Gaming machine
The gaming machine's state-based bonus system ensures a rapid succession of bonuses, enhancing gaming value by transitioning between states to win a second bonus quickly after the first, addressing the limitations imposed by the Entertainment and Amusement Business Act.
Patent Information
- Application Number
- JP2024137053
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-16
- Publication Date
- 2026-02-27
AI Technical Summary
The amended Entertainment and Amusement Business Act limits the maximum number of coins that can be won during a bonus, making it difficult to significantly increase gaming value in a short period.
A gaming machine design that includes multiple game states with different probabilities for winning bonuses, transitioning between states to simulate a unified bonus experience, where the second bonus is highly likely to be won shortly after the first, thereby increasing overall gaming value.
The design allows for a significant increase in gaming value by ensuring the second bonus is won quickly after the first, creating the impression of a single unified bonus without requiring player effort, and optimizing coin usage.
Smart Images

Figure 2026033945000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine.
[0002] Gaming machines (gaming machines, slot machines) equipped with multiple reels with symbols arranged on the outer periphery have been known for some time. This type of gaming machine provides a certain amount of gaming value for gaming media such as pachinko balls, and players play to acquire such gaming media. In addition, such gaming machines perform an internal lottery when the player starts the spinning operation, spin the multiple reels, and when the player stops the reels, control is performed to stop the multiple reels in a manner that corresponds to the result of the internal lottery, the order in which the multiple reels are stopped, and the timing of the stop operation of the multiple reels. The result of the game is determined by the symbol combination displayed on the winning determination line when the multiple reels are stopped, and game value, etc. is paid out according to the result of the game.
[0003] There are also machines known as normal types that increase the number of balls dispensed only through bonuses (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2018-68738 Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, in recent years, the "Act on the Control and Proper Management of Entertainment and Amusement Businesses, etc." (hereinafter referred to as the Entertainment and Amusement Business Act) has been amended, and the number of coins that can be won before a bonus ends has been reduced, so the maximum number of coins that can be gained through a bonus is now 280. Because the number of coins that can be gained is so small, it has become difficult to increase the gaming value significantly even if you win the bonus in short intervals.
[0006] This case was made in consideration of the above circumstances, and its purpose is to enable a gaming machine that increases gaming value solely through bonuses to increase gaming value significantly in a short period of time. [Means for solving the problem]
[0007] (1) A gaming machine comprising: a plurality of reels on which a plurality of types of symbols are arranged on the outer periphery; an internal lottery means for conducting an internal lottery to determine whether a plurality of roles including a first bonus and a second bonus are won; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner according to the result of the internal lottery when a stop operation is performed; a winning determination means for determining that a role has won based on the fact that a symbol combination showing a predetermined winning mode for each role is displayed on an active line when the plurality of reels are stopped; and a plurality of game states including a first normal state, a second normal state, a first bonus state, and a second bonus state, wherein when the game state is the first normal state, a game can be played only with a first number of inserted coins, and when the game state is the second normal state, a winning determination means for determining that a role has won based on the fact that a symbol combination showing a predetermined winning mode for each role is displayed on an active line when the game state is the second normal state. When the gaming state is the first normal state, the first bonus is subject to the internal lottery and the second bonus is not subject to the internal lottery, when the gaming state is the second normal state, the second bonus is subject to the internal lottery and the first bonus is not subject to the internal lottery, when the first bonus state ends, the gaming state is set to the second normal state, and when the second bonus state ends, the gaming state is set to the first normal state, and the gaming machine is designed so that the probability of winning the second bonus in the second normal state is higher than the probability of winning the first bonus in the first normal state.
[0008] In this invention, after the first bonus that is won in the first Tsuju state ends, the state transitions to the second normal state. In the second normal state, the second bonus is won with a high probability, so that the second bonus is won in a short period of time after the first bonus ends. Then, by transitioning to the first normal state after the second bonus ends, the first bonus and the second bonus can be simulated as a single bonus.
[0009] In this way, if the first bonus is won first, the second bonus will be won immediately after the first bonus, so that the net increase in the number of coins from the first bonus plus the net increase in the number of coins from the second bonus will be obtained, and it will be possible to increase the gaming value significantly if the first bonus is won.
[0010] (2) In a situation where only the second bonus is won, the second bonus may be displayed regardless of the manner of the stop operation.
[0011] In this way, the second bonus, which is highly likely to be won in the second normal state after the first bonus has ended, is displayed without the player having to make any eye-pressing movements, making it possible to give the impression that the first bonus and the second bonus are one unified bonus.
[0012] (3) A gaming machine comprising: a plurality of reels on which a plurality of types of symbols are arranged on the outer periphery; an internal lottery means for conducting an internal lottery to determine whether a plurality of roles including a first bonus and a second bonus are won; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner according to the result of the internal lottery when a stop operation is performed; a winning determination means for determining that a role has won based on the fact that a symbol combination showing a predetermined winning mode for each role is displayed on an active line when the plurality of reels are stopped; and a plurality of game states including a first normal state, a second normal state, a first bonus state, and a second bonus state, wherein when the game state is the first normal state, a game can be played only with a first number of coins inserted, and when the game state is the This relates to a gaming machine that, when in the second normal state, can only play with a second number of inserts that is smaller than the first number of inserts, and when the gaming state is in the first normal state, the first bonus and the second bonus are subject to the internal lottery, and when the gaming state is in the second normal state, the second bonus is subject to the internal lottery and the first bonus is not subject to the internal lottery, and when the first bonus state ends, the gaming state is set to the second normal state, and when the second bonus state ends, the gaming state is set to the first normal state, and is designed so that the probability of winning the second bonus in the second normal state is higher than the probability of winning any of the bonuses in the first normal state.
[0013] In this invention, after the first bonus that is won in the first Tsuju state ends, the state transitions to the second normal state. In the second normal state, the second bonus is won with a high probability, so that the second bonus is won in a short period of time after the first bonus ends. Then, by transitioning to the first normal state after the second bonus ends, the first bonus and the second bonus can be simulated as a single bonus.
[0014] In this way, if the first bonus is won first, the second bonus will be won immediately after the first bonus, so that the net increase in the number of coins from the first bonus plus the net increase in the number of coins from the second bonus will be obtained, and it will be possible to increase the gaming value significantly if the first bonus is won.
[0015] In addition, in the second normal state, by using the second bonus that is drawn with the first number of inputs as the bonus that transitions to the first normal state after activation, there is no need to provide a bonus exclusively for the second number of inputs, and therefore the number of symbol combinations related to the bonus that can be set with the first number of inputs can be increased. [Brief explanation of the drawings]
[0016] [Figure 1] 1 is a schematic front view of a gaming machine according to a first embodiment. [Figure 2] FIG. 2 is a right side view of the gaming machine according to the first embodiment. [Figure 3] 1 is a diagram illustrating the functional blocks of a gaming machine according to a first embodiment. [Figure 4] FIG. 2 is a diagram illustrating an internal lottery table of the gaming machine according to the first embodiment. [Figure 5] 1 is a block diagram of a control circuit system of a gaming machine according to a first embodiment. [Figure 6] FIG. 2 is a block diagram of a control circuit system for controlling a drum unit in the first embodiment. [Figure 7] FIG. 2 is a block diagram of a control circuit system for controlling a drum unit in the first embodiment. [Figure 8] FIG. 2 is a diagram illustrating effective lines in the first embodiment. [Figure 9] FIG. 2 is a diagram illustrating the arrangement of symbols in the first to third embodiments. [Figure 10] 1 is a diagram illustrating the functional blocks of a gaming machine according to a first embodiment. [Figure 11] FIG. 2 is a diagram illustrating an internal lottery table in the first embodiment. [Figure 12]FIG. 10 is a diagram illustrating a winning combination for each winning mode in the first embodiment. [Figure 13] FIG. 10 is a diagram illustrating the relationship between winning combinations and symbol combinations in the first embodiment. [Figure 14] FIG. 2 is a transition diagram of the game state in the first embodiment. [Figure 15] FIG. 10 is a diagram illustrating the relationship between winning combinations and symbol combinations in the second embodiment. [Figure 16] FIG. 11 is a diagram illustrating an internal lottery table in the third embodiment. [Figure 17] FIG. 10 is a diagram illustrating the relationship between winning combinations and symbol combinations in the third embodiment. [Figure 18] FIG. 11 is a transition diagram of the game state in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0017] 1. First embodiment 1-1.Configuration As an example of a gaming machine according to the present invention, a slot machine will be taken up, and this embodiment will explain in detail the basic configuration and basic operation of a slot machine.
[0018] FIG. 1 is a schematic front view of the gaming machine ((A) is an overall view, (B) is a view of the upper front), FIG. 2 is a right side view thereof, and FIG. 3 is a perspective view of the design panel.
[0019] Reference numeral 1 denotes the main body of the gaming machine generally called a "Pachislot machine," which is roughly divided into a cabinet 1a incorporating a rotary drum (reel section 2) and a front door 1b (see FIG. 2 in particular).
[0020] The front door 1b is the main part, which can be said to be the face of the gaming machine, and a unique metallic feel is required to create a sense of luxury and to meet the demands of design. By adding normal chrome plating, dark chrome plating, hard gold plating, metallizing (plating) or satin-like (plating) to the resin material, the appearance is given a gorgeous and heavy feel.
[0021] A transparent panel 21 is fitted into the front surface of the front door 1b. A design panel 22 is attached to the front door 1b on the inner side of the transparent panel 21.
[0022] The design panel 22 has a top surface 22a to which a display / performance device 11 (or a video display device) that performs various performances according to the game situation is fixed with screws, a middle surface 22b in which a window portion 3 (a pattern display window) is formed, and a bottom surface 22c to which a light-emitting display device (display LED block 4) is attached, forming a bottom surface 22d that is bent toward the inside of the cabinet 1a, and a left side surface 22e and a right side surface 22f that connect the left and right sides of the bottom surface 22d form an approximately box-like shape and a recessed space (see Figure 3 in particular).
[0023] On this bottom surface portion 22d, there are provided three-dimensionally protruding decorations 23 or three-dimensional electrically driven objects 24 that are driven according to the progress of the game (for example, to heighten the sense of anticipation, there are electrically driven toys, doors that open and close, bumpers that move up and down, or rocking boats that are used for effects related to the internal winning role. However, there are also cases where effects unrelated to the internal winning role are simply performed.).
[0024] The front door 1b and design panel 22 are integrally molded from resin material using a mold. The molding methods generally used are injection molding, extrusion molding, foam molding, vacuum molding, etc., and various general-purpose resins such as ABS are used as the resin material.
[0025] Reference numeral 2 denotes a reel section built into the cabinet 1a, and is composed of three reels: a left reel 2a, a center reel 2b, and a right reel c. Each reel is provided with a reel section symbol display LED (not shown), which is configured to light up (light up or flash) or go out according to various effects. In other words, each reel is a symbol row that displays multiple symbols from top to bottom in a row, and in this case, a symbol variation game (hereinafter referred to as a game) is started in which the three symbol rows (multiple rows) vary.
[0026] 3 is a window provided in the center of the front of the design panel 22, and allows the design on the reel tape attached (placed or applied) to the outer periphery of the reel section 2 to be seen through the transparent panel 21.
[0027] 4 is a display LED block provided below the window section 3 and on the underside of the design panel 22, and is composed of a group of display LEDs including LED 4a for the number of coins inserted, LED 4b for the number of coins stored in game value, LED 4c for the number of coins paid out in game value, LED 4d for replay, LED 4e for error, and LED 4f for displaying a currently playing effect, as will be described later.
[0028] 5 is a gaming value insertion section, which has a gaming value insertion port for inserting gaming value (a gaming medium, sometimes called "coins" or simply "gaming value") to start a game that rotates and stops the reel section 2.
[0029] The game value inserted through the game value insertion port is counted by a game value sorting device (also called a "selector", not shown), and the number of game values inserted normally is added up and displayed on the inserted number LED 4a or the stored game value number display LED 4b of the display LED block 4.
[0030] Reference numeral 6 denotes a settlement button (or credit return switch) and is used to settle (return) the inserted game value and the stored game value. For example, assuming that the inserted game value is 3 and the stored game value is 40 (a total of 43 credits), when the settlement button is operated in this state, 43 game value will be paid out from the game value payout device 18.
[0031] 7 is a 1 bet button, which is used when inserting one coin from the saved game value to play a game. Recently, the 1 bet button 7 is sometimes not provided. Also, a cross key (not shown) is sometimes provided to the left of the 1 bet button 7, which is required for cursor operation in the up, down, left, and right directions, and for viewing history information.
[0032] Numeral 8 denotes a max bet button, which is used when inserting three coins from the saved game value to play a game, or when inserting the maximum number of coins (one or two: the optimum number) specified according to the internal lottery status during a bonus game, etc. An LED is provided inside the max bet button 3, which lights up when the max bet button 8 is in an operable state.
[0033] Reference numeral 9 denotes a start lever (part of the reel rotation starter), which is used to start the reel unit 2 all at once after a predetermined number of game values required to play a game have been inserted. An LED is provided around the start lever 9, which lights up when the start operation is possible. The start lever 9 is also used to confirm the desired setting value selected from stage values 1 to 6 when setting the payout rate in stages. In this embodiment, the number of game values required to play a game is three.
[0034] Reference numeral 10 denotes a stop button unit (also synonymously referred to as a "stop switch"), which is used to stop the reel unit 2 from rotating. This stop button unit 10 is composed of a group of three buttons: a left stop button 10a, a center stop button 10b, and a right stop button 10c. By operating the stop button unit 10 while the reel unit 2 is rotating, the left reel 2a, the center reel 2b, and the right reel 2c corresponding to each button can be stopped. When the rotation of the three reels, the left reel 2a, the center reel 2b, and the right reel 2c, reaches a predetermined speed (approximately 80 rotations per minute) and the stop button unit becomes operable, the LEDs built into the left stop button 10a, the center stop button 10b, and the right stop button 10c light up. When the left stop button 10a, the center stop button 10b, and the right stop button 10c are used as directional input means, they can be used to input left, up, and right directions, respectively.
[0035] Reference numeral 11 denotes a display / effect device consisting of a color display using a cathode ray tube, an LCD (liquid crystal display), a PDP (plasma display panel), or an FPD (flat panel display) such as an organic EL (electroluminescence), and is capable of producing various visual effects related to the reel game and announcing necessary information under the control of an effect control unit (not shown). Regardless of whether or not special glasses are used, display / effect devices capable of three-dimensional display have recently become inexpensively manufactured, and gaming machines employing 3D displays that pop up effect images such as 7 symbols when in a reach or jackpot state are becoming mainstream. The effect control unit is equipped with ROM and RAM, and communicates bidirectionally with the sub-control unit 160, executing various effects according to the effect commands received.
[0036] Reference numeral 12 denotes the speaker unit, which is made up of four speakers: an upper left speaker 12a, an upper right speaker 12b, a lower left speaker 12c, and a lower right speaker 12d, and emits sound effects according to various performances, a warning sound when the stage setting value is being changed, when the front door 1b is open, or when a problem occurs. If a serious problem occurs (selector error, hopper error, or RAM error, but this does not include door open), a warning sound will be emitted and the error display LED 4e will light up.
[0037] Reference numeral 13 denotes a status display LED section, which is composed of an upper status display LED 13a provided on the top of the display / effect device 11, and upper left status display LED 13b, upper right status display LED 13c, middle left status display LED 13d, middle right status display LED 13e, lower left status display LED 13f, lower right status display LED 13g, and lower middle status display LED 13h provided on both sides, and can effectively perform various light effects. In addition, when the step setting value is being changed, when the front door 1b is open, or when a problem occurs, the LED flashes repeatedly as a warning indication.
[0038] The status display LED section 13 (13a to 13h) is arranged so as to go around the outer periphery of the front door 1b, so that the player can be effectively shown a light effect in which colorful light goes round and round the outer edge without interruption. In particular, the upper status display LED 13a provided at the upper center position of the front door 1b (the upper center position of the front of the gaming machine main body) is called a top lamp, and emits light in a specific color corresponding to an internal win or a winning combination, thereby playing a central role in the light effect that notifies the player of the internal win or winning combination, etc., and builds up a sense of anticipation.
[0039] 1(B) shows an embodiment of a gaming machine cabinet in which the logo panel section 17, which will be described later, has been eliminated and the top lamp 13a has been made larger overall. In a variable display game in which the reel section is varied, the winning combination is determined in advance by an internal lottery, and when the three reels are stopped by operating the stop switch, this top lamp 13a lights up in a specific color corresponding to the internally won combination or winning combination (for example, red for cherry, green for watermelon, yellow for bell, and blue for replay), and then turns off or lights up in a neutral color such as white that is different from the specific color during the interval until the next variable display game starts.
[0040] Note that multiple status display LEDs for notifying bonus wins and other necessary information may be provided in the left and right spaces (on the top surface 22a) of the display and effect device 1. Also, AT notification lamps for notifying AT wins are provided in the left and right spaces (on the middle surface 22b) of the reel section 2, and the two AT notification lamps on the left and right are lit.
[0041] 14 is a special button, which the player presses once or repeatedly to input information required for various games and their visual effects displayed on the display and effect device 11 (for example, the rise of the power level gauge, the display of bonus symbols, input information such as the operation of a fighter plane's machine gun, the dropping of a bomb, or the direction of movement of a character). In particular, if the AT is won, the special button 14 flashes with a "beep beep beep" sound effect to encourage operation, and when the player taps the special button 14 with anticipation, a "crack, crack, crack" sound effect is generated and the AT notification lamp lights up. Note that the information input by this special button 14 is given to a sub-board (sub-block) described later and is used solely for various visual and sound effects, and does not affect the game results.
[0042] Numeral 15 denotes a tray, which receives the game value paid out from the game value payout device 18 (see FIG. 4) and is discharged from the game value payout outlet 16, and can receive up to several hundred coins.
[0043] Reference numeral 17 denotes a logo panel portion, which is used to display various trademarks such as the manufacturer name or model name as required.
[0044] 19 is a door keyhole, which is used when opening the front door 1b of the gaming machine main body 1 with the door key, when canceling the stop state (a state in which operations for game value type games are disabled), and when canceling a game that has been stopped due to an error.
[0045] 20 is a return button (officially called the "return button for jammed inserted game value"), which is used to return game value that has become jammed in the game value selector (not shown) through which the game value passes after the game value insertion section 5, from the game value payout outlet 16.
[0046] Referring now to Figure 3, the design panel 22 shown in Figure 3(A) has a bottom surface 22d formed by an upper surface 22a on which a display / performance device mounting portion 22j for mounting the display / performance device 11 is formed, a middle surface 22b on which a window portion 3 (pattern display window 3) is formed, and a lower surface 22c on which the above-mentioned display LED block 4 is mounted, and a three-dimensionally protruding decorative object or a three-dimensional electrically driven object is provided on the upper surface thereof.
[0047] Furthermore, bottom surface 22d is connected by left side surface 22e and side surface 22f, forming a generally box-like (or boat-like) shape with a recessed interior space, and the upper and lower portions are provided with upper and lower mounting portions 22g and 22h, each with multiple mounting holes for attachment to front door 1b. By attaching decorative stickers to the five inner surfaces of bottom surface 22d, left side surface 22e, and right side surface 22f, three generally flat surfaces are formed, particularly on bottom surface 22d. However, due to the presence of decorative elements 23 and electrically driven elements 24, it is natural that there will be some unevenness.
[0048] Reference numeral 4a denotes an inserted coin number LED, which displays the number of gaming values inserted from the gaming value insertion unit 5 or by pressing the max bet button 8 or 1 bet button 7 to play a game.
[0049] 4b is a gaming value saved number display LED, which displays the number of gaming value credits (saved number) within a range of, for example, a predetermined maximum number of 50. It also displays a payout effect when the saved gaming value is settled.
[0050] 4c is a payout number display LED for game value, which displays the number of payout game value when a prize is won. It also displays the set value of the payout rate and an error code when the game is stopped or an error occurs.
[0051] 4d is a replay display LED, which lights up when a replay is activated in a variable display game.
[0052] 4e is an error display LED that lights up when a serious problem (for example, a problem other than door opening) occurs.
[0053] 4f is an effect-in-progress display LED that lights up when an effect is being performed by the reel section 2. In other words, it indicates that a reel effect is being performed.
[0054] The design panel 22 shown in Figure 3(B) differs from that shown in Figure 3(A) in that it has a top surface 22i as a further bent surface (edge). The provision of this top surface 22i is advantageous in that it makes the attached display and effect device 11 more visible to the player and also makes the design panel itself more robust.
[0055] FIG. 4 is a schematic diagram of the internal structure of the gaming machine.
[0056] In the center of the cabinet 1a of the gaming machine main body 1, a reel section 2 and a gaming value payout device 18 (a gaming value hopper 18) are arranged below the reel section 2.
[0057] A reflector 27 is provided at the upper right corner of the housing 1a, and a photosensor is provided at the corresponding position on the front door 1b.When the front door 1b is closed, the LED light emitted from the photosensor is reflected by the reflector and detected by the phototransistor, while when the front door 1b is open, the reflected light is not detected, making it possible to detect whether the front door 1b is open or closed.
[0058] Reference numeral 28 denotes a power supply unit. When a power switch 28c is turned on, power is supplied to each circuit block, and after an initial check and initial setting, the variable display game can be played.
[0059] 28a is a setting key switch (also called a setting change permission switch) and is used when setting the ball payout rate in stages or checking the stage setting value. By inserting the operation key into the keyhole 28d and turning it, it is possible to change from OFF to ON or vice versa.
[0060] 28b is an error release switch, which is used when setting the ball payout rate in stages or when canceling a game that has been stopped due to an error.
[0061] 4c is an LED that displays the number of game value payouts, and displays the step setting value of the payout rate. Each time the error release switch 28b is pressed, the value is increased by "1", and after displaying "6", it returns to "1" and displays a turnaround.
[0062] FIG. 5 is a block diagram of a control circuit system of the gaming machine.
[0063] The control circuit system is broadly divided into a main block (main board: the part not surrounded by the dashed line) and a sub-block (sub-board: the part surrounded by the dashed line). The main block controls the game results, while the sub-block controls various effects that attract the player's attention and interest, such as the announcement and display of game progress and internal lottery results.
[0064] Reference numeral 100 denotes the main control unit, an integrated one-chip microcomputer (LE4380A-PA-S manufactured by LETECH Corporation) equipped with a microprocessor with a built-in CPU, and is provided with ROM 101, which stores a control program describing predetermined data table areas and the control procedures for the entire device, and RAM 102 (also called RWM: rewritable memory; this includes not only built-in but also external RAM), which contains counters, registers, etc. and temporarily stores information necessary for control. As will be described later, this RAM 102 retains all stored control data using RAM backup power, which is constantly supplied via the power connector, even if the power switch 28c is turned off or the power cord is unplugged. However, if the power connector itself is unplugged, power is no longer supplied, and the control data is erased (all cleared or reset to 0) or becomes meaningless information.
[0065] The main control unit 100 is connected to a start SW sensor 110 (start switch sensor 110), a stop button sensor 120, a game value detection sensor 130, a bet button sensor 140, a stage setting unit 150, a play limit setting unit 180, and a settlement button sensor via an I / O port (not shown) or a data bus, and the main control unit 100 is configured to be able to receive input signals from these.
[0066] The reel unit 2, the gaming value payout device 18, the display LED block 4, and the external central terminal board 170 are connected to the main control unit 100 via an I / O port (not shown) and a data bus, and the main control unit 100 is configured to be able to control each of these devices by sending and receiving input and output signals. An index signal of one pulse per rotation is input to the main control unit 100 from each index sensor provided on the reel unit 2.
[0067] The main control unit 100 outputs information necessary for aggregating and managing the operating status of gaming machines at a pachinko parlor or the like from the external centralized terminal board 170, but does not receive any information from the external centralized terminal board 170. The signals output by the main control unit 100 to the outside are a gaming value input signal, a gaming value payout signal, external output signal 1 (e.g., a BB signal or a pseudo BB signal), external output signal 2 (e.g., an RB signal or a pseudo RB signal), external output signal 3 (e.g., an AT signal), external output signal 4 (e.g., a signal indicating the occurrence of various errors), external output signal 5 (e.g., a cheating detection signal), and a relay common signal. In particular, the BB signal, RB signal, and AT signal are not only aggregated and managed by the hall computer, but are also output to a data counter installed near the top of the pachinko slot machine and used to display key pachinko slot game information (number of games played, number of BBs, number of RBs, number of ATs, and ball payout information) to the player.
[0068] The main control unit 100 is connected to the sub-control unit 160 and the credit control unit 165 via an I / O port (not shown) and a data bus. While the main control unit 100 can generally transmit various types of information to both control units, the main control unit 100 cannot receive information from both control units (i.e., the main control unit 100 is connected to enable one-way communication from the main control unit 100 to both control units). However, it can receive only two-bit credit data from the credit control unit 165 via a data input circuit 166 (e.g., two NOT circuits). This credit data is two-bit data, with 00 indicating 0 credits, 01 indicating 1 credit, 10 indicating 2 credits, and 11 indicating 3 or more credits, and is input as a High or Low signal to two input ports of the main control unit 100, just like various sensor input signals.
[0069] The main control unit 100 outputs to the sub-control unit 160 control data necessary for various sub-block controls (e.g., coin insertion data, lottery results and winning status data, stage setting value data, and data indicating the switch operation status of the stage setting unit 150). Like the main control unit 100, the sub-control unit 160 is an integrated one-chip microcomputer equipped with a microprocessor with a built-in CPU. It includes a ROM 161 that stores a control program describing the control procedures for the entire sub-block, and a RAM 162 that includes counters, timers, registers, etc. and temporarily stores information necessary for control received from the main control unit 100. The ROM 161 stores multiple BGM (background music) data sets. To excite the player, especially during bonus games and automatic time slots, specially arranged BGM is appropriately selected and played according to the presentation scene. The main control unit 100 and the sub-control unit 160 do not need to be separate units; they can be integrated into a single control unit.
[0070] The sub-control unit 160 is connected to the display performance device 11, speaker unit 12, status display LED unit 13, input SW unit 25 (input switch unit 25), timing unit 26, operation direction sensor 111, special button sensor 112, and door abnormality signal output device 113 via an I / O port (not shown) and a data bus, and the sub-control unit 160 can accept input signals from each of these devices and output the necessary data and signals to perform various controls.
[0071] When the internal lottery means 220 executes an internal lottery and the sub-control unit 160 is notified of the result of a replay, a small winning combination, a bonus, or a loss (non-winning), the sub-control unit 160 determines whether or not to perform an effect on the display and effect device 11, the speaker unit 12, and the status display LED unit 13 before notifying the player of the lottery result. When the sub-control unit 160 determines to perform an effect, it selects an effect image to be displayed from a plurality of effect images stored in ROM 161 and outputs the selected effect image to the display and effect device 11.
[0072] The operation direction sensor 111 outputs a direction signal corresponding to the up, down, left, or right direction in which the start lever 9 is operated, and the sub-control unit 160 receives this direction signal and displays various visual effects and winning announcements, etc., according to the direction signal on the display and performance device 11, and also generates sound effects from the speaker unit 12.
[0073] The special button sensor 112 outputs an ON signal (for example, a HIGH signal) when the special button 14 is operated, and an OFF signal (for example, a LOW signal) when it is released, and the sub-controller 160 displays various games, their associated visual effects, winning announcements, etc. on the display and effect device 11 according to the timing at which the ON signal is received and the number of times the pulses are received (called rapid succession). Furthermore, the speaker unit 12 generates sound effects such as bomb drops and machine gun operation.
[0074] The door abnormality signal output device 113 is a device that detects the open / closed state of the door and outputs a control signal to the sub-controller 160. When the main power supply is ON, it outputs an ON / OFF signal in response to the opening or closing of the front door 1b, but when the main power supply is OFF, it is powered by power supplied from the sub-power supply (backup battery), and detects and stores abnormal opening or closing of the front door 1b when the main power supply is turned OFF, and even if the main power supply is turned ON thereafter, it notifies the sub-controller 160 of the abnormal opening or closing when the main power supply is turned ON. As a result, the sub-controller 160 generates a warning sound when the main power supply is turned ON, even if the front door 1b is closed and there appears to be no abnormality, so that the manager of the amusement hall can recognize the abnormality and take appropriate measures such as checking and inspecting the gaming machines.
[0075] The game value detection sensor 130 is composed of a game value passage sensor and a proximity sensor (not shown), and outputs a number of pulse signals corresponding to the number of game values inserted from the game value insertion slot 5. The main control unit 100 receives this pulse signal and executes counter logic processing at the rising and falling edges of the pulse signal, thereby controlling the inserted coin number LED 4a or the accumulated game value number display LED 4b in the display LED block 4 to display the number of inserted coins or the number of credits that has increased by the number corresponding to the number of pulses.
[0076] The bet button detection sensor 140 is composed of two sensors: a 1 bet button detection sensor 140a that outputs a pulse signal in response to the operation of the 1 bet button 7, and a max bet button detection sensor 140b that outputs a pulse signal in response to the operation of the max bet button 8. The main control unit 100 controls the number display of the inserted number LED 4a in accordance with the obtained pulse signal.
[0077] Furthermore, when the player operates the start lever 9 after inserting a predetermined number of game values, the start SW sensor 110 outputs a start signal, and upon receiving this start signal, the main control unit 100 starts the game by performing a random number lottery or the like, and outputs a drive pulse signal to the reel unit 2. Note that the game performed by one operation of the start lever 9 constitutes one game, and the player repeats the game with the aim of acquiring a bonus role or an AT state to increase the game value.
[0078] When the stop buttons 10a to 10c are operated during the variable display game, the rotation of the corresponding reel is stopped, and if a predetermined minor combination is won and game value is paid out, the number of payout coins is displayed on the game value payout number display LED 4c in the display LED block 4, and this is added to the number of credits and displayed on the game value storage number display LED 4b. Note that when a payout operation is performed using the settlement button 6 or when the number of credits exceeds the maximum number of 50, for example, the main control unit 100 drives and controls the game value payout device 18, and the required number of game values are discharged from the game value payout outlet 16 and stored in the receptacle 15.
[0079] Furthermore, when a small win, replay, or bonus is internally won, the main control unit 100 outputs control data (event data) relating to the internal win, etc. to the sub-control unit 160. Then, when the sub-control unit 160 receives control data from the main control unit 100, it is configured to perform various performance operations such as lighting control of the status display LED unit 13, control of a voice synthesis LSI (not shown) for generating sound effects from the speaker unit 12, and display control of characters and background images on the display screen of the display performance device 11.
[0080] Reference numeral 150 denotes a step setting unit, and by performing a step setting operation of the payout rate, which will be described later, the hall service vehicle can select a desired setting value from step values 1 to 6.
[0081] Reference numeral 25 denotes an input switch section (input switch section) for inputting various data, and is used to set the warning mode when, for example, a step setting operation for the payout rate is performed, and to set the time period during which a warning will or will not be issued. There are three warning modes: an on / off state of the warning generation function, and a timer state in which a warning is issued only during a set time period. The input switch section 25 is composed of an initialization switch for initializing the sub-block and a volume switch used to change the volume of the speaker section 12, and is designed to function when both are pressed simultaneously.
[0082] Reference numeral 26 denotes a timekeeping unit consisting of a radio-controlled clock that receives absolute time data from a satellite or the like and keeps accurate time, and continuously outputs the timed time to the sub-control unit 160.
[0083] FIG. 6 is a block diagram of a control circuit system that controls the reel unit.
[0084] The reel section 2 is equipped with step motors 30a, 30b, and 30c for controlling the rotation of three reels: left reel 2a, center reel 2b, and right reel 2c. Each step motor 30a, 30b, and 30c is driven in response to a drive pulse signal from the main control section 100, and when the drive pulse signal is continuously supplied simultaneously to the three phases, an attractive force is generated, causing the reels to stop suddenly.
[0085] These step motors 30a, 30b, and 30c use a four-phase 1-2 excitation system with 252 steps per rotation (1.43 degrees per step). They rotate exactly one time when the main control unit 100 inputs 504 drive pulse signals. The main control unit 100 can accurately determine the position of each reel because it receives one index signal (reference signal or reference position signal) from each of the drum sensors 31a, 31b, and 31c, each of which consists of a photointerrupter mounted on each reel. In other words, the resolution per input pulse is 0.714 degrees per pulse. To further increase the resolution, the rotational position can be precisely determined by managing the time between input pulses and the rotational speed.
[0086] FIG. 7 is a block diagram of the reel unit.
[0087] The centers of the left reel 2a, center reel 2b, and right reel 2c, which are thick, disc-shaped rotating bodies, are connected to the respective rotation shafts of step motors 30a (not shown), 30b (not shown), and 30c, and rotate in the direction of the arrows shown in the figure (i.e., from top to bottom). A left reel band 32a, a center reel band 32b, and a right reel band 32c, each bearing a variety of symbols, are attached to the outer periphery of each reel. When a predetermined symbol combination for each winning combination is displayed in the window 3 along a winning line, a winning combination is achieved. The star, +, plum (black circle), and triangle symbols shown in the figure are merely illustrative. The reel bands are generally referred to as reel tapes. As shown in FIG. 8, the winning lines in the gaming machine of this embodiment are formed by the middle row of the left reel 2a, the middle row of the middle reel 2b, and the middle row of the right reel 2c.
[0088] Reel sensors 31a, 31b, and 31c (not shown) are provided for step motors 30a, 30b, and 30c, respectively, and each reel sensor returns one pulse of an index signal for each rotation of the step motor. The main control unit 100 constantly grasps the symbol number and rotation angle (24 divisions / symbol) at the reference position (for example, the lowest position of window 3) based on this index signal and the number of drive pulse signals output.
[0089] Figure 9 shows the arrangement of symbols on the reels.
[0090] Each of the left reel 2a, center reel 2b, and right reel 2c has a reel band (not shown) with left reel symbols, center reel symbols, and right reel symbols painted on it attached around the outer periphery of each reel.
[0091] Each reel band has 20 different patterns printed on it, each with a different arrangement, and eight different patterns are printed on it: gold seven, red seven, bar, lip, bell, watermelon, cherry, and blank.
[0092] The internal lottery means 220 is a means for conducting an internal lottery to determine whether a winning combination will be achieved when the start lever 9 is operated while the start operation is possible, and performs lottery table selection processing, random number determination processing, and lottery flag setting processing.
[0093] In the lottery table selection process, it is determined which of the internal lottery tables stored in the internal lottery table storage means 300 is to be used according to the game status stored in the game information storage means 430. As shown in Fig. 11, the internal lottery tables stored in the internal lottery table storage means 300 are stored as a plurality of internal lottery tables including internal lottery table 1 to internal lottery table 3, and in each internal lottery table, a plurality of random number values (65536 random numbers from 0 to 65535) are associated with various roles such as replay, small role, and bonus (BB1, BB2, and BB3), and loss (non-winning).
[0094] In addition, small wins 1 to 5 are prepared as small wins, and bell, watermelon, cherry, and JAC1 are set as winning modes of the small wins as shown in FIG.
[0095] In addition, a replay is provided as a replay, and a normal replay is provided as a winning mode of the replay, as shown in FIG.
[0096] In addition, BB1 (first bonus), BB2 (second bonus), and BB3 are prepared as bonuses. BB1 and BB3 are drawn by lottery on an internal lottery table 1, and BB2 is drawn by lottery on an internal lottery table 2.
[0097] As the gaming states, the first normal state, the second normal state, the BB1 internal state, the BB2 internal state, the BB3 internal state, the BB1 operating state, the BB2 operating state, and the BB3 operating state can be set, and in the lottery table selection process, when the gaming state is the first normal state, the internal lottery table 1 in Figure 11 is selected as the internal lottery table to be used in the internal lottery, when the gaming state is the second normal state, the internal lottery table 2 is selected, and when the gaming state is the BB1 operating state, the BB2 operating state, and the BB3 operating state, the internal lottery table 3 is selected. Note that the internal lottery tables selected in the BB1 internal state, the BB2 internal state, and the BB3 internal state are omitted.
[0098] Furthermore, the winning modes of bell, watermelon, cherry, JAC1, and normal replay are associated with one or more winning combinations as shown in FIG.
[0099] In the random number determination unit, one of the random numbers (65,536 values from 0 to 65,535) continuously generated by the built-in random number generating unit 103 is obtained based on the start of the start lever 9, and based on the obtained random number value, the internal lottery table stored in the internal lottery table storage means 300 is referred to to determine whether a winning combination has been achieved.
[0100] In the lottery flag setting process, a winning flag corresponding to a winning combination determined to be a winning combination is set to a winning state based on the result of the random number determination process. If two or more types of combinations are won, a winning flag is set to a winning state for each of the two or more types of combinations that are won in duplicate. The setting status of the lottery flag is stored in the lottery flag storage means 420.
[0101] In addition, in the gaming machine of this embodiment, a carryover flag that can be carried over to the next game or thereafter until a prize is won, and a non-carryover flag that is reset to a non-winning state without being carried over to the next game or thereafter regardless of whether a prize is won or not are prepared. The combinations associated with the carryover flag are BB1, BB2, and BB3, and the small combination and replay are associated with the non-carryover flag.
[0102] When a bonus is won, even if the winning state of the bonus is carried over, the internal lottery means 220 performs an internal lottery to decide whether or not a small role and a replay will be won, and when the small role or a replay is won in this internal lottery, two or more kinds of lottery flags consisting of the lottery flag of the carried over bonus and the lottery flag of the won small role or replay are set to the winning state.
[0103] The reel control means 230 spins the reel section 2 (left reel 2a to right reel 2c) which is made up of three (multiple) rows of symbols on which a plurality of symbols (20 symbols in this embodiment) are drawn, based on the operation of the start lever 9. Thereafter, when the player performs a stop operation by operating the enabled stop button 10 (left stop button 10a to right stop button 10c), the reel control means 230 controls the left reel 2a to right reel 2c to stop in a manner according to the setting status of the lottery flag (result of the internal lottery) and the stop operation manner (stop operation sequence and timing) of the left stop button 10a to right stop button 10c.
[0104] That is, each time one of the left stop buttons 10a to 10c is pressed, the reel control means 230 determines the stop position of the reel among the left reel 2a to the right reel 2c that corresponds to the pressed button, and controls the reel to stop at the determined stop position. In this embodiment, pressing the left stop button 10a corresponds to an operation for stopping the left reel 2a, pressing the center stop button 10b corresponds to an operation for stopping the center reel 2b, and pressing the right stop button 10c corresponds to an operation for stopping the right reel 2c. That is, in the gaming machine of this embodiment, if the order in which the left stop button 10a to the right stop button 10c are pressed to stop the reels changes, the stop order of the left reel 2a to the right reel 2c also changes. In this embodiment, as necessary, the stop operation that stops the first reel among the left reel 2a to the right reel 2c may be referred to as the first stop operation, the stop operation that stops the second reel may be referred to as the second stop operation, and the stop operation that stops the last reel may be referred to as the third stop operation.
[0105] Furthermore, the reel control means 230 refers to the stop control table stored in the stop control table storage area 305 to determine the stop position of the reel during rotation.
[0106] In the stop control table, a correspondence relationship between the push detection position, which is the position of the reel at the time of actuation of the stop button 10 (the time when the push of the stop button is detected), and the actual stop position is set according to the setting state of the lottery flag. Note that in the stop control table, a correspondence relationship between the push detection position and the number of sliding symbols, which indicates the amount of rotation from the push detection position to the actual stop position, may also be set according to the setting state of the lottery flag.
[0107] Furthermore, in the gaming machine of this embodiment, the priorities for small wins, replays, and bonuses are set in the order of "replay > bonus" and "small win > bonus," and the stop control table is set so that a stop position including a symbol that constitutes the winning form of a high-priority win is selected according to the priority associated with each win.
[0108] In addition, in the gaming machine of this embodiment, in the stop control table that is referenced when the lottery flags for multiple types of minor roles are set to a winning state in the internal lottery, there are cases where the stop position is set according to the number of pattern combinations that indicate winning forms that can be displayed on the valid line (number priority control), and cases where the stop position is set according to the number of game value payouts based on the payouts that are predetermined for the minor roles (payout number priority control).When the stop position is set according to the number of pattern combinations that indicate winning forms that can be displayed on the valid line, the stop position relative to the press detection position is set so that priority is given to the stop position that has the largest number of pattern combinations that indicate winning forms that can be displayed on the valid line, and when the stop position is set according to the number of game value payouts, the stop position relative to the press detection position is set so that priority is given to the stop position that has the largest number of pattern combinations that indicate winning forms that can be displayed on the valid line (a stop position that has the possibility of winning the minor role with the highest payout). However, when the stop positions are set according to the number of game values to be paid out, for multiple stop positions where the number of game values to be paid out is the same, the priority of each stop position is treated as being the same and a stop position is set relative to the press detection position, and when the stop positions are set according to the number of pattern combinations that indicate winning forms that can be displayed on the valid line, for multiple stop positions where the number of pattern combinations that indicate winning forms that can be displayed on the valid line is the same, the priority of each stop position is treated as being the same and a stop position is set relative to the press detection position.
[0109] In the stop control table that is referred to when a winning mode of a bell is obtained in an internal lottery, the stop position relative to the pressing detection position is set so that small win 1 is always won in any operation mode.
[0110] In addition, in the stop control table that is referenced when a watermelon winning pattern is obtained in the internal lottery, the stop position relative to the press detection position is set so that depending on the timing of the stop operation of the middle stop button 10b, small prize 2 may or may not be won.
[0111] In addition, in the stop control table that is referenced when a cherry winning pattern is obtained in the internal lottery, the stop position relative to the press detection position is set so that depending on the timing of the stop operation of the left stop button 10a, small prize 3 may or may not be won.
[0112] In addition, in the stop control table that is referenced when a winning pattern of JAC1 is obtained in the internal lottery, if the left stop button 10a or the middle stop button 10b is stopped first, the stop position relative to the press detection position is set by payout number priority control so that small win 4 will always be won regardless of the timing of the stop operation, and if the right stop button 10c is stopped first, the stop position relative to the press detection position is set by quantity priority control so that small win 5 will always be won regardless of the timing of the stop operation.
[0113] In addition, in the stop control table that is referenced when a normal replay winning pattern is obtained in the internal lottery, the stop position relative to the press detection position is set so that the replay will always win regardless of the operation pattern.
[0114] Regarding BB1, when BB1 wins alone in the first normal state, when BB1 is lost in the internal BB1 state (i.e., when only BB1 is in a winning state), or when a small role and BB1 are in an internal winning state, the stop position relative to the push detection position is set in the stop control table so that BB1 will be displayed when the stop operation position is performed at the stop operation timing when BB1 can be displayed. Note that the first normal state and the internal BB1 state can only be played with a game value of 3.
[0115] Regarding BB2, the stop position relative to the push detection position is set in the stop control table so that BB2 will be displayed when BB2 is won alone in the second normal state, when the BB2 internal state is lost (i.e., when only BB2 is in a winning state), or when the stop operation position is performed at the stop operation timing when BB2 can be displayed in a state where a small role and BB2 are in an internal winning state. Note that the second normal state and the BB2 internal state can only be played with a game value of 2.
[0116] Regarding BB3, when BB3 wins alone in the first normal state, when the BB3 internal state is a miss (i.e., when only BB3 is in a winning state), or when a minor role and BB3 are in an internal winning state, the stop position relative to the push detection position is set in the stop control table so that BB3 will be displayed when the stop operation position is performed at the stop operation timing when BB3 can be displayed. Note that the BB3 internal state can only be played with a game value of 3.
[0117] The winning determination means 240 performs a winning determination process to determine whether or not a winning combination has been achieved based on the stopping state of the left reel 2a to the right reel 2c. Specifically, by referring to the winning determination table stored in the winning determination table storage area 310, it determines whether or not the symbol combination displayed on the pay line when all of the left reel 2a to the right reel 2c have stopped is in the form of a predetermined winning combination. Then, the winning determination table is prepared so that, as shown in FIG. 13, whether or not a winning combination of BB1, BB2, BB3, replay, or small combination 1 to small combination 5 has been achieved is determined based on the symbol combination displayed on the pay line when each reel has stopped.
[0118] In the gaming machine of this embodiment, when a winning combination is achieved, a winning process is executed based on the determination result of the winning determination means 240. As the winning process, for example, when a small combination is achieved, a payout process of a game value is executed by the payout control means 205, when a replay is achieved, a replay process is executed by the replay processing means 215, and when a bonus is achieved, a game state transition process for transitioning the game state is executed by the game state control means 225.
[0119] The payout control means 205 performs a payout control process for the payout of game value according to the game result. Specifically, when a small winning combination is won, the payout amount of game value in the game is determined based on the payout amount predetermined for each combination, and the game value corresponding to the determined payout amount is added to the credit.
[0120] When a replay wins, the replay processing means 215 performs an automatic insertion process to automatically insert the number of game values equivalent to the specified game value required for the next game without using the game value (credits) held by the player, and waits for the next game start operation on the start lever 9 with an active line corresponding to the specified game value set.
[0121] The game state control means 225 performs a game state transition process to transition the game state among the first normal state, the second normal state, the BB1 internal state, the BB2 internal state, the BB3 internal state, the BB1 operating state, the BB2 operating state, and the BB3 operating state, as shown in Fig. 14. In this embodiment, information indicating the current game state is stored in the game state memory area 430.
[0122] The first normal state is a game state corresponding to the initial state among multiple game states, and transitions from the first normal state to the BB1 internal state, BB1 operating state, BB3 internal state, and BB3 operating state are possible. Specifically, if BB1 wins in the first normal state but BB1 does not win, the game transitions to the BB1 internal state, and if BB3 wins but BB3 does not win, the game transitions to the BB3 internal state. In the first normal state, an internal lottery is performed with reference to internal lottery table 1, of internal lottery tables 1 to 3 shown in FIG. 11, where the replay winning probability is set to approximately 1 / 7.3 or more and BB1 and BB3 are set as lottery targets. The first normal state can only be played with three game values.
[0123] The second normal state is a game state that transitions after BB1 ends, and it is possible to transition from the second normal state to the BB2 internal state and the BB2 operating state. Specifically, if BB2 is won in the second normal state but BB2 does not win, the game transitions to the BB2 internal state. Also, in the first normal state, an internal lottery is performed with reference to internal lottery table 2, of internal lottery tables 1 to 3 shown in FIG. 11, where the winning probability of a replay is set to approximately 1 / 7.3 or more and BB2 is set as the lottery target. Note that the second normal state can only be played with two game values.
[0124] The BB1 internal state is a game state that is entered when BB1 is won in an internal lottery in the first normal state, but BB1 does not win, and BB1 and BB3 are excluded from the lottery and an internal lottery is held (the internal lottery table to which it refers is not shown). Note that the BB1 internal state can only be played with a game value of 3.
[0125] The BB2 internal state is a game state that is entered when BB2 is won in an internal lottery in the second normal state, but BB2 does not win, and BB2 is excluded from the lottery and an internal lottery is held (the internal lottery table to which it refers is not shown). Note that the BB2 internal state can only be played with two game values.
[0126] The BB3 internal state is a game state that is entered when BB3 is won in the internal lottery in the first normal state, but BB3 does not win, and BB1 and BB3 are excluded from the lottery and an internal lottery is held (the internal lottery table to which it refers is not shown). Note that the BB3 internal state can only be played with a game value of 3.
[0127] The BB1 operating state is a game state that is entered when a symbol combination showing the winning form of BB1 is displayed on the pay line, and an internal lottery is performed with reference to internal lottery table 3, which excludes replays from the lottery targets, among internal lottery tables 1 to 3 shown in Figure 11. Note that the BB1 operating state can only be played with a game value of 3.
[0128] The BB2 operating state is a game state that is entered when a symbol combination indicating a winning form of BB2 is displayed on an active line, and an internal lottery is performed by referring to internal lottery table 3, which excludes replays from the lottery targets, among internal lottery tables 1 to 3 shown in Figure 11. Note that the BB2 operating state can be played only with one game value.
[0129] The BB3 operating state is a game state that is entered when a symbol combination indicating a winning form of BB3 is displayed on an active line, and an internal lottery is performed by referring to internal lottery table 3, which excludes replays from the lottery targets, among internal lottery tables 1 to 3 shown in Figure 11. Note that the BB3 operating state can only be played with two game values.
[0130] In addition, in the BB1 to BB3 operating state, it is determined whether or not the termination condition is met based on the total number of game values paid out by games in the BB1 to BB3 operating state, and when it is determined that game values exceeding a predetermined number (for example, 284 for BB1 and BB2, and 104 for BB3) have been paid out, the game state control means 225 performs control to terminate the BB1 to BB3 operating state and transition the game state to the first normal state or the second normal state. At this time, when BB1 is terminated, the game state is transitioned to the second normal state, and when BB2 and BB3 are terminated, the game state is transitioned to the first normal state.
[0131] 1-2. Method of this embodiment The flow of the game in this embodiment will be described in detail. First, a player in the first normal state aims to win BB1. Note that in the first normal state, play is only possible with a game value of three coins. After BB1 is won, BB1 is activated, and when BB1 ends, the game state control means 225 transitions the game state to the second normal state.
[0132] In the second normal state, as shown in the internal lottery table 2 in Figure 11, BB2 is drawn with an extremely high probability (for example, a 2 / 3 chance of winning), and when the game transitions to the second normal state, BB2 is quickly won. In other words, if BB1 is won, BB2 can be won immediately after BB1 ends, and a single win of BB1 can increase the game value significantly. Note that the second normal state can only be played with two game values.
[0133] Therefore, even if the number of coins increased by one bonus is small, the two bonuses BB1 and BB2 are activated at very short intervals, so that a player can increase the game value significantly by winning BB1 once.
[0134] As a result, in a so-called normal type gaming machine that increases payout balls solely through bonuses, it is possible to simulate a bonus that can increase play value by a large amount at once. In this embodiment, the sum of the "maximum net increase in number of coins by BB1 (239 coins)," the "maximum net increase in number of coins by BB2 (279 coins)," and the "number of coins that decrease from the transition to the second normal state until BB2 is displayed" is the net increase in number of coins from one activation of BB1 to the end of BB2. Therefore, in this gaming machine, one win of BB1 can increase play value by around 500 coins.
[0135] In addition, the probability of winning a replay will change from the normal probability (any one of approximately 1 / 7.3 or higher) to 0 or some other probability when the bonus is activated, and will not change at all except when it changes back to the normal probability when the bonus ends.
[0136] In addition, when two coins are inserted, the probability of winning bells, watermelons, and cherries is reduced compared to when three coins are inserted.
[0137] This is to adjust the payout rate per game in the second normal state in which the number of inserted coins is two.
[0138] In addition, the number of game values required for playing when BB1 is in operation is 3, and the number of game values required for playing when BB2 is in operation is 1. This is to adjust the number of game values inserted in a certain period of time.
[0139] In this way, it becomes possible to adjust the payout rate (number of paid-out game values ÷ number of inserted game values × 100) for a certain period of time.
[0140] For example, if the number of game values required for play during bonus operation is small, the number of game values inserted in a certain period will be small, and if BB1 is won at short intervals, the payout rate in a certain period may become too high.
[0141] Therefore, by adjusting the number of game values required for one game in the BB1 operating state and the BB2 operating state, the number of game values inserted in a certain period is increased, and even if BB1 is won at short intervals, the payout rate in a certain period is prevented from becoming too high.
[0142] Furthermore, the upper limit of the game value paid out in one game in at least one of the BB1 operating state and the BB2 operating state may be lowered. For example, when the number of inserted coins is three, the payout for minor winning combinations 4 and 5 is set to eight coins. In this way, the maximum payout during BB1 operation becomes eight coins, and the number of games required to reach the BB1 termination condition of more than 285 coins increases. Since the number of game values required for play in the BB1 operating state is three coins, the number of inserted game values in a certain period increases, making it possible to prevent the payout rate in a certain period from becoming too high.
[0143] In addition, the system may be designed so that the average number of games from when a bonus is won in the first normal state until the player is notified that the bonus has been won is less than the average number of games from when a bonus is won in the second normal state until the player is notified that the bonus has been won.
[0144] For example, when a bonus is won in the first normal state, there is a high probability that a continuous performance will be performed to notify the player that the bonus has been won after a performance that makes the player expect the bonus to be won over multiple games, and when a bonus is won in the second normal state, there is a low probability that a continuous performance will be performed, or no continuous performance will be performed at all and the notification will be made in the game in which the bonus has been won.
[0145] In this way, in the second normal state in which the bonus is highly likely to be won, if a bonus is won, it is possible to reduce stress caused by a delay in notification that the bonus has been won.
[0146] 2. Second embodiment 2-1.Configuration
[0147] In this embodiment, the configuration and control method common to the first embodiment will be omitted, and only the main differences will be described.
[0148] 15 shows the symbol combinations of BB1 (first bonus) and BB2 (second bonus) in this embodiment. Other winning combinations are the same as those in the first embodiment, so they are omitted.
[0149] BB2 is a "type 2 special feature continuous operation device." Therefore, there is no upper limit to the number of symbol combinations related to BB2.
[0150] BB1 is a "device for continuously operating special features related to the first type of special feature" and is equipped with BB2, which is a "device for continuously operating special features related to the second type of special feature." Therefore, the number of winning coins during BB1 operation is set to 225 coins, but other characteristics are the same as in the first implementation.
[0151] The symbol combination that indicates the winning form of BB2 is "lip symbol, bell symbol, bell symbol," and in the stop control table that is referenced when the winning form of BB2 is obtained in the internal lottery, the stop position relative to the press detection position is set so that BB2 will always win regardless of the operation mode.
[0152] In addition, when the symbol combination showing the winning form of BB2 stops on an effective line, a symbol combination in which specific symbols are not aligned in a straight line within a frame is set as the symbol combination showing the winning form of BB2 so that it is difficult for a player to recognize that the symbol combination showing the winning form of BB2 has stopped on an effective line.
[0153] In addition, in this embodiment, in order to make the period from the activation of BB1 to the end of BB2 appear as one game state, no standby processing for presentation is performed at the end of BB1 or the start of BB2. 2-2. Method of this embodiment
[0154] First, a player in the first normal state aims to win BB1. After BB1 is won, BB1 is activated, and when BB1 ends, the gaming state control means 225 transitions the gaming state to the second normal state.
[0155] Then, after BB2 is won in the second normal state, BB2 is displayed regardless of the stopping operation mode. Also, when BB2 is displayed, the specific symbols do not stop in a straight line within the frame, so it is configured to make it difficult for the player to tell whether BB2 has been displayed.
[0156] As described above, in this embodiment, by displaying BB2 regardless of the stop operation mode, it is possible to express the period from the activation of BB1 to the end of BB2 as a single bonus.
[0157] In addition, in this embodiment, BB2 is not drawn when the number of inserted coins is three, but BB2 may be invalid when the number of inserted coins is three, that is, BB2 may be used as a bonus exclusively for when the number of inserted coins is two.
[0158] In this way, when three coins are inserted, even if the symbol combination "lip symbol, bell symbol, bell symbol" indicating the winning form of BB2 is displayed, BB2 will not be activated and no winning will occur, so there is no need to perform stop control to avoid the symbol combination of BB2 being displayed, and it is possible to increase the degree of freedom in stop control.
[0159] In addition, in this embodiment, BB1 is not drawn when the number of inserted coins is two, but BB1 may be invalid when the number of inserted coins is two, that is, BB1 may be a bonus exclusive to when the number of inserted coins is three.
[0160] In this way, in a game in which two coins are inserted, it becomes unnecessary to perform stop control to avoid the display of the symbol combination of BB1, and it becomes possible to increase the degree of freedom in stop control.
[0161] Furthermore, background music, movies on the LCD screen, etc. may be played without interruption in the BB1 operating state, the second normal state, and the BB2 operating state.
[0162] In this way, it is possible to strengthen the impression that the three states of the BB1 operating state, the second normal state, and the BB2 operating state are one bonus operating state.
[0163] 3. Third embodiment 3-1.Configuration In this embodiment, the configuration and control method common to the first and second embodiments will be omitted, and only the main differences will be described.
[0164] In this embodiment, BB1, BB2 (first bonus), BB3 (second bonus), and BB4 are provided as bonuses, and BB1 is drawn at internal lottery table 1 and internal lottery table 2, BB2 is drawn at internal lottery table 1, BB3 is drawn at internal lottery table 1 and internal lottery table 2, and BB4 is drawn at internal lottery table 1.
[0165] Internal lottery tables 1 to 3 shown in FIG. 16 are internal lottery tables used in this embodiment.
[0166] In this embodiment, the game states that can be set are the first normal state, the second normal state, the BB1 internal middle state (when 3 coins are bet), the BB1 internal middle state (when 2 coins are bet), the BB2 internal middle state, the BB3 internal middle state (when 3 coins are bet), the BB3 internal middle state (when 2 coins are bet), the BB4 internal middle state, the BB1 operating state, the BB2 operating state, the BB3 operating state and the BB4 operating state, and in the lottery table selection process, if the game state is the first normal state, the internal lottery table 1 in Figure 16 is selected; if the game state is the second normal state, the internal lottery table 2 is selected; and if the game state is the BB1 operating state, the BB2 operating state, the BB3 operating state and the BB4 operating state, the internal lottery table 3 is selected as the internal lottery table to be used in the internal lottery. In addition, the internal lottery tables selected in the BB1 internal middle state (when 3 cards are bet), BB1 internal middle state (when 2 cards are bet), BB2 internal middle state, BB3 internal middle state (when 3 cards are bet), BB3 internal middle state (when 2 cards are bet), and BB4 internal middle state will be omitted.
[0167] Regarding BB1, when BB1 wins alone in the first normal state or the second normal state, when BB1 is in the internal middle state (when three coins are bet) or the internal middle state (when two coins are bet) and loses (i.e., when only BB1 is in the winning state), or when a small win and BB1 are in the internal winning state, the stop position relative to the press detection position is set in the stop control table so that BB1 will be displayed when the stop operation position is performed at the stop operation timing when BB1 can be displayed.
[0168] Regarding BB2, when BB2 wins alone in the first normal state, when BB2 misses in the internal middle state (i.e., when only BB2 is in a winning state), or when a small win and BB2 are in an internal winning state, the stop position relative to the press detection position is set in the stop control table so that BB2 will be displayed when the stop operation position is performed at a stop operation timing when BB2 can be displayed.
[0169] Regarding BB3, when BB3 wins alone in the first normal state or the second normal state, when BB3 is in the internal middle state (when 3 coins are bet) or the internal middle state (when 2 coins are bet) and loses (i.e., when only BB3 is in the winning state), or when a small win and BB3 are in the internal winning state, the stop position relative to the press detection position is set in the stop control table so that BB3 will be displayed when the stop operation position is performed at the stop operation timing when BB3 can be displayed.
[0170] Regarding BB4, when BB4 wins alone in the first normal state, when the BB4 internal middle state is a miss (i.e., when only BB4 is in a winning state), or when the minor win and BB4 are in an internal winning state, the stop position relative to the press detection position is set in the stop control table so that BB4 will be displayed when the stop operation position is performed at a stop operation timing when BB4 can be displayed.
[0171] FIG. 17 shows symbol combinations corresponding to winning combinations in this embodiment.
[0172] FIG. 18 is a transition diagram of the game state in this embodiment.
[0173] The first normal state is a game state corresponding to the initial state among the multiple game states, and from the first normal state, it is possible to transition to the BB1 internal state (when three coins are bet), the BB1 operating state, the BB2 internal state, the BB2 operating state, the BB3 internal state (when three coins are bet), the BB3 operating state, the BB4 internal state, and the BB4 operating state. In the first normal state, the internal lottery is performed by referring to the internal lottery table 1, among the internal lottery tables 1 to 3 shown in FIG. 16, in which the probability of winning a replay is set to approximately 1 / 7.3 or more. The first normal state can only be played with a game value of three coins.
[0174] The second normal state is a game state that transitions to after the end of BB1 and the end of BB2, and from the second normal state it is possible to transition to the BB1 internal state (when two coins are bet), the BB1 operating state, the BB3 internal state (when two coins are bet), and the BB3 operating state. In the first normal state, the internal lottery is performed by referring to the internal lottery table 2, among the internal lottery tables 1 to 3 shown in FIG. 16, where the probability of winning a replay is set to approximately 1 / 7.3 or more and BB2 is set as the lottery target. In the second normal state, play is only possible with two game values.
[0175] The BB1 internal state (when 3 coins are bet) is a game state that is entered when BB1 is won in the internal lottery in the first normal state, but BB1 does not win, and BB1, BB2, BB3, and BB4 are excluded from the lottery and an internal lottery is held (the internal lottery table to which it refers is not shown). Note that in the BB1 internal state (when 3 coins are bet), play is only possible with a game value of 3 coins.
[0176] The BB1 internal state (when two coins are bet) is a game state that is entered when BB1 is won in the internal lottery in the second normal state, but BB1 does not win, and BB1 and BB3 are excluded from the lottery and an internal lottery is held (the internal lottery table to which it refers is not shown). Note that in the BB1 internal state (when two coins are bet), play is only possible with a game value of two coins.
[0177] The BB2 internal state is a game state that is entered when BB2 is won in the internal lottery in the first normal state, but BB2 does not win, and BB1, BB2, BB3, and BB4 are excluded from the lottery and an internal lottery is held (the internal lottery table to which it refers is not shown). Note that in the BB2 internal state, play is only possible with a game value of 3.
[0178] The BB3 internal state (when 3 coins are bet) is a game state that is entered when BB3 is won in the internal lottery in the first normal state, but BB3 does not win, and BB1, BB2, BB3, and BB4 are excluded from the lottery and an internal lottery is held (the internal lottery table to which it refers is not shown). Note that in the BB3 internal state (when 3 coins are bet), play is only possible with a game value of 3 coins.
[0179] The BB3 internal state (when two coins are bet) is a game state that is entered when BB3 is won in the internal lottery in the second normal state, but BB3 does not win, and BB1 and BB3 are excluded from the lottery and an internal lottery is held (the internal lottery table to which it refers is not shown). Note that in the BB3 internal state (when two coins are bet), play is only possible with a game value of two coins.
[0180] The BB4 internal state is a game state that is entered when BB4 is won in the internal lottery in the first normal state, but BB4 does not win, and BB1, BB2, BB3, and BB4 are excluded from the lottery and an internal lottery is held (the internal lottery table to which it refers is not shown). Note that in the BB4 internal state, play is only possible with a game value of 3.
[0181] The BB1 operating state is a game state that is entered when a symbol combination indicating a winning form of BB1 is displayed on an active line, and an internal lottery is performed with reference to internal lottery table 3, which excludes replays from the lottery targets, among internal lottery tables 1 to 3 shown in Figure 16. Note that in the BB1 operating state, play is possible with only one game value.
[0182] The BB2 operating state is a game state that is entered when a symbol combination indicating a winning form of BB2 is displayed on an active line, and an internal lottery is performed by referring to internal lottery table 3, which excludes replays from the lottery targets, among internal lottery tables 1 to 3 shown in Figure 16. Note that in the BB2 operating state, play is possible with only one game value.
[0183] The BB3 operating state is a game state that is entered when a symbol combination indicating a winning form of BB3 is displayed on an active line, and an internal lottery is performed with reference to internal lottery table 3, which excludes replays from the lottery targets, among internal lottery tables 1 to 3 shown in Figure 16. Note that in the BB3 operating state, play is possible only with a game value of 3 coins.
[0184] The BB4 operating state is a game state that is entered when a symbol combination showing a winning form of BB4 is displayed on an active line, and an internal lottery is performed by referring to internal lottery table 3, which excludes replays from the lottery targets, among internal lottery tables 1 to 3 shown in Figure 16. Note that in the BB4 operating state, play is possible only with a game value of 3 coins.
[0185] In addition, in the BB1 to BB4 operating state, it is determined whether or not the termination condition is met based on the total number of game values paid out by games in the BB1 to BB4 operating state, and when it is determined that game values exceeding a predetermined number (for example, 284 for BB1, BB2, and BB3, and 104 for BB4) have been paid out, the game state control means 225 performs control to terminate the BB1 to BB4 operating state and transition the game state to the first normal state or the second normal state. At this time, when BB1 and BB2 are completed, the game state is transitioned to the second normal state, and when BB3 and BB4 are completed, the game state is transitioned to the first normal state.
[0186] In addition, BB1 to BB4 are all "continuous operation devices for special type 1 devices."
[0187] 3-2. Method of this embodiment The flow of the game in this embodiment will be described in detail. First, a player in the first normal state aims to win BB1 or BB2. Note that in the first normal state, play is only possible with a game value of three. Then, after BB1 or BB2 is won, BB1 or BB2 is activated, and then when BB1 or BB2 ends, the game state control means 225 transitions the game state to the second normal state. Note that when BB3 or BB4 is won and activated, and BB3 or BB4 ends, the game state control means 225 transitions the game state to the first normal state.
[0188] In the second normal state, as shown in the internal lottery table 2 in Figure 16, a bonus (mainly BB3) is drawn with an extremely high probability (for example, 1 / 3 chance of winning), and when the game shifts to the second normal state, the bonus (mainly BB3) is quickly won. In other words, when BB1 or BB2 is won, the bonus (mainly BB3) can be won immediately after the end of BB1 or BB2, and a single win of BB1 or BB2 can increase the game value by a large amount. In addition, in the second normal state, the game can only be played with two game values.
[0189] Therefore, when BB1 or BB2 is activated, at least BB3 will be activated in a very short interval, so the player can increase their gaming value by winning BB1 once.If BB1 is activated in the second normal state, the game will transition back to the second normal state after BB1 ends, allowing for even greater increases in gaming value.
[0190] In this embodiment, BB3, which is won in the first normal state, is also drawn in the second normal state, and after BB3 ends, the state is shifted to the first normal state.
[0191] In this embodiment, in order to install a bonus with a final number of coins exceeding 225, BB1 to BB4 are all "continuous operation devices for special type 1 coins," and do not include "continuous operation devices for special type 2 coins," which have no limit on the number of symbol combinations that can be activated.
[0192] Furthermore, the "Type 1 special reel continuous operation device" has an upper limit on the number of symbol combinations that can be activated.
[0193] Here, if a dedicated "continuous operation device for special feature type 1" is provided for when the number of inserted coins is two, the upper limit of the type of bonus that can be obtained by the "continuous operation device for special feature type 1" when the number of inserted coins is three will be lowered. Furthermore, since the factors that determine the stop control include the winning status in the internal lottery, the degree of freedom in the design of the stop control when the number of inserted coins is three will be reduced.
[0194] Therefore, by making BB3, which is won in the first normal state, also win in the second normal state and also serving as a bonus that ends a series of increasing sections, the types of "continuous operation devices for special feature type 1 features" that can be used when the number of inserted coins is three do not decrease, and it becomes possible to increase the degree of freedom in stop control when the number of inserted coins is three when designing.
[0195] As a result of the above, in so-called normal type gaming machines that increase the number of balls released only through bonuses, it is possible to simulate a bonus that can increase the gaming value by a large amount at once, while also increasing the freedom of designing the stop control in the first normal state in which the number of inserted balls is three.
[0196] In addition, the number of game values required to play when BB1 is operating and when BB2 is operating is 1, and the number of game values required to play when BB3 is operating is 3. This is to prevent the payout rate from becoming too high in a certain period of time.
[0197] Let us consider a case where the number of game values required to play when BB1 is operating and when BB2 is operating is three, and the number of game values required to play when BB3 is operating is one, and the game state transitions from "first normal state → BB1 operating → second normal state → BB3 operating."
[0198] In this case, in this embodiment, the expected increase in the gaming value is the same as when the gaming state transitions from "first normal state → BB1 activated → second normal state → BB3 activated."
[0199] However, if the number of game values required to play is three when BB1 is operating and when BB2 is operating, and the number of game values required to play is one when BB3 is operating, there is a high possibility that the payout rate over a certain period will be too high even when "BB3 is operated at short intervals in the first normal state" and "BB3 is operated in the first normal state, and then BB1 or BB2 is operated at short intervals."
[0200] To prevent such a situation, the number of game values required for playing when BB1 is operating and when BB2 is operating is three, and the number of game values required for playing when BB3 is operating is one.
[0201] In the second normal state, it is desirable that the probability of winning the bonus be high, but if it is set too high, there is a concern that the payout rate over a certain period of time will be too high. However, if the probability of winning the bonus is lowered, the probability of the internal lottery result being a loss increases, which may be stressful for players.
[0202] Therefore, in the second normal state, the probability of winning one of the bells, watermelons, and cherries is increased compared to the first normal state, and the probability of losing is decreased. However, in this case, there is a possibility that the payout rate in the second normal state will exceed 1 (100%).
[0203] Therefore, in the second normal state, the probability of winning any of the bell, watermelon, and cherry is made higher than in the first normal state, and when the number of inserted coins is two, the payouts for small roles 1 to 3 are lowered compared to when the number of inserted coins is three, thereby lowering the probability of losing and making the payout rate in the second normal state less than 1, while adjusting the bonus winning probability in the second normal state to an optimal value. Note that when the number of inserted coins is two, by setting the payouts for all small roles to two, it is possible to guarantee that the payout rate in the second normal state will be 1 (100%) or less. [Explanation of symbols]
[0204] 1. Gaming machine body 1a Housing 1b Front door 2 Drum section 2a left drum 2b middle drum 2c Right drum 3 Window section 4 Display LED Blocks 4a Input quantity LED 4b LED displaying the number of saved game value 4c Game value payout number display LED 4d Replay Display LED4d 4e Error indicator LED 4f Display LED during performance 5. Gaming Value Input Section 5a Left light transmitting part 5b Right light transmitting part 6. Payment button (credit return switch) 7 1 bet button 8 Max Bet Button 9 Start lever 10 Stop button section 10a Left stop button 10b Stop button 10c Right stop button 11 Display production device 12 Speaker section 12a Top left speaker 12b Top right speaker 12c Lower left speaker 12d bottom right speaker 13 Status display LED section 14 Special Button 15 saucer 16 Gaming value payout outlet 17 Logo panel 18 Gaming value payout device 19 Door Keyhole 20 Return button 21 Transparent Panel 22 Design Panel 23 Decorations 24 Electrically Driven Objects 25 Input SW section 26 Timing section 27 Reflector 28 Power supply section 28a Setting key switch 28b Error reset switch 28c power switch 28d keyhole 100 Main control unit 101 ROM 102 RAM 110 Start SW sensor 111 Special button sensor 112 Operation direction sensor 113 Door abnormality signal output device 120 Stop button sensor 130 Game value detection sensor 140 Bet Button Sensor 150 Step setting section 160 Sub-controller 161 ROM 162 RAM 165 Credit Control Unit 300 Sanding equipment
Claims
1. a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; an internal lottery means for performing an internal lottery to determine whether a plurality of winning combinations including a first bonus and a second bonus have been won; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in response to a stop operation in a manner corresponding to the result of an internal lottery; A winning determination means for determining that a winning combination has been achieved based on whether a symbol combination indicating a winning mode predetermined for each winning combination is displayed on an active line while the plurality of reels are stopped; a plurality of game states including a first normal state, a second normal state, a first bonus state, and a second bonus state; A gaming machine equipped with When the gaming state is the first normal state, a game can be played only with a first number of coins inserted; When the gaming state is the second normal state, a game can be played only with a second number of coins inserted that is smaller than the first number of coins inserted, When the gaming state is the first normal state, the first bonus is subject to the internal lottery, and the second bonus is not subject to the internal lottery; When the gaming state is the second normal state, the second bonus is subject to the internal lottery, and the first bonus is not subject to the internal lottery; When the first bonus state is ended, the gaming state is set to the second normal state; When the second bonus state ends, the gaming state is set to the first normal state; The gaming machine is designed so that the probability of winning the second bonus in the second normal state is higher than the probability of winning the first bonus in the first normal state.
2. 2. The gaming machine according to claim 1, wherein, in a situation where only the second bonus is won, the second bonus is displayed regardless of the type of the stop operation.
3. a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; an internal lottery means for performing an internal lottery to determine whether a plurality of winning combinations including a first bonus and a second bonus have been won; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in response to a stop operation in a manner corresponding to the result of an internal lottery; A winning determination means for determining that a winning combination has been achieved based on whether a symbol combination indicating a winning mode predetermined for each winning combination is displayed on an active line while the plurality of reels are stopped; a plurality of game states including a first normal state, a second normal state, a first bonus state, and a second bonus state; A gaming machine equipped with When the gaming state is the first normal state, a game can be played only with a first number of coins inserted; When the gaming state is the second normal state, a game can be played only with a second number of coins inserted that is smaller than the first number of coins inserted, When the gaming state is the first normal state, the first bonus and the second bonus are subject to the internal lottery; When the gaming state is the second normal state, the second bonus is subject to the internal lottery, and the first bonus is not subject to the internal lottery; When the first bonus state is ended, the gaming state is set to the second normal state; When the second bonus state ends, the gaming state is set to the first normal state; The gaming machine is designed so that the probability of winning the second bonus in the second normal state is higher than the probability of winning any bonus in the first normal state.
Citation Information
Patent Citations
Game machine
JP2018068738A