Gaming machine
The gaming machine addresses the lack of appropriate presentation control by implementing transition processes and effect announcements to enhance player engagement through strategic game state management.
Patent Information
- Application Number
- JP2024135736
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-15
- Publication Date
- 2026-02-27
- Estimated Expiration
- 2044-08-15
AI Technical Summary
Existing gaming machines lack appropriate presentation control mechanisms to transition between different game states, particularly those that provide advantages to players, leading to inconsistent player experience.
The gaming machine implements processes for transitioning between game sections, including a decision process to switch between sections, announcing specific effects based on transition decisions, and controlling game progression to enhance player engagement.
Enables effective presentation control, enhancing player experience by providing more advantageous game states and improving engagement through strategic game state transitions.
Smart Images

Figure 2026032785000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to gaming machines. [Background technology]
[0002] The gaming machine is configured to be able to switch between a game (game) in a normal gaming state and a game in a special gaming state (AT, ART, etc.) that is more advantageous to the player than the normal gaming state. The gaming machine controls the effects of an effect device such as a liquid crystal screen (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-16470 Summary of the Invention [Problem to be solved by the invention]
[0004] The present disclosure aims to provide a gaming machine capable of executing appropriate presentation control. [Means for solving the problem]
[0005] In a first aspect, the gaming machine is capable of executing the following processes: a process of progressing a game in one of a plurality of sections including a first section and a second section that is more advantageous to the player than the first section; a transition decision process of deciding whether or not to transition from the first section to the second section; a process of progressing a game along a first route in which, if it is decided in the transition decision process not to transition from the first section to the second section, a first type of effect is always announced in the first section as an effect related to the decision result of the transition decision process; and a process of, if it is decided in the transition decision process to transition from the first section to the second section, announcing the first type of effect in the first section, announcing a second type of effect after the announcement of the first type of effect that suggests that the transition from the first section to the second section has been confirmed, and progressing a game along a second route in which the game transitions from the first section to the second section after the announcement of the second type of effect, is made; and in the first section of the process of progressing a game along the second route, the second type of effect is not announced before the first type of effect. [Effects of the Invention]
[0006] According to the present disclosure, it is possible to provide a gaming machine capable of executing appropriate presentation control. [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. 2 is a diagram showing a part of the game flow of the slot machine 1 of the present embodiment. [Figure 9] An explanatory diagram showing the first and second examples of CZ effects. [Figure 10] An explanatory diagram showing a third example of CZ presentation. [Figure 11] An explanatory diagram showing the first and second patterns of CZ presentation. [Figure 12] A flowchart showing a first example of the CZ performance determination processing. [Figure 13] A flowchart showing a second example of the CZ performance determination processing. 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 counting button 46 may be provided with a lamp inside or around the button 46 that changes the color of light emitted before and after operation.
[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 takes place from the game value control board P2 to the sub-control board P3. The information and commands sent from the game value control board P2 to the sub-control board P3 include the MY value (described below), information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, that transfer has started, that transfer is in progress, that transfer is complete, etc.), information indicating the number of credits and the number of coins won, information indicating that the number of credits has reached the upper limit, and, if a credit backup error has occurred, information about that error.
[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] -Game flow- 8 is a diagram showing a part of the game flow of the slot machine 1 of this embodiment. In this embodiment, the slot machine 1 is configured to be able to play in the general game state in the normal zone, the general game state in the advantageous zone, the chance zone (CZ) in the advantageous zone, and the AT state in the advantageous zone.
[0133] As shown in FIG. 8, in the general gaming state in the normal section, if the transition condition to the advantageous section is satisfied, the gaming section transitions from the normal section to the advantageous section. When the CZ transition condition is satisfied in the general gaming state in the advantageous section, it transitions to CZ (corresponding to the first section). When it transitions to CZ, the AT transition determination process is executed. The AT transition determination process is a process that determines whether to transition from CZ to the AT state (a special gaming state, corresponding to the second section) by determining whether the AT transition condition is satisfied. After the execution of the AT transition determination process, the CZ effect determination process is executed. The CZ effect determination process is a process that determines an effect scenario including the content of the effect to be notified in CZ and the order of the effects as an effect regarding the determination result of the AT transition determination process. After the execution of the CZ effect determination process, the CZ effect execution process is executed. The CZ effect execution process executes effects over a plurality of games in CZ (the first section) along the effect scenario determined by the CZ effect determination process. When the effects along the effect scenario are completed and it is determined in the AT transition determination process to transition to the AT state, it transitions from CZ to the AT state. When the AT state ends, it transitions to the general gaming state in the normal section or the advantageous section. On the other hand, when the effects along the effect scenario are completed and it is determined in the AT transition determination process not to transition to the AT state, it transitions from CZ to the general gaming state.
[0134] <An example of the CZ effect (Example 1, Example 2)> In the CZ effect determination process, one or more effects to be notified are determined from multiple types of effects. FIG. 9 is an explanatory diagram showing first and second examples of CZ effects. The first example of the CZ effect shown in FIG. 9 is an example of a case where it is determined not to transition to the AT state in the AT transition determination process. In the first example, notification of a battle effect in which an ally character fights an enemy character begins, and a defeat effect (hereinafter, also referred to as a first-type effect) in which the ally character is defeated is notified as an effect related to the determination result of the AT transition determination process. After the defeat effect (first-type effect), the game transitions from the CZ to the normal game state. In other words, if it is determined not to transition to the AT state (special game state), a defeat effect (first-type effect) is always notified as an effect related to the determination result. In this way, if it is determined not to transition to the AT state (special game state), a defeat effect (first-type effect) is always notified, which often leads the player to recognize that the game will not transition to the special game state. To reiterate, the first type of effect is a type of effect that is always announced when it is determined not to transition to the AT state (special gaming state). Examples of the first type of effect include a defeat effect in a battle effect, a failure effect indicating a mission failure in a mission execution effect, and a loss effect indicating a loss in a lottery effect.
[0135] The second example of the CZ effect shown in FIG. 9 is an example of a case where it is determined in the AT transition determination process that a transition to the AT state will be made. As shown in the second example, a confirmation effect (hereinafter, sometimes referred to as a second-type effect) that suggests that a transition from the CZ to the AT state has been confirmed may be announced. A confirmation effect (second-type effect) is not necessarily announced when it is determined that a transition from the CZ to the AT state will be made; when it is determined that a transition from the CZ to the AT state will be made, a confirmation effect (second-type effect) may or may not be announced. On the other hand, when a confirmation effect (second-type effect) is announced, a transition from the CZ to the AT state will always occur. Examples of confirmation effects (second-type effects) include effects that are announced across multiple games and effects that are not announced across multiple games. An example of an effect that is announced across multiple games is the announcement of a special song. Examples of special songs include songs with vocals and songs that are rarely played. An example of an effect that is not announced across multiple games is a revival effect (type 2 effect) that is announced after a defeat effect (type 1 effect). When the type 2 effect is announced, the player recognizes that the transition to the AT state (special game state) has been confirmed.
[0136] An example of the second type of performance is as follows: One example is effects that involve special patterns or colors such as rainbow colors or polka dots. For example, titles such as "Make it a success!" or "Defeat it!" can be made in special colors such as rainbow or gold, the background within the frame can be made in a special color such as rainbow, or special color effects such as rainbow can be used. One example is a configuration in which parameters such as win probability, points, character level, and number of characters are increased (accumulated) during the CZ, and the parameters accumulated at the end of the CZ are used to determine whether to transition to AT, and the result of this determination is announced as a presentation, in which it is announced that the parameter has reached an upper limit (such as 100%) before reaching the judgment presentation. One example is the presentation of a single picture or video. One example is stopping the background music that has been announced. As an example, when there is a determination lamp in the housing 10, driving (lighting) the determination lamp can be mentioned. In addition, after the notification of the second type of effect in the second example of the CZ effect shown in FIG. 9, a transition effect (hereinafter, may be referred to as the third type of effect) indicating a transition from the CZ to the AT state is notified. As an example of the transition effect (the third type of effect), for example, an effect that makes the player aim at a symbol such as "Aim at the predetermined symbol (red 7)!" (also called a determination screen) can be mentioned.
[0137] <An example of a defect in the CZ effect (the third example)> By the way, if the CZ effect determination process is not properly performed, the following problems may occur. FIG. 10 is an explanatory diagram showing a third example of the CZ effect. As shown in the third example of FIG. 10, when it is determined to transition to the AT state (special game state), a second type of effect such as a special music is notified, and then, a defeat effect (the first type of effect) of losing in the battle effect is notified, and then, a resurrection effect (an example of the second type of effect) of resurrecting from the defeat is notified, and it can be mentioned that the effect control of transitioning from the CZ to the AT state (special game state) is executed. In this case, when the defeat effect (the first type of effect) of losing in the battle effect is notified, the player should recognize that the transition to the AT state (special game state) is determined by the notification of the second type of effect of the special music, but since the first type of effect is notified, the player may recognize that conflicting states of a determined state of transitioning to the AT state and a state of not transitioning to the AT state are notified. Therefore, there is a possibility that a situation may occur in which the player is confused and suspects that the transition to the AT state (special game state) was not determined at the time when the second type of effect of the special music was notified.
[0138] <Patterns of the CZ effect of the present disclosure (the first pattern, the second pattern)> Therefore, in order not to execute the above third example, in the CZ effect determination process, when it is determined to transition to the AT state and the second type of effect is notified, the CZ effect is determined to be either the following first pattern or the second pattern. FIG. 11 is an explanatory diagram showing the first pattern and the second pattern of the CZ effect.
[0139] As shown in FIG. 11, the first pattern is a pattern that notifies the first type of performance in the CZ performance and notifies the second type of performance after notifying the first type of performance. However, in the CZ performance, it is a pattern that does not notify the second type of performance before notifying the first type of performance. This is because when the second type of performance is notified, it suggests that the transition to the AT state is determined. Therefore, if the first type of performance that contradicts the content suggested by the second type of performance is notified afterwards, the player will be confused. On the other hand, even if the second type of performance is notified after notifying the first type of performance, since it is a notification of the second type of performance in a state where the transition to the AT state is not expected, no contradiction in the performance occurs.
[0140] As shown in FIG. 11, the second pattern is a pattern that notifies the second type of performance in the CZ performance but does not notify the first type of performance. The second example shown in FIG. 9 belongs to the second pattern. In the second pattern, the second type of performance that suggests that the transition to the AT state is determined is notified, but the first type of performance that contradicts it is not notified, so it is possible to avoid the problem described in the third example above. Further, as a supplement to the second pattern, the second type of performance notified in the second pattern is notified before notifying the battle result (performance that notifies the determination result of the AT transition determination process) such as "VICTORY!!" in the CZ performance. In the second pattern shown in FIG. 11, it represents an example where the second type of performance has already been notified at the start point of the battle (the point when the start performance indicating the start of the continuous performance including the performance that notifies the determination result of the AT transition result process is notified), but it is not limited to this. For example, in the second pattern, the second type of performance may start to be notified between the start point of the battle (the point when the start performance indicating the start of the continuous performance including the performance that notifies the determination result of the AT transition result process is notified) and the victory point of the battle (the point when the performance that notifies the determination result of the AT transition result process is notified in the continuous performance including the performance that notifies the determination result of the AT transition result process).
[0141] <The first example of the CZ performance determination process> A first example of the CZ effect determination process will be explained using Figure 12. In the CZ effect determination process, the CZ effect is determined to be one of the first pattern CZ effect, the second pattern CZ effect, the third pattern CZ effect, and the fourth pattern CZ effect. Figure 12 is a flowchart showing a first example of the CZ effect determination process.
[0142] When the CZ effect determination process is executed as shown in FIG. 12, in step ST1, the effect control unit 630 determines whether or not it has been determined to transition to the AT state in the AT transition determination process executed by the main control unit 61. If it is determined in step ST1 that it has been determined to transition to the AT state (ST1: YES), in the next step ST2, the effect control unit 630 determines whether or not to announce a defeat effect (Type 1 effect). If it is determined in step ST2 that a defeat effect (Type 1 effect) will be announced (ST3: YES), in step ST4, the effect control unit 630 determines the effect so that a revival effect (Type 2 effect) will be announced after the defeat effect (Type 1 effect). Here, the effect control unit 630 determines the effect so that a Type 2 effect will not be announced before the defeat effect (Type 1 effect). This results in the first pattern CZ effect shown in FIG. 11. In the next step ST5, the effect control unit 630 executes the CZ effect with the decided effect content (effect scenario).
[0143] On the other hand, if it is determined in step ST2 that a defeat effect (first type effect) will not be announced (ST3: NO), then in step ST6 the effect control unit 630 determines whether or not to announce a special song (second type effect). If it is determined in step ST6 that a special song (second type effect) will be announced (ST7: YES), then in step ST8 the effect control unit 630 announces a special song (second type effect) in the CZ effect, but determines the effect not to announce a defeat effect (first type effect). This results in the second pattern CZ effect shown in FIG. 11 (for example, the second example in FIG. 9). In the next step ST5, the effect control unit 630 executes the CZ effect with the decided effect content (effect scenario).
[0144] On the other hand, when it is determined in step ST6 not to notify a special piece of music (second type of performance) (ST7: NO), in step ST9, the performance control unit 630 determines a performance (such as a victory performance in a normal battle performance) so as not to include both the first type of performance and the second type of performance. As a result, it becomes a third pattern CZ performance that does not include both the first type of performance and the second type of performance. The third pattern CZ performance is the simplest pattern (a continuous performance including a performance for notifying the determination result of the AT determination process) that notifies the player that the AT transition has been determined (confirmed) simply by the result of the battle being victory!!. In the next step ST5, the performance control unit 630 executes the CZ performance with the determined performance content (performance scenario).
[0145] On the other hand, when it is determined in step ST1 not to transition to the AT state (ST1: NO), in step ST10, the performance control unit 630 determines a performance (such as a defeat performance in a normal battle performance) so as not to notify the second type of performance and to notify the first type of performance. As a result, it becomes a fourth pattern CZ performance (such as the first example shown in FIG. 9) that includes the first type of performance but does not include the second type of performance. In the next step ST5, the performance control unit 630 executes the CZ performance with the determined performance content (performance scenario).
[0146] <Second Example of CZ Performance Determination Process> A second example of the CZ performance determination process will be described using FIG. 13. FIG. 13 is a flowchart showing a second example of the CZ performance determination process. The first example determines whether to notify a defeat performance (first type of performance), and then determines whether to notify a special piece of music (second type of performance). The second example is different in that it determines whether to notify a special piece of music (second type of performance), and then determines whether to notify a defeat performance (first type of performance). That is, steps ST2 to ST8 are different, and the rest are the same. Only the differences will be described below. Briefly, step ST2 and step ST6 are swapped, step ST3 and step ST7 are swapped, and step ST4 and step ST8 are swapped.
[0147] More specifically, if it is determined in ST1 that a transition to the AT state has been decided (ST1: YES), then in the next step ST2, the performance control unit 630 decides whether or not to announce a special song (type 2 performance). If it is determined in step ST2 that a special song (type 2 performance) will be announced (ST3: YES), then in step ST4, the performance control unit 630 decides to announce a special song (type 2 performance) in the CZ performance, but not to announce a defeat performance (type 1 performance). This results in the second pattern CZ performance shown in FIG. 11 (for example, the second example in FIG. 9). In the next step ST5, the performance control unit 630 executes the CZ performance with the decided performance content (performance scenario).
[0148] On the other hand, if it is determined in step ST2 that a special song (type 2 effect) will not be announced (ST3: NO), then in step ST6 the effect control unit 630 determines whether or not to announce a defeat effect (type 1 effect). If it is determined in step ST6 that a defeat effect (type 1 effect) will be announced (ST7: YES), then in step ST8 the effect control unit 630 decides to announce a special song (type 2 effect) in the CZ effect, but not to announce a defeat effect (type 1 effect). This results in the first pattern of CZ effect shown in Figure 11. In the next step ST5, the effect control unit 630 executes the CZ effect with the decided effect content (effect scenario).
[0149] [1] As in this embodiment, the slot machine 1 (gaming machine) includes a process of progressing a game in one of a plurality of sections including a CZ (first section) and an AT state (second section) that is more advantageous to the player than the CZ (first section), a transition decision process of determining whether or not to transition from the CZ (first section) to the AT state (second section), a process of progressing a game along a first route that always notifies a defeat effect (first type effect) in the CZ (first section) as an effect related to the decision result of the transition decision process when it is determined not to transition from the CZ (first section) to the AT state (second section) in the transition decision process, and a process of progressing a game along a first route that always notifies a defeat effect (first type effect) in the CZ (first section) as an effect related to the decision result of the transition decision process when it is determined not to transition from the CZ (first section) to the AT state (second section) in the transition decision process. When it is decided to transition to the AT state (second section), a defeat effect (an example of a first type effect) is announced in the CZ (first section), and after the defeat effect (first type effect) is announced, a revival effect (an example of a second type effect) is announced which suggests that the transition from the CZ (first section) to the AT state (second section) has been confirmed, and after the revival effect (an example of a second type effect) is announced, processing can be executed to proceed with play on the second route which transitions from the CZ (first section) to the AT state (second section), and in the CZ (first section) of the processing to proceed with play on the second route, it is also possible not to announce a special music effect (an example of a second type effect) before the defeat effect (an example of a first type effect).
[0150] [2] As in this embodiment, the slot machine 1 (gaming machine) includes a process of progressing a game in one of a plurality of sections including a CZ (first section) and an AT state (second section) that is more advantageous to the player than the CZ (first section), a transition decision process of determining whether to transition from the CZ (first section) to the AT state (second section), and an operation regarding the decision result of the transition decision process in the CZ (first section) when it is determined not to transition from the CZ (first section) to the AT state (second section) in the transition decision process. It may be possible to execute a process in which the game proceeds along a first route in which a defeat effect (first type effect) is always announced as a result of a win, and a process in which, when it is decided in the transition decision process to transition from CZ (first section) to AT state (second section), a special song (an example of second type effect) is announced in CZ (first section) to suggest that the transition from CZ (first section) to AT state (second section) has been confirmed, and the game proceeds along a second route in which a defeat effect (an example of first type effect) is not announced.
[0151] <Effects of the invention> According to this embodiment, a gaming machine can be provided that can execute appropriate presentation control, such as not announcing a special music presentation (an example of a second type presentation) before a defeat presentation (a first type presentation) in the CZ (first section) of the process of progressing the game on the second route, or announcing a special music presentation (an example of a second type presentation) but not announcing a defeat presentation (an example of a first type presentation).
[0152] [3] In the gaming machine described in [1] or [2] above, when playing on the second route, after a special song or revival effect (an example of a second type effect) is announced in the CZ (first section), a transition effect (an example of a third type effect) indicating a transition from the CZ (first section) to the AT state (second section) may be announced. In this way, by announcing a transition effect (third type effect) indicating a transition to the AT state after announcing a second type effect that suggests a confirmed transition to the AT state, the reliability of the second type effect can be ensured.
[0153] [4] In the gaming machine described in any one of [1] to [3] above, when playing on the second route, it may be possible to execute effect determination processing that determines whether or not to notify a defeat effect (an example of a first type effect) in the CZ (first section), and then determines whether or not to notify a revival effect (an example of a second type effect) in the CZ (first section). This is a suitable example of the effect determination processing.
[0154] [5] In the gaming machine described in any one of [1] to [3] above, when playing on the second route, it may be possible to execute effect determination processing that determines whether or not to announce a special song (an example of a second-type effect) in the CZ (first section), and then determines whether or not to announce a defeat effect (a first-type effect) in the CZ (first section). This is a suitable example of effect determination processing. By executing processing that determines whether or not to announce a special song (an example of a second-type effect) and then executing processing that determines whether or not to announce a defeat effect (an example of a first-type effect), it is possible to prevent effects that confuse the player, such as playing a special song and a defeat effect at the same time.
[0155] [6] In the gaming machine described in any one of [1] to [5] above, an effect that is notified over a plurality of games and an effect that is not notified over a plurality of games may be included.
[0156] [7] In the gaming machine described in any of [1] to [6] above, the first section may be a general gaming state or a chance zone and the second section may be a special gaming state, or the first section may be a general gaming state and the second section may be a chance zone, or the first section may be a special gaming state and the second section may be an additional processing section in which processing can be executed to determine whether or not to extend the gaming period of the special gaming state. In the above embodiment, the normal gaming state or the chance zone is set, and the second section is set to the special gaming state, but the present invention is not limited to this. For example, the first section may be a normal gaming state and the second section may be a chance zone, and the technology of the present disclosure may be applied to the effects in the normal gaming state. In this case, the AT transition determination process in the above embodiment becomes a CZ transition determination process. For example, the first section is a special gaming state, and the second section is an additional processing section in which a process for determining whether to extend the gaming period of the special gaming state can be executed, and the technology of the present disclosure may be applied to the presentation in the special gaming state. In this case, the AT transition determination process in the above embodiment becomes an additional processing section transition determination process.
[0157] [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.
[0158] (A) In the above embodiment, the second section is set to the AT state (special game state), but is not limited to this. The second section may be an ART or an ST.
[0159] (B) In the first and second patterns of the above embodiment, a transition effect (an example of a third type effect) is announced in the CZ (first section), but it is also possible to omit the third type effect.
[0160] (C) In the above embodiment, a transition determination process is executed to determine whether to transition to the AT state (second section) when transitioning to the CZ (first section), but this is not limited to this. For example, whether to transition may be determined by the transition determination process in the middle of the CZ (first section). In this case, until it is determined whether to transition in the CZ, a CZ effect that does not include the first type effect or the second type effect is executed.
[0161] 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).
[0162] 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 .
[0163] 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.
[0164] 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.
[0165] 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.
[0166] 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.
[0167] 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.
[0168] 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]
[0169] 1: Slot machine (gaming machine) 630: Production Control Unit
Claims
1. A process of progressing a game in any one of a plurality of sections including a first section and a second section that is more advantageous to the player than the first section; a transition determination process for determining whether to transition from the first section to the second section; When it is determined not to transition from the first section to the second section in the transition determination process, a process of proceeding with a game on a first route that always notifies a first type effect as an effect related to the determination result of the transition determination process in the first section; a process of announcing the first type of effect in the first section when it is determined in the transition determination process that there will be a transition from the first section to the second section, announcing a second type of effect that suggests that the transition from the first section to the second section has been confirmed after the notification of the first type of effect, and proceeding with a game on a second route that transitions from the first section to the second section after the notification of the second type of effect; is feasible, A gaming machine that does not notify the second type of presentation before the first type of presentation in the first section of processing to progress the game on the second route.
2. A process of progressing a game in any one of a plurality of sections including a first section and a second section that is more advantageous to the player than the first section; a transition determination process for determining whether to transition from the first section to the second section; When it is determined not to transition from the first section to the second section in the transition determination process, a process of proceeding with a game on a first route that always notifies a first type effect as an effect related to the determination result of the transition determination process in the first section; When it is determined in the transition determination process that a transition from the first section to the second section will be made, a process of announcing a second type of effect in the first section, which indicates that a transition from the first section to the second section has been confirmed, and proceeding with a game on a second route in which the first type of effect is not announced; A gaming machine in which the above is executable.
3. 3. A gaming machine as described in claim 1 or 2, wherein, when playing on the second route, after the second type of presentation is announced in the first section, a third type of presentation indicating a transition from the first section to the second section can be announced.
4. 3. The gaming machine according to claim 1, wherein when playing on the second route, a presentation decision process is executable that decides whether or not to announce the first type of presentation in the first section, and then decides whether or not to announce the second type of presentation in the first section.
5. 3. The gaming machine according to claim 1, wherein when playing on the second route, a presentation decision process is executable that decides whether or not to announce the second type of presentation in the first section, and then decides whether or not to announce the first type of presentation in the first section.
6. 3. The gaming machine according to claim 1, wherein the second type effects include effects that are announced over a plurality of games and effects that are not announced over a plurality of games.
7. The first section is a normal gaming state or a chance zone, and the second section is a special gaming state. or The first section is a normal gaming state and the second section is a chance zone. or 3. The gaming machine according to claim 1, wherein the first section is a special gaming state and the second section is an additional processing section in which a process for determining whether to extend the gaming period of the special gaming state can be executed.
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