Gaming device and gaming system
The gaming device manages multiple gaming states with varying probabilities through control and determination mechanisms, enhancing player engagement and satisfaction.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-26
- Publication Date
- 2026-03-10
AI Technical Summary
Conventional gaming devices lack the ability to effectively manage and transition between different gaming states, such as those with varying probabilities for winning bonuses, which can enhance player engagement and satisfaction.
A gaming device equipped with control means to manage first, second, and third gaming states, including a determination mechanism based on output gaming information, allowing transitions between these states with varying probabilities and the ability to output gaming information.
Enhances player engagement by providing dynamic gaming states with adjustable probabilities, improving the overall gaming experience.
Smart Images

Figure 2026041593000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming device and a gaming system. [Background technology]
[0002] BACKGROUND ART Conventionally, a gaming device that determines whether a pachislot machine (slot machine) is in an ART state based on a game signal output from the pachislot machine is known (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-34993 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in conventional gaming devices. [Means for solving the problem]
[0005] In order to achieve the above object, the gaming device of the present invention is a gaming device corresponding to a slot machine, which is equipped with a control means capable of controlling a first gaming state advantageous to a player, a second gaming state in which a lottery regarding a transition to the first gaming state can be held, and a third gaming state in which a lottery regarding a transition to the first gaming state can be held with a higher probability than the second gaming state, and an output means capable of outputting gaming information regarding the game, and is configured to be equipped with a determination means capable of determining whether the third gaming state is being held based on the gaming information output from the output means. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic diagram of a gaming system according to one embodiment of the present invention; [Figure 2]FIG. 2 is a block diagram showing the hardware configuration of a hall computer. [Figure 3] 1 is a schematic front view showing the appearance of a gaming machine according to the present embodiment. [Figure 4] 1 is a schematic perspective view showing the internal configuration of a gaming machine according to the present embodiment. [Figure 5] FIG. 10 is a diagram showing symbols displayed on the reels. [Figure 6] 2 is a block diagram showing the control configuration of the gaming machine according to the present embodiment. FIG. [Figure 7] 10 is a flowchart showing the procedure for playing a slot machine. [Figure 8] 1 is a diagram showing a payout table. [Figure 9] This is a diagram showing the single-bet internal lottery table. [Figure 10] This is a diagram showing a two-ticket internal lottery table. [Figure 11] This is a diagram showing a three-coin internal lottery table. [Figure 12] FIG. 10 is a diagram showing a game signal output from an external terminal of the first gaming machine (without probability variable signal). [Figure 13] FIG. 10 is a diagram showing the output mode of the game signal output from the time BB2 is won to the end of the payout of the first game of BB2 in the first gaming machine. [Figure 14] This figure shows the output pattern of the game signal output in the first gaming machine from the final payout of BB2 → transition to probability 1 → partway through the payout of the first game of BB1. [Figure 15] This figure shows the output pattern of the game signal output in the first gaming machine from the final payout of BB1 → transition to non-probability change → partway through the payout of the first game of BB1. [Figure 16] FIG. 10 is a diagram showing a modified example of the first gaming machine, in which the output of the BB or RB signal continues even during a probability change. [Figure 17] FIG. 10 is a diagram showing a game signal output from an external terminal of a second gaming machine (with probability variable signal). [Figure 18] This figure shows the output mode of the game signal output from the time BB2 is won to the end of the payout of the first game of BB2 in the second gaming machine. [Figure 19] This figure shows the output pattern of the game signal output in the second gaming machine from the final payout of BB2 → transition to probability 1 → midway through the payout of the first game of BB1. [Figure 20] This figure shows the output pattern of the game signal output in the second gaming machine from the final payout of BB1 → transition to non-probability change → partway through the payout of the first game of BB1. [Figure 21] This is a diagram showing variant 1 of the second gaming machine, in which the probability variable signal is output even during BB1 and RB1. [Figure 22] FIG. 10 is a diagram showing a second variation of the second gaming machine, in which a gaming signal is output only during probability 1 and probability 2. [Figure 23] 1 is a diagram showing the criteria for determining bonuses and probability changes in the first gaming machine and the second gaming machine. [Figure 24] FIG. 10 is an explanatory diagram of a gaming state determination for the first gaming machine. [Figure 25] FIG. 10 is an explanatory diagram of a gaming state determination for the second gaming machine. [Figure 26] FIG. 10 is a diagram showing game information displayed on a hall computer. [Figure 27] FIG. 10 is a diagram showing an amusement center layout screen. [Figure 28] 10 is a first example of a display screen displayed on a call panel. [Figure 29] 10 is a second example of a display screen displayed on the call panel. [Figure 30] 10 is a third example of a display screen displayed on the call panel. [Figure 31] 1 is a schematic diagram of a gaming system for audio notification using an optical sensor. [Figure 32] 10 is a flowchart showing a procedure for audio notification using an optical sensor. DETAILED DESCRIPTION OF THE INVENTION
[0007] Preferred embodiments of the present invention will now be described with reference to the accompanying drawings. FIG. 1 is a schematic diagram of a gaming system according to one embodiment of the present invention. As shown in FIG. 1, the gaming system according to this embodiment basically includes a gaming machine 1, and gaming devices such as a hall computer (also called a hall computer 60) and a call lamp 30. Specifically, a dedicated unit 19 and a hall control output box 50 are provided between the gaming machine 1 and the gaming device, and the gaming machine 1 and the gaming device are connected to each other so that they can communicate with each other via the dedicated unit 19 and the hall control output box 50.
[0008] FIG. 2 is a diagram showing the configuration of the hall computer 60. The hall computer 60 is an information processing device that operates according to a program, and corresponds to the gaming device of the present invention. The hall computer 60 is installed in a location where it can be operated by the manager of the gaming facility, such as a control room behind the counter. The hall computer 60 stores, manages, analyzes, and outputs information relating to games played on all gaming machines 1 installed in the gaming facility. As shown in FIG. 2, such a hall computer 60 comprises an operation unit 61, a communication unit 62, a display unit 63, a storage unit 64, and a control unit 65.
[0009] The operation unit 61 is composed of, for example, a keyboard, a mouse, etc., and is operated by the manager or employee of the gaming center to select and input predetermined data, instructions, commands, etc.
[0010] The communication unit 62 receives the game signal output from the gaming machine 1 and relayed through the dedicated unit 19 and the hall control output box 50. In this embodiment, the game signal is output as a pulse signal from the hall computer output box 50, and the communication unit 62 receives the game signal consisting of a pulse signal and converts it into game information through internal processing of the hall computer 60. The hall computer output box 50 and the hall computer 60 may be configured to communicate serially, in which case the communication unit 62 receives the game information output from the hall computer output box 50 via serial communication. The game signals output from the gaming machine 1 will be described in detail later.
[0011] The display unit 63 is, for example, a display means such as a liquid crystal display, and displays various information including game information.
[0012] The storage unit 64 is configured with a storage medium (for example, a ROM, a RAM, a hard disk, etc.) capable of storing programs and data for executing various functions of the hall computer 60. The storage unit 64 stores game signals and game information output from the gaming machines 1 together with gaming machine information (for example, machine number, etc.) that can identify each gaming machine 1.
[0013] The control unit 65 is composed of a CPU, a ROM, a RAM, an I / F, etc., and performs processing to control the above-mentioned units by reading and executing programs stored in the storage unit 64. For example, it compiles and judges game information. For example, it is possible to determine whether two gaming medals (two bets) are inserted based on a two-pulse insertion signal (game signal), or to determine whether two bets are inserted based on predetermined insertion information (game information).
[0014] It should be noted that a part or all of the above-mentioned configuration may also include peripheral devices such as a call lamp 30, a data publishing device (not shown), and a gaming value lending device (dedicated unit 19). Therefore, the gaming device of the present invention can also be applied to these peripheral devices.
[0015] The gaming device is provided with a storage unit, and the storage unit stores a program. The gaming device is operated by a computer controlled by a program. The program sends commands to each component of the computer, causing it to perform predetermined processes, such as data input / output, storage, and calculation. A gaming device realizes various functions through specific means in which a program and a computer work together, and all or part of the program is provided on a magnetic disk, optical disk, or any other computer-readable storage medium, and the program read from the storage medium is installed on the computer and executed. The program can also be loaded directly into a computer via a communication line and executed without using a storage medium.
[0016] (Amusement machines) The gaming machine 1 is a reel-type gaming machine in which a player uses (inserts) medals (game value) to play a game, and is, for example, a slot machine (pachislot machine). The gaming machine 1 according to this embodiment will be described by exemplifying a so-called medal-less gaming machine in which a game can be played without directly touching the gaming value. In addition to the medal-less gaming machine, the gaming machine 1 may also be a medal machine (non-medal-less gaming machine) that allows a player to play by directly touching a gaming value.
[0017] As the gaming machine 1, we will explain an example in which it is applied to a normal type (so-called A type) slot machine that allows real bonus play, but it is not limited to this and can also be applied to a No. 6 slot machine that has an AT (ART) state (for example, an A+RT machine or an A+AT machine). Medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming parlor (in a dedicated unit, etc.) that have been acquired in previous games are called "owned medals."
[0018] The overall configuration of the gaming machine 1 will be described with reference to FIGS. A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and the symbols displayed on the reels 41 can be seen through this display window 6. The symbols include cherry, watermelon, bell, replay, bar, and 7 (Figure 5). A notification lamp 12 is provided on the lower left side of the display window 6. The notification lamp 12 is a notification means for notifying (notifying) the player that a bonus has been won in the internal lottery. Note that the notification may be made when a bonus is won instead of when a bonus is won. The notification lamp 12 is turned on by the light emitted from an LED (light emitting element) provided inside, and characters and pictures on the panel are displayed through light. That is, the notification lamp 12 lights up when a bonus or prize is won, thereby informing the player of the fact. A step protruding forward is formed below the display window 6, and around this step are provided operation means such as the bet button 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f. The game medal number display device 7 may be provided on the upper or front side of the step. The upper part of the front door 1a is provided with a display 8 that functions as a display means and a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom (lower panel) of the front door 1a, and the display 8 is not necessarily provided.
[0019] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.
[0020] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels (a reel 41, a left reel 41a, a center reel 41b, and a right reel 41c) arranged side by side in the horizontal direction. A plurality of symbols (identification information) are displayed on the circumferential surface of each reel 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, three) can be seen through the display window 6 for each reel 41a to 41c. FIG. 5 is a diagram showing the reels 41a to 41c and the symbols arranged on the circumferential surfaces of the reels 41a to 41c. The gaming machine 1 includes reels 41a to 41c on which a plurality of symbols are provided, and a stepping motor (not shown) as a driving means for rotating the reels 41a to 41c. The main control unit 10 is configured to be able to control a stepping motor as a control means. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).
[0021] As shown in Figure 6, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply unit 15. The dotted line portion (dedicated unit 19) in FIG. 6 indicates an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, and also detects and controls the operations of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) at predetermined timing to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of the internal lottery process and a winning determination command indicating the result of the winning determination. The sub-controller 20 is connected to various parts such as a counting button lamp 2e, a bet number lamp 2f, an effect button 2g, a display 8, a speaker 9, a lamp 11, and a notification lamp 12. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned units in response to commands (control information) from the main controller 10. Specifically, the sub-control unit 20 functions as a presentation stage control means that controls the above-mentioned units in order to control the presentation stage according to the game state.
[0022] The operation of the main parts will be explained. The game medal count display device 7 displays the total number of game medals that can be used in a game. Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game. The game medal count display device 7 is equipped with a storage means (such as RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number of lent out or paid out medals, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means. Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7. The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. The number of game medals that can be stored and displayed in the game medal count display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals paid out due to winnings exceeds the upper limit, a "play not allowed" control is executed so that game play is not possible. In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.
[0023] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in RAM), and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in RAM). Setting a bet of "1" is called "betting one coin," setting a bet of "2" is called "betting two coins," and setting a bet of "3" is called "betting three coins." In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0024] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal. The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and is provided with a plurality of stop operation units (5a-5c). Specifically, during the constant rotation of the reels 41a-41c, in response to a stop operation (acceptance) of the left stop button 5a, the symbol displayed on the left reel 41a is stopped, in response to a stop operation of the center stop button 5b, the symbol displayed on the center reel 41b is stopped, and in response to a stop operation of the right stop button 5c, the symbol displayed on the right reel 41c is stopped. The effect button 2g is an operating means that can be operated by the player to change the effect displayed on the display 8.
[0025] The count button 2c is an operation means that is operated when the player wants to count the number of game medals he has won. Specifically, the count button 2c is a counting operation means that is operated to output at least a portion of the game medals displayed on the game medal number display device 7 as count data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the count button 2c is "short pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs count data that indicates that "1" game medal has been counted, i.e., the counted number "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number "1" from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held down when the game medal count display device 7 displays a game medal count of "50 or less," the game medal count will be up to "50," and therefore all game medals will be counted. In this case, the main control unit 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held down continuously while the game medal count display device 7 displays a game medal count of "over 50," the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying each time a long press is detected. The dedicated unit 19 manages the total number of medals counted until the return button is operated, for example, as the number of medals held. In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.
[0026] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.
[0027] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0." Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.
[0028] The settlement button 2d is an operation means that is operated when returning the set number of bets to the game medal number display device . For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiplier) to the game medal number (game value) displayed on the game medal number display device 7. Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.
[0029] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a or the count button 2c. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the above-mentioned return operation) is performed. Furthermore, when the counting button 2c is operated, the settlement button 2d can be operated (the return operation) before the counting operation. This allows the player to reliably return the bet medals to the number of game medals by simply performing the counting operation, and then output (count) the number of game medals to the dedicated unit 19.
[0030] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. The sub-control unit 20 controls the lighting of one lamp (for example, the "1 BET" lamp shown in Figure 3) when the bet number is set to "1", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 3) when the bet number is set to "2", and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 3) when the bet number is set to "3". That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it controls to turn off the bet number lamp 2f. Furthermore, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the number of bets lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted.
[0031] The probability setting device 16 can set a plurality of setting values (for example, 1 to 6), and changes the degree of advantage for the player (the probability for controlling the game state to be advantageous) according to the setting value. The gaming machine 1 of this embodiment stores one of the setting values in a memory means based on the probability setting operation on the probability setting device 16 by an amusement parlor staff member, and the main control unit 10 performs a lottery for the winning role by referring to an internal lottery table (Figures 9 to 11) corresponding to the stored setting value, etc.
[0032] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the gaming machine 1 and is connected to the gaming machine 1 via an external terminal board so as to be capable of data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the gaming machine 1 lending data that can identify the number of gaming medals to be lent. In the gaming machine 1, the main control unit 10 determines the number of game medals to be lent based on the inputted lending data, and adds the determined number of lent medals to the number of game medals stored and displayed in the game medal number display device 7.
[0033] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c. When the dedicated unit 19 receives the count data output from the gaming machine 1, it manages the counted number of gaming medals specified based on the count data as the number of medals held. The dedicated unit 19 includes a card unit (not shown), and the card unit can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.
[0034] The dedicated unit 19 is connected to the gaming machine 1, and is also connected to gaming devices such as a hall computer 60 and a call lamp 30 via a hall computer output box 50. This allows the gaming machine 1 to output gaming signals (pulse signals) such as out and safe to the gaming device via the dedicated unit 19 or the like. This allows the gaming device to tally up gaming information such as the number of outs based on outs and the number of safes based on safes for each gaming machine. In addition, the hall control output box 50 can also perform serial communication with the gaming devices, and the gaming devices can tally up various gaming information received via this serial communication for each gaming machine. The dedicated unit 19 is connected to a call lamp 30 (FIG. 1), and is also capable of outputting a game signal (game information) output from the gaming machine 1 to the call lamp 30.
[0035] A game on the gaming machine 1 will be described with reference to the flowchart of FIG. The game start process is executed (S1). In the game start process, first, the gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs an operation to lend game medals on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the gaming machine 1 inputs this lending data. When the lending data is input into the gaming machine 1, the main control unit 10 identifies the number of lendings based on the lending data, and stores and displays the number of gaming medals corresponding to the number of lendings in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled.
[0036] A lottery process is executed (S2). When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 controls to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.
[0037] A reel spinning process is executed (S3). Specifically, the main control unit 10 starts the rotation (forward rotation) of the reels 41a to 41c, which display a plurality of symbols. After gradually increasing the rotation speed from a stopped state, the reels 41a to 41c reach a steady rotation (constant rotation speed) at a constant speed (fixed speed), and the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.
[0038] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process is displayed.
[0039] The winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and determines that a win has been made when the combination of symbols that has stopped on the valid line (winning line) is a predetermined combination of symbols. Note that "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was operated to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for the three reels 41a to 41c are performed once for each reel, a total of three times. In addition, in this embodiment, the winning decision is made based on the combination of symbols that stop on the five winning lines, which are the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to five lines, and can be changed as appropriate depending on the arrangement of the symbols, the type of symbols, and the combination of symbols corresponding to the winning combination.
[0040] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals (hereinafter simply referred to as paying out medals) is executed. For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed in the game medal number display device 7.
[0041] The game end process is executed (S7). In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7. More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0042] (About games) In the gaming machine 1 according to this embodiment, the number of bets (number of bets) is basically set to 1 to 3 (1 to 3 coins). It should be noted that only one type of bet number (for example, three coins) or only two types of bet numbers (for example, three coins and two coins) may be allowed. In the gaming machine 1 according to this embodiment, the main control unit 10 controls a plurality of gaming states such as bonus, probability variable, and non-probability variable. A "bonus" is a gaming state (first gaming state) that is advantageous to the player, and refers to a jackpot gaming state. When a bonus combination is won, the game state shifts to a bonus state (bonus game). The right to win a bonus role can be carried over in the winning game and in subsequent games as long as the corresponding symbol combination does not stop (the bonus role is won). Therefore, the bonus winning state is maintained until the corresponding symbol combination stops and the bonus role is won (hereinafter, this state is referred to as "bonus carryover" or "internal"). On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is displayed (the bonus role is won), the player enters a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as "non-carry-over bonus" or "non-internal state"). There are two types of bonuses: BB and RB. In addition, BB includes BB1 and BB2, and RB includes RB1 and RB2.
[0043] "Probable chance" refers to a gaming state (third gaming state, that is, a probability chance gaming state) in which the probability of winning a bonus is higher than in "non-probable chance" (see FIGS. 9 to 11). Specifically, during the probability of winning a bonus, there is a high probability of winning of approximately 60% in each game (see Figure 10). The probability change is controlled after the bonus game is executed when a specific bonus role (BB2 or RB2) is won. BB2 and RB2 are also called "probability change bonuses" because the transition to probability change occurs upon their completion. "Non-probability variable" refers to a gaming state (second gaming state, ie, non-probability variable gaming state) in which the probability of winning a bonus is lower than in "probability variable". In addition, states such as "super probability" in which it is easier to win a bonus than in probability, and "low probability" in which it is harder to win a bonus than in non-probability, may be provided. For example, if BB2 is won during a special probability mode, the game will transition to a super special probability mode after the end of BB2, and if BB1 is won during a non-special probability mode, the game will transition to a low probability mode after the end of BB1.
[0044] When the bet button 2a is operated, one bet is added for each operation regardless of the game state (maximum of three bets), but when the MAX bet button 2b is operated, three coins are bet if the game is not in a special state, and two coins are bet if the game is in a special state or bonus state. In addition, one or both of the probability change and the bonus may be bet on one coin.
[0045] In other words, during the special mode and bonus mode, you are required to bet two coins, but during non-special mode, you can bet one, two, or three coins. In other words, when playing in a non-variable game state (second game state), it is possible to play using three game medals or the like (first game value number), and when playing in a variable game state (third game state), it is possible to play using two game medals or the like (second game value number). For this reason, during the special rate and bonus period, you cannot play with the bet set to one coin, and you cannot even set it to three coins. The number of bets may be different between the probability variation and the bonus. For example, during the bonus, only two coins can be bet (fixed to two coins), and during the probability variation, one coin can be bet. Also, during non-probability mode, the number of coins can be fixed at three, making it possible to distinguish from probability mode. In addition, if it is possible to distinguish between probability and non-probability, the number of bets during non-probability can be set to be less than the number of bets during probability. Also, the number of bets may be different for non-probability change, probability change, and bonus. For example, the number of bets may be fixed at 3 during non-probability change, fixed at 2 during probability change, and fixed at 1 during bonus. In addition, if it is possible to distinguish between non-probability change, probability change, and bonus, the multiplier may be other than the above. (For example, during non-probability change, the bet may be fixed at 1, during probability change, the bet may be fixed at 3, and during bonus, the bet may be fixed at 2.)
[0046] In addition, when a bonus is won or during the bonus, a lottery for transition to a special probability mode may be held, and if the lottery is won, the game may transition to a special probability mode after the bonus ends. In addition, the lottery for transition to the probability variable mode may be executed only in the probability variable mode bonus mode, and not executed in any other mode. In addition, when a lottery for transition to a probability change mode is executed, a setting difference may be set for the winning rate. For example, the higher the setting, the easier it is to win, or conversely, the higher the setting, the harder it is to win.
[0047] (Winning combinations and corresponding symbols and benefits) The following explains each winning combination and the corresponding benefits. The symbol combinations shown below are merely examples, and other symbol combinations may be used. The word "role" may be omitted from the name of the winning combination. FIG. 8 is a diagram showing the payout table. As shown in FIG. 8, the winning combinations include a replay combination, a bell combination, a cherry combination, a watermelon combination, an increase combination, and a bonus combination (BB1, BB2, RB1, RB2).
[0048] The replay role occurs when the corresponding symbol combination (stopping result) is, for example, "replay / replay / replay" (replay match), and when the symbol combination stops and displays on an active line (winning line), a special bonus is given, allowing you to play again in the next game without inserting a medal.
[0049] The Bell role is a combination of symbols that corresponds to, for example, "Bell / Bell / Bell" (Bell combination), and when the combination of symbols stops and displays on an active line, medals are paid out as a bonus. Specifically, 14 medals are paid out for one coin bet, 14 medals are paid out for two coins bet, and 7 medals are paid out for three coins bet. The cherry combination corresponds to, for example, "cherry / Any / Any" ("Any" means any symbol is acceptable), and when that symbol combination stops and displays on an active line, medals are paid out as a bonus. Specifically, when a cherry stops and displays on either the top, middle, or bottom row of the left reel, one medal is paid out, and when a cherry stops and displays on both the top and bottom rows of the left reel, two medals are paid out. The watermelon role is a combination of corresponding symbols, for example, "watermelon / watermelon / watermelon" (watermelon combination), and when the combination of symbols stops and displays on an active line, 10 medals are paid out as a bonus. The specific combination of symbols corresponding to the specific role is, for example, "Replay / Replay / Bell." When the combination of symbols stops and displays on an active line, 14 medals are paid out as a bonus. The specific combination is a combination that can be won during BB or RB and in a two-coin game (see Figures 8 and 10).
[0050] BB1 corresponds to a symbol combination of, for example, "BAR / BAR / BAR." When this symbol combination is stopped and displayed on an active line, the game state is controlled to "BB" as a special bonus. For example, the corresponding symbol combination for BB2 is "7 / 7 / 7." When this symbol combination stops and displays on an active line, the game state is controlled to "BB+Probable Change 1" as a bonus. "BB+Probable Change 1" refers to a game state (transition mode) that is first controlled by BB and then transitions to Probable Change 1 after the BB ends. "Probable Change 1" is a state in which the probability of winning a bonus is high, and specifically refers to a game state in which an internal lottery is executed by referring to "Non-internal (Probable Change 1)" on the 2-coin internal lottery table (Figure 10). RB1 corresponds to a symbol combination of, for example, "7 / 7 / BAR." When this symbol combination is stopped and displayed on an active line, the game state is controlled to "RB" as a special bonus. The symbol combination corresponding to RB2 is, for example, "BAR / BAR / 7", and when this symbol combination stops and displays on an active line, the game state is controlled to "RB+Probable Change 2" as a bonus. "BB+Probable Change 2" refers to a game state (transition mode) that is first controlled by BB and then transitions to Probable Change 2 after the BB ends. "Probable Change 2" is a state in which the probability of winning a bonus is high, and specifically refers to a game state in which an internal lottery is executed by referring to "Non-internal (Probable Change 2)" on the 2-coin internal lottery table (Figure 10).
[0051] 9 to 11 are diagrams showing internal lottery tables. FIG. 9 shows an internal lottery table to be referred to when playing a single-coin game. "Non-internal (non-probability change)" is an internal lottery table that is referenced when the bonus is not carried over (non-internal) and when there is no probability change, and "internal (non-probability change)" is an internal lottery table that is referenced when the bonus is carried over (internal) and when there is no probability change. This table is not referenced during the special rate or bonus period, and therefore is composed only of data that is referenced during "non-internal" and "internal" periods in "non-special rate" situations.
[0052] FIG. 10 is an internal lottery table to be referred to when playing two-coin games. "Non-internal (non-probable change)" is an internal lottery table referenced when the bonus is not carried over (non-internal) and is not in a probable change state; "Non-internal (probable change 1)" is an internal lottery table referenced when the bonus is not carried over (non-internal) and is in probable change 1; "Non-internal (probable change 2)" is an internal lottery table referenced when the bonus is not carried over (non-internal) and is in probable change 2; "Internal (common to all states)" is an internal lottery table referenced when the bonus is carried over (internal) and is in all game states; and "BB, RB" are internal lottery tables referenced during a bonus. This table can be referenced in all states, and therefore is made up of data corresponding to all states.
[0053] FIG. 11 shows an internal lottery table to be referred to when playing a three-coin game. "Non-internal (non-probability change)" is an internal lottery table that is referenced when the bonus is not carried over (non-internal) and when there is no probability change, and "internal (non-probability change)" is an internal lottery table that is referenced when the bonus is carried over (internal) and when there is no probability change. Like the single-coin internal lottery table (Figure 9), this table is not referenced during the special rate or bonus period, and therefore is composed only of data that is referenced during "non-internal" and "internal" periods in "non-special rate" periods.
[0054] It should be noted that different lottery results, including a miss, may be selected for one or both of BB and RB. For a 1-coin or 3-coin bet, data to be referenced during the probability variation may be provided. For example, similar to a 2-coin bet, the data may be referenced for a 1-coin or 3-coin bet to execute the internal lottery process. In a game with a probability variation, a 100% bonus may be won alone. For example, a symbol corresponding to a bonus (BB or RB) may be stopped and displayed in the first game. Only one of BB or RB may be shifted to the probability variable. For example, only BB2 may be controlled to the probability variable bonus, and BB1, RB1, and RB2 may be controlled to the non-probability variable bonus.
[0055] During the probability change, only the bonus corresponding to the bonus role that triggered the transition to the probability change may be won. For example, if BB2 is won and the transition to probability change occurs, the transition may be to probability change in which only BB1 or BB2 can be won, and if RB2 is won and the transition to probability change occurs, the transition may be to probability change in which only RB1 or RB2 can be won. There may be bonuses that can only be won during the probability change. For example, there may be a BB3 (BB that transitions to probability change 1) that acquires more medals than BB2, or an RB3 (RB that transitions to probability change 2) that acquires more medals than RB2. During the probability change, if a non-probability change bonus is won, the probability change may continue. For example, during probability change 1, if BB1 is won, the game may transition to probability change, or if BB2 is won, the game may transition to non-probability change. For example, the probability variation may end when the bonus is won once or twice or more times.
[0056] BB (a device that continuously operates special features related to the first type) ends with a payout of more than 224 coins. In other words, during BB, only the increased role of paying out 14 coins in a two-coin game can be won, so BB ends with 17G (a net increase of 204 coins) (see Figures 8 and 10). RB (the continuous operation device for the second-class special feature) ends when the payout exceeds 98. In other words, during RB, only the increase role that pays out 14 coins in a two-coin game can be won, so RB ends at 8G (net increase of 96 coins) (see Figures 8 and 10). The conditions for ending BB and RB (number of payouts) may be other than those described above. In this way, during the bonus (BB and RB), there are no misses and only increasing combinations are won, so the bonus is a gaming state that is advantageous to the player. As mentioned above, probability 1 is the state that is entered after BB2 ends, and probability 2 is the state that is entered after RB2 ends, and both are states in which there is a high probability of winning a bonus. There may be only one type of probability change (probability change 1 or probability change 2 only). The increasing role is a role that can be won only during a bonus (see Figures 9 to 11). Note that it is also possible to have no increasing role and have other roles (such as bells) win with a higher probability than during non-probability bonuses. Other than replays, bells, and increasing roles, there are also so-called misses (when you are unable to line up small roles and receive a payout) (see Figure 5).
[0057] (Game signal output) The gaming machine 1 of this embodiment outputs various gaming signals from external terminals. Basically, there is an insertion signal that is output in response to the insertion of gaming media when the start lever 3 is operated, a payout signal that is output when gaming value is awarded, an RB signal that indicates that the gaming state is in RB state, a BB signal that indicates that the gaming state is in BB state, a relay common signal, a security signal that indicates an abnormality, a door open signal that indicates that the front door is open, etc. Among these, the "insertion signal" is a gaming signal that can indicate the number of gaming values to be used in one game. The gaming machine 1 can also output insertion information (game information) based on the "insertion signal." For this reason, the "insertion signal" can also be defined as gaming information used.
[0058] The gaming machine 1 according to this embodiment is assumed to be two types of gaming machines: a "first gaming machine" that can output a signal indicating a probability change ("probability change signal") in addition to the above gaming signals, and a "second gaming machine" that does not output a probability change signal.
[0059] (Regarding the gaming signal of the first gaming machine (no probability variation signal)) FIG. 12 is a diagram showing types of game signals output from the external terminal of the first gaming machine. As shown in Figure 12, in the first gaming machine, an insertion signal (an ON / OFF signal output at 50 ms intervals when one bet is inserted) is output from the external terminal of terminal number 1, a payout signal (an ON / OFF signal output at 50 ms intervals when a payout is made) is output from the external terminal of terminal number 2, an RB signal (an ON signal output during RB) is output from the external terminal of terminal number 3, a BB signal (an ON signal output during BB) is output from the external terminal of terminal number 4, a relay common signal is output from the external terminal of terminal number 6, a security signal (an ON signal output when an abnormality occurs) is output from the external terminal of terminal number 7, and a door open signal (an ON signal output when the door is opened) is output from the external terminal of terminal number 8.
[0060] FIG. 13 is a diagram showing the output mode of the game signal output from the time of the BB2 win to the end of the payout of the first game of BB2 in the first gaming machine. Figure 13 shows the ON / OFF of the input signal (terminal number 1), the payout signal output from terminal number 2, and the BB signal output from terminal number 4, along with information indicating which game state is currently in: BB, probability variable, or non-probability variable. The same applies to Figures 14 to 16. "A" in the same figure shows that after winning BB2 during a non-probable win, a single coin was bet (one ON / OFF indicating one bet), and "B" in the same figure shows that a double coin was bet in the first game of BB2 (two ON / OFF indicating two bets).
[0061] FIG. 14 is a diagram showing the output mode of the game signal output from the final payout of BB2 to the transition to probability 1 and up to the middle of the payout of the first game of BB1 in the first gaming machine. "C" in the same figure shows that after the end of BB2 shown in Figure 13, a game was played with two coins bet during the special mode (i.e. special mode 1) (two ON / OFFs indicating two bets were made). The figure also shows that BB1 was won in the first game of probability 1. That is, "C" in the figure shows the bet being placed in the first game during probability 1, and immediately after that, the game state transitions from probability 1 to BB.
[0062] FIG. 15 is a diagram showing the output mode of the game signal output from the final payout of BB1 to the transition to non-probable variable mode to the middle of the payout of the first game of BB1 in the first gaming machine. "D" in the figure shows that after the end of BB1 shown in FIG. 14, a game was played with 3 coins during a non-probability period (3 ON / OFFs indicating 3 bets). The figure also shows that BB1 was won in the first game of the non-probability change. In other words, immediately after the game state shifted to the non-probability change, a game was played with two coins bet (two ON / OFFs indicating the insertion of two bets), and immediately after that, a payout was made according to the winning of the increased role.
[0063] In a modified example of the first gaming machine, the BB or RB signal continues to be output even during the probability change. FIG. 16 is a diagram showing a modified example of the first gaming machine, in which the output of the BB or RB signal is continued even during a probability variation (assuming the same situation as in FIG. 14). As shown in the "BB signal" in the same figure, the first gaming machine according to this modified example adopts a specification that continues to output a bonus signal corresponding to a bonus that has ended during a special bonus period. In the case of BB2, the output of the BB signal continues, and in the case of RB2, the output of the RB signal continues. Such specifications make it easier to identify the probability of a winning combination in a gaming device. In this case, it is preferable that only the same type of bonus is won during the probability variation. For example, in the case of a probability variation after a BB, only the BB is won. This is because if it is permitted to win a different type of bonus during a special bonus, such as BB → special bonus → RB, the output state of the BB signal will suddenly switch to the output state of the RB signal. However, this is not limited to this, and the game may be designed so that different types of bonuses can be won during the special mode.
[0064] (Regarding the gaming signal of the second gaming machine (with probability variable signal)) FIG. 17 is a diagram showing types of game signals output from the external terminal of the second game machine. As shown in FIG. 17, in the second gaming machine, a probability variable signal is output from the external terminal of terminal number 5. The probability variation signal is output as an ON signal during BB2, RB2, probability variation 1, and probability variation 2. According to such specifications, the gaming machine 1 can accurately communicate the occurrence status of the probability change to the outside, so that the gaming device can accurately recognize the occurrence status of the probability change. In addition, the game signals other than the probability change signal are the same as those of the first gaming machine. That is, Fig. 17 shows the input signal (terminal number 1), the payout signal output from terminal number 2, the BB signal output from terminal number 4, and the ON / OFF of the probability variable signal output from terminal number 5, together with information indicating which game state the player is currently in: BB, probability variable, or non-probability variable. The same applies to Figs. 18 to 22.
[0065] FIG. 18 is a diagram showing the output mode of the game signals output from the time of the BB2 win to the end of the payout of the first game of BB2 in the second gaming machine (assuming the same situation as in FIG. 13). The figure shows that a probability change signal is output after BB2 is won.
[0066] Figure 19 is a diagram showing the output mode of the game signal output in the second gaming machine from the final payout of BB2 → transition to special mode 1 → partway through the payout of the first game of BB1 (assuming the same situation as Figure 14). The figure shows that the probability variable signal continues to be output even in probability variable 1, which is entered after the end of BB2 shown in Figure 18. The figure also shows that in BB1, which is transitioned from probability 1, the output of the probability signal has ended because BB1 is a non-probability bonus.
[0067] FIG. 20 is a diagram showing the output mode of the game signal output in the second gaming machine from the final payout of BB1 → transition to non-probability change → partway through the payout of the first game of BB1 (assuming the same situation as FIG. 15). This figure shows that in the non-probability variable mode that is transitioned to after the end of BB1 shown in Figure 19, BB1 is won, but since BB1 is a non-probability variable bonus, no probability variable signal is output.
[0068] Variant 1 of the second gaming machine is designed to continue outputting the probability variation signal even during a bonus. FIG. 21 is a diagram showing a first modified example of the second gaming machine, in which the output of the probability variable signal is continued even during BB1 and RB1 (assuming the same situation as in FIG. 19). The second gaming machine according to the first modification is different from a normal second gaming machine in that it outputs a probability variable signal regardless of the bonus type. According to the second gaming machine of the first modified example, even if a gaming signal cannot be output from terminal number 3 or terminal number 4 due to a malfunction, the gaming device can recognize that a transition to a bonus has occurred.
[0069] Variation 2 of the second gaming machine is designed to continue outputting the probability change signal even during the bonus. FIG. 22 is a diagram showing a modified example 2 of the second gaming machine, in which a game signal is output only during probability variation 1 and probability variation 2 (assuming the same scene as in FIG. 19). The second gaming machine according to the modified example 2 is different from the normal second gaming machine in that it outputs a probability variable signal only during probability variable (probability variable 1 and probability variable 2). According to the second gaming machine of the second modification, it is possible to accurately recognize when a probability change is occurring.
[0070] (Regarding gaming devices) The method for determining whether a chance of winning is reached in the gaming device of the present invention will now be described. The gaming device is provided with a determination means capable of determining whether or not a probability variable state is in progress based on a game signal or game information output from an external terminal (output means) of the gaming machine. FIG. 23 is a chart showing gaming machine information (common to the first gaming machine and the second gaming machine) relating to bonuses and probability variations. As shown in FIG. 23, BB ends when the payout exceeds 224 coins, and RB ends when the payout exceeds 98 coins. Therefore, the number of Gs (games) that BB stayed in was 17Gs (games), and the number of Gs that RB stayed in was 8Gs. Also, for this reason, the cumulative number of BBs inserted is 34 (= 2 x 17G), and the cumulative number of RBs inserted is 16 (= 2 x 8G). In addition, the cumulative payout number of BB is 238 (= 14 coins x 17G), and the cumulative payout number of RB is 112 (= 14 coins x 8G). As a result, the cumulative net increase in BB is 204 coins (= 12 coins x 17G), and the cumulative net increase in RB is 96 coins (= 12 coins x 8G). Regarding the special mode, both special mode 1 and special mode 2 are designed to end when a bonus is won. The number of games that the player stays in the probability bonus mode is 1 to 3. This is because the probability of winning the bonus is approximately 60% per game (Figure 10). Each condition (numerical value) can be set to any value by a predetermined operation. The number of games is counted when the input period of the throw-in signal exceeds 100 ms. This is because when two or more bets are made, the throw-in signal is output at 50 ms intervals.
[0071] Below, the method of determining whether a game has become a special jackpot will be explained separately for the first gaming machine and the second gaming machine. The method of determining whether a game has become a probability variable (including variations) of the first gaming machine can be adopted in the second gaming machine.
[0072] · Method for determining probability of success for the first gaming machine The method of determining the probability change of the first gaming machine will be described with reference to FIGS. (1) Number of safes in a certain period For example, if 300 safes or more are identified within 30G, it is determined that a special chance has occurred. It is preferable to set the number of games and the number of safes that cannot occur in one BB. For each game, the decision is made based on the cumulative safe for the most recent 30G (30G before the game at the end of the game, 30G before the game at the start of the game, etc.). Not limited to this, the determination may be made based on the number of safes within 30G from the start of the bonus when it was not in a special bonus state. For example, if you play BB2 (17G) → Special 1 (3G) → BB1 (17G), even if the number of safes during the special is 0, 378 safes (14 safes x 27G) should occur 30G after the start of the BB game, so by using this method, you can determine that a special jackpot has occurred. The above numbers (number of games and number of safes) are used to determine the probability of a special mode in the pattern "BB2 → probability mode 1 → BB1", but when determining the probability of a special mode in the pattern "BB2 → probability mode 1 → RB1" or "RB2 → probability mode 2 → BB1", the above numbers can be set to "250 safes in 25G", etc. (2) Difference in number over a certain period For example, if a difference of 250 or more is identified within 30G, it is determined that a special chance has occurred. It is preferable to set the number of Gs and the difference number that cannot occur in one BB. In other words, it is assumed that the difference will be determined by the number of times over the same period as in (1), with the word "safe" in (1) being replaced by "number of times." In the case of the pattern BB2 (17G) → Special (3G) → BB1 (17G), even if the safe number is 0 during the special, 30G after the start of the BB game, a difference of 318 (378 safe - 60 out) should occur, so by using this method, you can determine that a special has occurred. In addition, when determining whether a special mode is occurring based on the pattern "BB2 → Special mode 1 → RB1" or "RB2 → Special mode 2 → BB1", you can change the numbers (number of games and difference) in the same way as in (1). (3) The number of consecutive occurrences of a specific number of outs For example, if two-coin play is identified 20 times in a row, it is determined that a special chance has occurred. It is preferable to set the number of games that cannot occur in one BB, targeting the number of bets that cannot occur during a probability variation. It is assumed that the judgment will be based on the number of outs in the last 20G for each game, but it may also be based on the number of outs in the 20G after receiving the bonus signal. If the number of outs in a predetermined number of games (for example, 3 games) after the bonus signal ends is all 2 (2 bets), it may be determined that the bonus is in a special state. For example, if you play in the following order A and B, you can determine that you are in a special state because two-coin play will continue for 20G or more. A: BB2 (17G) → Chance 1 (3G) → BB1 (17G) B:RB2(8G) → Probable Change 2(3G) → BB1(17G) (4) Receive a bonus signal when playing with a specific number of outs For example, if a bonus signal is received after playing two coins, it is determined that a special chance has occurred. This determination is based on receiving a bonus signal after playing a bet amount that can only be set during a special mode. It may be possible to determine that a bonus has occurred only if the interval between receiving the bonus signal (the number of games between bonuses) is within a specific period (within 5G, etc.). When playing in the special mode, you can only play with two bets, so the bonus during the special mode will be two bets → bonus signal.
[0073] · Method of determining probability of winning in the first gaming machine (variant) As shown in FIG. 16, the first gaming machine according to the second modification example continues to output a bonus signal even during a probability variation, and therefore, the occurrence of a probability variation can be determined by the methods shown in the following examples 1 to 3. (Example 1) If a 300 safe is identified while receiving a bonus signal, it is determined that a special bonus has occurred. (Example 2) If a difference of 250 is identified while receiving a bonus signal, it is determined that a special bonus has occurred. (Example 3) If 20 games are identified while a bonus signal is being received, it is determined that a special bonus has occurred. This is a method of determining that a special chance has occurred when game information (number of safes, difference, number of games) that cannot occur in one BB is identified.
[0074] · Method for determining the probability of success of the second gaming machine As shown in Figures 18 to 20, the second gaming machine outputs a probability variable signal during BB2, RB2, and probability variable 1 and probability variable 2, and therefore determines that a probability variable has occurred when it receives a probability variable signal. The jackpot signal is also output during BB2 and RB2, so you can immediately determine whether a jackpot has occurred.
[0075] · Method of determining probability of winning in the second gaming machine (variation 1) As shown in FIG. 21, in the second gaming machine according to the first modified example, when a probability variable signal is received in a state where a bonus signal (for example, a BB signal) is not received, it is determined that a probability variable has occurred. In addition, since a special bonus signal is always output during a bonus, it is necessary to go back in time when determining whether a special bonus is in effect. · Method of determining probability of winning for the second gaming machine (variation 2) As shown in FIG. 22, in the second gaming machine according to the second modification, when a probability change signal is received, it is determined that a probability change has occurred. In addition, since the special bonus signal is not output during BB2 or RB2, it is necessary to go back in time when determining the special bonus.
[0076] (Method of determining game status) From the above, the gaming device according to this embodiment can determine, as a determination means, the probability variable gaming state when the number of inserted gaming medals based on the insertion signal is two. That is, when the used gaming information output by the output means of the gaming machine 1 indicates two bets (second gaming value number), it is possible to determine the probability variable gaming state (third gaming state). Below, the determination of the gaming state regarding the probability variation will be explained separately for the first gaming machine and the second gaming machine. Determining the gaming status of the first gaming machine FIG. 24 is an explanatory diagram of a state determination method for the first gaming machine. HC1 and HC2 in FIG. 24 are diagrams showing the determination results in the hall computer 60. For convenience, the dispensing signal displays the same content regardless of the number of pulses. In other words, one pulse indicates the dispensing timing, but does not accurately indicate the number of dispensed coins. HC1 is a judgment result based on a game signal from the gaming machine, and HC2 is a judgment result in HC1 that reflects the probability change judgment result going back to the past. According to HC2, it is possible to identify non-probability mode, bonus mode, probability mode, and probability mode bonus mode, making it possible to determine game information for various states (number of outs, number of safes, etc.) and the number of probability mode bonuses. Although it is assumed that the determination result will be automatically changed to HC2, the determination result of HC1 may be maintained or the user may be allowed to select.
[0077] FIG. 25 is an explanatory diagram of a state determination method for the second gaming machine. Unlike the first gaming machine, the second gaming machine outputs a probability-change signal, so that it is possible to determine the state transition in accordance with the gaming state of the gaming machine in real time without making retroactive changes ("Reflecting specific results" shown in Figure 24). The hall computer 60 that judges the second gaming machine is expected to judge it as "Probable BB" ("Probable RB") if it receives a BB signal (RB signal) and a probability signal simultaneously, judge it as "Probable" if it receives only a probability signal, judge it as "BB" ("RB") if it receives only a BB signal (RB signal), and judge it as "Not Probable" if it does not receive a bonus signal or a probability signal.
[0078] (Regarding the aggregation target (display information)) According to such a gaming device, for example, the following information (1) to (6) can be collected and displayed. (1) Number of times the probability bonus has been won (number of times BB2, RB2 have been won, or the combined number of BB2 and RB2, etc.) (2) Probability of first winning the probability bonus (number of times the probability bonus is won / number of times the game is not played during probability bonus, etc.) The initial winning probability for each bonus type may be calculated and displayed. (3) Probability bonus ratio (total bonus / probability bonus x 100, etc.) In addition, the probability of a bonus occurring for each type of bonus may be calculated and displayed. (4) The number of wins in one shot when the probability bonus is won (the number of wins from the start of the probability bonus to the end of the non-probability bonus, etc.) (5) Number of times the game has entered the special bonus mode (number of times the special bonus has been won, or number of times the special bonus signal has been received, etc.) (6) Number of times you play during the probability change period (number of times you play while receiving the probability change signal, etc.) In addition, the number of times the player plays during non-probability-changing periods may be calculated and displayed.
[0079] FIG. 26 is an image diagram of a screen that can be displayed on the display unit 63 of the hall computer 60. As shown in Figure 26, in addition to out, safe, and difference, the hall computer 60 of this embodiment can display various information regarding the special bonus (for example, the number of times the special bonus has been won, the special bonus rate, the number of times the special bonus has been played while in the special bonus state, etc.). That is, the above-mentioned collected information (1) to (6) can be displayed.
[0080] FIG. 27 shows an in-game layout screen that can be displayed on the display unit 63 of the hall computer 60. In FIG. Specifically, as shown in FIG. 27, among the gaming machines in the gaming parlor, gaming machines in BB1, BB2, RB1, RB2, and in a special probability can be displayed. In addition, the probability of winning can be displayed in a way that makes it possible to distinguish it from the probability of winning in pachinko machines (for example, pachislots can be displayed as "S certain" and pachinko machines can be displayed as "P certain").
[0081] FIG. 28 is an image diagram of the display screen of the call lamp display section during non-bonus play. FIG. 28(a) shows a state during non-variable time (non-bonus time) immediately after business starts and after XG (for example, 100G) after the bonus ends. Figure 28(b) shows the state before XG (for example, X=100G) after the bonus ends when there is no probability change (when there is no bonus). As shown in Figure 28(b), in this state, a display ("Continuous win!") is displayed to suggest the expectation of consecutive wins. FIG. 28(c) shows the state during the probability change period (non-bonus period). As shown in Figure 28(c), during the probability variation, the fact that the probability variation is in progress is clearly notified. This prevents the player from quitting the game. Also, as shown in FIG. 28(b), by making it appear as if there is a chance of winning consecutive games, it becomes difficult for players to stop playing.
[0082] FIG. 29 is an image diagram of a display screen on the call lamp (display unit) during a bonus. Figure 29(a) shows the display screen when BB1 (non-variable BB) is won. "10th time" indicates that this BB1 has been won for the 10th time. "10 consecutive wins" indicates that the number of consecutive wins is "10", and "xx coins" indicates the difference in number (number of coins won) during the consecutive wins. The right display area also displays the bonus win history. In other words, the top row of the bonus win history shows the type of bonus most recently won and the number of coins won (the same applies to (b) to (d)). Figure 29(b) shows the display screen when BB2 (probable BB) is won. "11th time" indicates that this BB2 has been won for the 11th time. "11 consecutive wins" indicates that the number of consecutive wins is "11 times," and "△△△ coins" indicates the difference in the number of wins (number of wins) during the consecutive wins. Figure 29(c) shows the display screen when RB1 (non-variable RB) is won. "12th time" indicates that this RB has been won for the 12th time. "12 consecutive wins" indicates that the number of consecutive wins is "12 times," and "□□□ coins" indicates the difference in the number of wins (number of wins) during the consecutive wins. Figure 29(d) shows the display screen when RB2 (probable RB) is won. "13th time" indicates that this RB2 has been won for the 13th time. "13 consecutive wins" indicates that the number of consecutive wins is "13", and "▽▽▽ pieces" indicates the difference in number (number of wins) during the consecutive wins. The bonuses included in the "consecutive wins" include bonuses won during non-probability bonuses (first win bonuses), and bonuses won during the period from the end of the non-bonus period after the first win bonus until the end of XG, and it is assumed that information compiled during the above period will be treated as information during the consecutive wins.
[0083] FIG. 30 is an image diagram (modified example) of a display screen of the call lamp during a bonus. FIG. 30(a) shows an effect (display screen) in which the period from the start of the probability variable bonus to the end of the non-probability variable bonus is shown as one bonus ("SUPER BONUS"). In other words, it is a presentation that makes multiple bonuses appear as one bonus. For this reason, the probability change after the probability change bonus ends and the bonus won during the probability change can be made to look like one bonus, and the number of bonuses won in one time can be made to look larger. In addition, the display mode is not limited to that shown in Figure 30(a), and may be one that indicates the possibility of multiple bonuses being awarded consecutively by indicating that it is a "high probability bonus," as shown in Figure 29(b) or Figure 29(d). FIG. 30(b) is a modified example of FIG. 30(a). Specifically, FIG. 30(b) shows a display screen that further displays the breakdown of the "SUPER BONUS." In other words, one bonus consists of 1 chance BB, 1 non- chance BB, 0 chance RB, and 0 non- chance RB.
[0084] As described above, an application example of control relating to the effect of making a plurality of bonuses appear as a single bonus will be described. Specifically, as shown in Fig. 31, a configuration is envisaged in which an optical sensor is provided to detect the lighting of the notification lamp 12, and the detection signal of the optical sensor is received by the call lamp 30. Note that although it is envisaged that the optical sensor will be installed inside the gaming machine (such as on the back side of the front door), it may also be installed outside the gaming machine (such as on the front side of the front door). The optical sensor can detect the lighting of the notification lamp 12 when a bonus is won, so that the call lamp 30 can issue a predetermined notification (notification of a bonus win based on a predetermined sound output process). However, during a "SUPER BONUS" (one bonus consisting of a plurality of bonuses), the notification may not be executed when the notification lamp 12 lights up for the second time. The notification lamp 12 may be turned on when a bonus is won instead of or in addition to the bonus win, thereby allowing the optical sensor to detect the bonus win and / or the bonus win. For the sake of convenience, the notification lamp 12 in this example will be described below as being turned on only when a bonus is won. Moreover, instead of or in addition to the call lamp 30, a peripheral device such as a hall computer 60 can also be applied as a gaming device of the present invention.
[0085] FIG. 32 is a flowchart showing a procedure for audio notification (audio output processing) using an optical sensor. As shown in FIG. 32, in the audio output process of the gaming device, the process is divided depending on whether it is optical sensor detection (S11) or bonus signal reception (S14). "Optical sensor detection" corresponds to the optical sensor detecting the lighting of the notification lamp 12 (i.e., detecting a bonus win, and specifically, can be determined based on the call lamp 30 receiving a detection signal emitted from the optical sensor. If the optical sensor detects a game (S11-Yes), it is determined whether or not the game is not in a special chance mode (S12). "Not in a special chance mode" can be determined when the special chance mode determination method or the game state determination method described above determines that the game is in a "non-special chance mode" mode or when it is not possible to determine that the game is in a "special chance mode." If it is determined that the game is not in a "probable chance" state (S12-Yes), a predetermined sound is output (S13). That is, the call lamp 30 outputs a sound to notify the player that a bonus has been won. If it is determined in S12 that the game is not in a "non-probable-change" state (S12-No), the process proceeds to "RET". If a "bonus signal is received" (S14-Yes), it is determined whether or not "no optical sensor detection has occurred" (S15). "Bonus signal reception" can be determined when a BB signal or an RB signal is received. If there is no optical sensor detection (S15-Yes), it is determined whether or not the game is not in a "probable change" state (S16). If the game is not in a "probable win" state (S16-Yes), a predetermined sound is output (S17). In addition, if it is determined in S14 that "bonus signal is not received" (S14-No), if it is determined in S15 that "no optical sensor detection" is not performed (S15-No), and if it is determined in S16 that "non-probable change mode" is not performed (S16-No), the process proceeds to "RET". By adopting such a configuration and control, the present invention notifies the player by audio output only when the first bonus is won, thereby avoiding the unnatural presentation that would lead the player to realize that multiple bonuses have been won.
[0086] As described above, the gaming device of this embodiment is a gaming device (peripheral devices such as a hall computer 60 and a call lamp 30) corresponding to a slot machine gaming machine (a pachislot machine) that is equipped with a control means (main control unit 10) that can control a first gaming state (bonus state such as BB or RB) that is advantageous to the player, a second gaming state (non-probability variable state) in which a lottery for transitioning to the first gaming state can be held, and a third gaming state (probability variable state) in which a lottery for transitioning to the first gaming state can be held with a higher probability than the second gaming state, and an output means (external terminal, etc.) that can output gaming information related to the game (gaming signals and gaming information such as BB signal, RB signal, probability variable signal, and input signal), and is equipped with a determination means that can determine whether the third gaming state is being held based on the gaming information output from the output means. That is, in the gaming device according to this embodiment, it is possible to determine whether a probability change has occurred based on the signal output mode from a pachislot machine equipped with a probability change function. In other words, since the occurrence of a probability change can be identified based on the output mode of the game signal, game information can be appropriately managed for each game state.
[0087] Furthermore, in the gaming device of this embodiment, when playing in the second gaming state (non-probability variable state), the slot machine can execute the game using a first gaming value number (e.g., 3 bets), and when playing in the third gaming state (probability variable state), the game can be executed using a second gaming value number (e.g., 2 bets) different from the first gaming value number, the output means can output, as the gaming information, gaming information used (input signal or input information) that can indicate the number of gaming values used in one game, and the determination means can determine that the third gaming state is in effect when the gaming information used output by the output means indicates the second gaming value number. That is, when it is confirmed that two bets have been placed based on a gaming signal (for example, a deposit signal) or gaming information (for example, deposit information), it is determined that the game is in a probability change state. In addition, the gaming system of this embodiment may also be provided with a control means capable of controlling a first gaming state advantageous to a player, a second gaming state in which a lottery regarding a transition to the first gaming state can be held, and a third gaming state in which a lottery regarding a transition to the first gaming state can be held with a higher probability than the second gaming state, a receiving means capable of receiving gaming information from a slot machine equipped with an output means capable of outputting gaming information regarding a game, and a determination means capable of determining whether the third gaming state is being held based on the gaming information received by the receiving means.
[0088] In contrast, in conventional gaming devices, it is possible to determine whether a pachislot machine is in an ART state based on the game signal output from the pachislot machine, but there is no pachislot machine that can be controlled to enter a special state in which there is a high probability of winning a bonus, and it was not possible to identify the special state in a pachislot machine. According to the gaming device of the present invention, the probability variable state can be identified by a specific configuration, so that all or part of the problems that conventional gaming devices need to improve can be solved.
[0089] The above describes a preferred embodiment of the gaming device of the present invention, but the gaming device of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention. For example, the present invention is not limited to the hall computer 60 and the call lamp 30, and other peripheral devices can also be applied as gaming devices. [Explanation of symbols]
[0090] 1. Gaming machines 30 Call lamp 60-hole computer
Claims
1. A gaming device corresponding to a slot machine includes a control means capable of controlling a first gaming state advantageous to a player, a second gaming state in which a lottery for transitioning to the first gaming state can be executed, and a third gaming state in which a lottery for transitioning to the first gaming state can be executed with a higher probability than the second gaming state, and an output means capable of outputting gaming information relating to the game. a determination means for determining whether the third gaming state is present based on the gaming information output from the output means; A gaming device characterized by:
2. The reel type gaming machine is When playing a game in the second gaming state, the game can be executed using the first gaming value number; When playing a game in the third gaming state, the game can be executed using a second gaming value number different from the first gaming value number, The output means As the gaming information, it is possible to output used gaming information that can indicate the number of gaming values used in one game, The determination means When the used gaming information output by the output means indicates the second gaming value number, it can be determined that the third gaming state is in effect.
2. The gaming device according to claim 1.
3. The first gaming state is a jackpot gaming state, The second gaming state is a non-probability variable gaming state, The third gaming state is a probability variation gaming state.
3. The gaming device according to claim 1 or 2.
4. The gaming device comprises: It is a hall computer 3. The gaming device according to claim 1 or 2.
5. a receiving means capable of receiving game information from a slot machine having a control means capable of controlling a first game state advantageous to a player, a second game state in which a lottery for transitioning to the first game state can be executed, and a third game state in which a lottery for transitioning to the first game state can be executed with a higher probability than the second game state; and an output means capable of outputting game information relating to a game; a determination means for determining whether the third gaming state is present based on the gaming information received by the receiving means; A gaming system comprising:
Citation Information
Patent Citations
Game parlor device and game parlor system
JP2012034993A