 5,000 or more), and the game status is CZ, the effect control unit 630 issues a transfer sound C (BGM "Chance Arrives") from the speaker 102. The effect control unit 630 issues an effect sound corresponding to CZ from the speaker 102. For example, as an effect sound based on the game status, a voice (voice) of a character saying something like "Is this your chance!?" is issued. The effect sound is not always issued, but is issued occasionally. BGM is not output as an effect sound based on the game status. The announcement of the transfer sound may begin while an effect sound based on the game status is being issued. Furthermore, an effect sound based on the game status may be issued while a transfer sound is being issued. Therefore, the effect sound and the transfer sound may be issued simultaneously. The volume of the transfer sound is larger than the volume of the effect sound.

[0137] In the first example shown in Fig. 8, it is possible to make the transfer sound different based on the game state, as shown in Case 2, Case 3, and Case 4 in Fig. 8. This makes it possible to avoid confusion for the player due to the overlap of the effect sound and the transfer sound, even if, for example, in a special game state such as an AT state, an effect sound including luxurious background music based on the special game state is announced, and a transfer sound (system sound) that is relatively less lively compared to the luxurious effect sound is announced. Conversely, in the normal game state, the sound effects are often weaker than in the AT state, so even if a luxurious transfer sound is announced, the player is unlikely to be confused by the overlap of the sound effects and the transfer sound, and it may be possible to give the player benefits such as praising the player by making the transfer sound lively.

[0138] In order to realize the first example shown in FIG. 8, the main control unit 61, the game value number control unit 62, and the sub-control unit 63 (the performance control unit 630) execute the processing flow shown in FIG. 9. FIG. 9 is a flowchart showing part of the processing of each unit for realizing the first example shown in FIG. 8. As shown in FIG. 9, when the counting button 46 is pressed and held (transfer operation), in step ST11, the main control unit 61 detects the long press of the counting button 46, and the main control unit 61 transmits a game value transfer request to the game value number control unit 62 (see S1). In addition, when the long press of the counting button 46 is released, in step ST12, the main control unit 61 detects that the transfer operation of the counting button 46 has been released, and notifies the game value number control unit 62 that the counting button 46 has been released (see S4).

[0139] Meanwhile, in step ST21, the game value number control unit 62 starts the transfer process based on the game value transfer request, and the game value number control unit 62 sends a notification (see S2) that the transfer process has started to the sub-control unit 63. Upon receiving the notification (see S2) that the transfer process has started, the sub-control unit 63 starts to issue a transfer sound A in step ST31. During the transfer process, the game value number control unit 62 repeatedly executes the determination process shown in step ST22 "determining whether the transferred game values ​​are 5,000 or more" and the determination process shown in step ST24 "determining whether the transfer operation has ended upon receiving information (S4) that the counting button 46 has been released, or determining whether the transfer of all held game values ​​has been completed." If it is determined in step ST24 that the transfer operation has ended or that the transfer of all held game values ​​has been completed (ST24: YES), in step ST25 the game value number control unit 62 transmits a notification (see S5) that the transfer process has ended to the sub-control unit 63. When the sub-control unit 63 receives the notification (see S5) that the transfer process has ended, it stops the notification of the transfer sound in step ST37.

[0140] In step ST22, if the game value number control unit 62 determines that the transferred game value is not 5,000 or more (ST22: NO), the process proceeds to step ST24. On the other hand, in step ST22, if the game value number control unit 62 determines that the transferred game value is 5,000 or more (ST22: YES), the game value number control unit 62 notifies the sub-control unit 63 in step ST23 that "the transferred game value is 5,000 or more" (see S3). Upon receiving the notification (see S3) from the game value number control unit 62, the sub-control unit 63 determines in step ST32 whether or not the current game state is a regular game state. If the current game state is a regular game state (ST32: YES), the sub-control unit 63 issues a transfer sound B in step ST33. On the other hand, if the current gaming state is not the normal gaming state (ST32: NO), the sub-control unit 63 determines whether the current gaming state is the special gaming state in step ST34. If the current gaming state is the special gaming state (ST34: YES), the sub-control unit 63 issues a transfer sound A in step ST35 (continues to issue a transfer sound A). On the other hand, if the current gaming state is not the special gaming state (ST34: NO), the sub-control unit 63 issues a transfer sound C in step ST36, assuming that the current gaming state is CZ.

[0141] [1] As in this embodiment, the slot machine 1 (gaming machine) is equipped with a game progress control unit 614 capable of controlling the progress of a game in any one of a plurality of game states in which the player has different degrees of advantage, a game value number control unit 62 capable of performing a process of managing the number of game values ​​held that can be bet on a game and a transfer process of transferring the held game value to a card unit 9 (external device) based on operation of a counting button 46 (operation unit), and a presentation control unit 630 capable of announcing a transfer sound while the game value is being transferred, and it may be possible to make the transfer sound different based on the game state.

[0142] <Effects of the Invention> According to this embodiment, a gaming machine can be provided that can realize a new notification mode of the transfer sound, in which the transfer sound may differ depending on the game status.

[0143] [2] In the gaming machine described in [1] above, it may be possible to make the transfer sound different based on the condition regarding the quantity of the managed gaming value and the gaming status. With this configuration, it is possible to vary the transfer sound not only depending on the game status but also on conditions related to the quantity of game value being managed. Conditions related to the quantity of game value being managed include the amount of game value that has been transferred, which gradually increases during the execution of the transfer process, the amount of game value (number of credits) held at the start of the transfer process, and the amount of held game value that decreases during the transfer process (number of credits that decrease).

[0144] [3] In the gaming machine described in [2] above, it may be possible to make the transfer sound different based on the amount of game value that has been transferred and increases during the execution of the transfer process. According to this configuration, the transfer sound changes based on the amount of game value that has been transferred, which gradually increases as a result of the transfer process, so that the game becomes more and more interesting as the transfer continues.

[0145] [4] In the gaming machine described in [2] above, it may be possible to make the transfer sound different based on the amount of game value held at the start of the transfer process. According to this configuration, the transfer sound can be made different depending on the amount of game value held, so if a large amount of game value is held, the transfer sound can be changed from the start of the transfer, making it possible to add interest from the start of the transfer. For example, if the amount of game value held at the start of the transfer process (amount held; number of credits) is less than 5,000, transfer sound A is announced; if the amount of game value held at the start of the transfer process (amount held; number of credits) is 5,000 or more, transfer sound B is announced; and if the amount of game value held at the start of the transfer process (amount held; number of credits) is 8,000 or more, transfer sound C is announced.

[0146] [5] In the gaming machine described in [2] above, it may be possible to make the transfer sound different depending on the amount of game value held that decreases during the transfer process. According to this configuration, the transfer sound varies depending on the amount of held game value, making it possible to predict the transfer completion point when the transfer of all held game value is complete. For example, if the amount of held game value is less than 300, the transfer sound with the highest pitch is announced; if the amount of held game value is 300 or more but less than 500, the transfer sound with the second highest pitch is announced; and if the amount of held game value is 500 or more but less than 700, the transfer sound with the third highest pitch is announced. In this way, the transfer sound may be changed so that its pitch gradually increases as the amount of held game value decreases, or conversely, the transfer sound may be changed so that its pitch gradually decreases as the amount of held game value decreases.

[0147] [6] In the gaming machine described in any one of [1] to [5] above, the notification of the transfer sound may start while a sound effect based on the game status is being notified. According to this configuration, even if the notification of the transfer sound starts while a sound effect based on the game status is being notified, the transfer sound may differ depending on the game status, so that the superimposition of the sound effect and the transfer sound does not necessarily cause discomfort to the player, and it is possible to prevent the superimposition of the sound effect and the transfer sound from causing discomfort to the player.

[0148] [7] In the gaming machine described in [6] above, the volume of the transfer sound may be larger than the volume of the effect sound. According to this configuration, it is possible to notify store staff that the game value is being transferred, and it is possible to notify them with a transfer sound that is suitable for store management, such as preventing fraud.

[0149] [8] In the gaming machine described in [6] above, the sound effects may be stopped or the volume of the sound effects may be reduced as the notification of the transfer sound begins. This configuration makes it possible to make the transfer sound easier to hear. When the sound effect stops with the start of the transfer sound notification, for example, the sound effect may be stopped suddenly or may be faded out. In this case, the transfer sound may be notified suddenly or may be faded in. The volume of the sound effect may be gradually reduced as the notification of the transfer sound begins, or the volume of the sound effect may be reduced all at once.

[0150] [9] The card unit 9 may be built into the slot machine 1 (gaming machine). That is, the slot machine 1 (gaming machine) may be equipped with a game progress control unit 614 capable of controlling the progress of a game in one of a plurality of game states in which the player has different degrees of advantage, a card unit 9 (unit) capable of processing cards (medium) representing the number of game values ​​to be discharged to the outside, a game value number control unit 62 capable of performing a process of managing the number of game values ​​held that can be bet on a game and a transfer process of transferring the held game value to the card unit 9 (unit) based on operation of the counting button 46 (operation unit), and a presentation control unit 630 capable of announcing a transfer sound while the game value is being transferred, and it may be possible to make the transfer sound different based on the game state. The medium in the above embodiment is a card, but as long as it can represent the number of game values ​​dispensed from the gaming machine, it may be a magnetically recorded card medium that stores the number of game values, a paper medium that displays a two-dimensional code that represents the number of game values, or a medium equipped with an IC chip that stores the number of game values.

[0151] [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.

[0152] (A) In the above embodiment, the process of determining whether the amount of transferred game value is equal to or greater than a predetermined value is executed by the game value number control unit 62, but this is not limited to this. For example, the process of determining whether the amount of transferred game value is equal to or greater than a predetermined value may be executed by the sub-control unit 63 (performance control unit 630). In this case, the sub-control unit 63 receives information regarding the amount of transfer from the game value number control unit 62, and executes processing based on the received information regarding the amount of transfer. Furthermore, the main control unit 61 may execute a process of determining whether or not the amount of transferred gaming value is equal to or greater than a predetermined value.

[0153] (B) In the above embodiment, the transfer process is described as being executed by operating the counting button 46, but even while the transfer process is being executed, it is possible to operate the bet switch 41, the lever 42, and the stop switches 40a, 40b, and 40c to progress the game.

[0154] (C) In the above embodiment, it is determined whether the amount of transferred game value is equal to or greater than a predetermined value, but this determination may be omitted. For example, the transfer sound may be changed based on the game status at the time when the count button 46 is pressed and held (at the time when the transfer operation is performed).

[0155] (D) Instead of determining whether the amount of transferred game value is equal to or greater than a predetermined value as in the above embodiment, it may be determined whether the amount of transferred game value has changed in stages, for example, whether the amount of transferred game value is 1,000 or more, or whether the amount of transferred game value is 2,000 or more, and if it is determined that the amount has changed in stages, it may be determined whether to change the transfer sound depending on the game status. For example, the following example may be given. When the amount of transferred game value is 1000 or more and the game state is a normal game state, the transfer sound is changed from transfer sound A (system sound) to transfer sound B (BGM "Hero's Song"). When the amount of transferred game value is 2000 or more and the game state is CZ, the transfer sound is changed to transfer sound C (BGM "Chance Arrives").

[0156] (E) In the first example shown in Figure 8, the gaming state includes a normal gaming state, a CZ, and a special gaming state (such as an AT state), but is not limited to this. For example, the gaming state may include a favorable zone and a non-favorable zone (normal zone). The transfer sound changes depending on whether the zone is favorable or non-favorable, so that the player can know the internal state, such as whether the zone has transitioned from a favorable zone to a non-favorable zone or from a non-favorable zone to a favorable zone, based on the transfer sound.

[0157] (G) In the above embodiment, examples of changing the transfer sound include changing from non-BGM to BGM, changing from BGM to non-BGM, and changing to different BGM, but this is not limiting. For example, the tempo of the transfer sound may be changed, the key of the transfer sound may be changed, or the melody of the transfer sound (classical, jazz, Arabic) may be changed.

[0158] (H) In the above embodiment, the transfer sound can be changed based on the game state, but this is not limited to this. For example, in a game state such as an automatic timed game (AT) state, background music is always played even when the operation unit is not being operated, creating a lively effect. On the other hand, in a game state such as a basic game state, background music is not played, and only occasional sound effects are played, resulting in a dull effect. Therefore, as shown in FIG. 10, the transfer sound may be different depending on whether background music is played or not. FIG. 10 is an explanatory diagram of a second example of a transfer sound played during the transfer of game value. As in case A shown in FIG. 10 , when background music is not being output as a sound effect based on the progress of a game, the effect control unit 630 outputs transfer sound B (the background music "Hero's Song") from the speaker 102. In case A, the sound of a character walking or the sound of wind blowing is not always output as a sound effect based on the progress of a game, but is output occasionally. In this way, as in case 2 above, when a sound effect other than background music is occasionally output, even if transfer sound B is output and the sound effect other than background music is superimposed on transfer sound B, the sound is unlikely to be unpleasant or does not become unpleasant. As in case B shown in Figure 10, when background music is being announced as a performance sound based on the progress of a game, the performance control unit 630 announces transfer sound A (system sound) from the speaker 102. Transfer sound A (system sound) is not background music. If a transfer sound is output as a different type of background music while background music is being announced, as in case B, the different types of background music may be superimposed, resulting in an unpleasant sound whose melody line is difficult to understand. Therefore, the transfer sound in case B is made different from the transfer sound in case A.

[0159] [H1] As in the embodiment shown in [H] above, the slot machine 1 (gaming machine) may be equipped with a gaming value number control unit 62 capable of executing a process for managing the number of gaming values ​​held that can be bet on games and a transfer process for transferring the held gaming values ​​to a card unit 9 (external device) based on operation of the counting button 46 (operation unit), and a performance control unit 630 capable of executing a process for announcing background music and a process for announcing a transfer sound while the gaming values ​​are being transferred, and it may be possible to make the transfer sound different depending on whether or not background music is being announced. According to this configuration, a gaming machine can be provided that can realize a new notification mode of the transfer sound, in which the transfer sound may differ depending on whether or not background music is being notified.

[0160] [H2] In the gaming machine described in [H1] above, it may be possible to make the transfer sound different based on a condition related to the quantity of the managed gaming value and whether or not BGM is announced. According to this configuration, it is possible to vary the transfer sound not only depending on whether or not BGM is to be announced, but also depending on conditions relating to the quantity of game value being managed.

[0161] [H3] In the gaming machine described in [H2] above, it may be possible to make the transfer sound different based on the amount of transferred game value that increases during execution of the transfer process.

[0162] [H4] In the gaming machine described in [H2] above, it may be possible to make the transfer sound different based on the amount of game value held at the start of the transfer process.

[0163] [H5] In the gaming machine described in [H2] above, it may be possible to make the transfer sound different depending on the amount of game value held that decreases during the transfer process.

[0164] [H6] In the gaming machine described in any one of [H1] to [H5] above, the notification of the transfer sound may be started in a state where an effect sound based on the gaming state is being notified.

[0165] [H7] In the gaming machine described in [H6] above, the volume of the transfer sound may be larger than the volume of the effect sound.

[0166] [H8] In the gaming machine described in [H6] above, the sound effects may be stopped or the volume of the sound effects may be reduced in conjunction with the start of the notification of the transfer sound.

[0167] [H9] The card unit 9 may be built into the slot machine 1 (gaming machine). That is, the slot machine 1 (gaming machine) may be equipped with a card unit 9 (unit) capable of processing cards (medium) representing the number of gaming values ​​to be discharged to the outside, a gaming value number control unit 62 capable of performing a process of managing the number of gaming values ​​held that can be bet on games and a transfer process of transferring the held gaming values ​​to the card unit 9 (unit) based on operation of the counting button 46 (operation unit), a process of announcing background music, and a performance control unit 630 capable of announcing a transfer sound while the gaming values ​​are being transferred, and it may be possible to make the transfer sound different depending on whether or not background music is being announced.

[0168] (I) In the above embodiment, when the counting button 46 is pressed for a short time (for example, less than one second), the speaker 102 (an example of a sound output means) does not output the transfer sound, but this is not limiting. For example, when the counting button 46 is pressed for a short time (for example, less than one second), the speaker 102 may output the transfer sound.

[0169] (J) In the above embodiment, in case 4 (CZ), like case 2 (normal game state), background music is not announced as a sound effect, but this is not limited to this. For example, case 4 (CZ) may be the same as case 3 (special game state). Specifically, in case 4 (CZ), background music may be announced as a sound effect, and transfer sound A (system sound) may be announced as a transfer sound.

[0170] 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).

[0171] 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 .

[0172] 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.

[0173] 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.

[0174] In the above embodiment, the gaming machine is an AT type slot machine. However, the gaming machine may be an ART type slot machine or other type of gaming machine other than an AT machine. Furthermore, the gaming machine is not limited to a slot machine, and may be a pinball gaming machine such as a pachinko machine.

[0175] 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.

[0176] 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.

[0177] 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]

[0178] 1: Slot machine (gaming machine) 9: Card unit (external device) 46: Counting button (operation part) 62: Game value number control unit 614: Game progress control unit 630: Production Control Unit

Claims

1. a game progress control unit capable of controlling the game progress in any one of a plurality of game states having different advantageous degrees for a player; a game value number control unit capable of executing a process for managing the number of game values ​​held that can be bet on a game and a transfer process for transferring the held game values ​​to an external device based on an operation on the operation unit; A performance control unit capable of announcing a transfer sound during the transfer of the game value, A gaming machine capable of varying the transfer sound based on the gaming status.

2. 2. The gaming machine according to claim 1, wherein the transfer sound can be made different based on a condition relating to the quantity of the managed gaming value and the gaming status.

3. 3. The gaming machine according to claim 2, wherein the transfer sound can be made different based on the amount of game value already transferred that increases during execution of the transfer process.

4. 3. The gaming machine according to claim 2, wherein the transfer sound can be made different based on the amount of game value held at the start of the transfer process.

5. 3. The gaming machine according to claim 2, wherein the transfer sound can be made different depending on the amount of game value held that is reduced in the transfer process.

6. 2. The gaming machine according to claim 1, wherein the notification of the transfer sound starts while a sound effect based on the game state is being notified.

7. The gaming machine according to claim 6 , wherein the volume of the transfer sound is greater than the volume of the effect sound.

8. The gaming machine according to claim 6, wherein the effect sound is stopped or the volume of the effect sound is reduced with the start of the notification of the transfer sound.

9. a game progress control unit capable of controlling the game progress in any one of a plurality of game states having different advantageous degrees for a player; a unit capable of processing a medium representing the number of game values ​​to be discharged to the outside; a game value number control unit capable of executing a process for managing the number of game values ​​held that can be bet on a game and a transfer process for transferring the held game values ​​to the unit based on an operation on the operation unit; A performance control unit capable of announcing a transfer sound during the transfer of the game value, A gaming machine capable of varying the transfer sound based on the gaming status.

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