Gaming machine
The gaming machine addresses the issue of displaying previous player's winnings by using a counting button and display control mechanism to manage winnings display, ensuring accurate and player-friendly total winnings display.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI AMUSEMENT CO LTD
- Filing Date
- 2024-10-01
- Publication Date
- 2026-04-13
AI Technical Summary
In gaming machines with a consecutive total acquisition display function, the total number of acquired gaming media displayed includes the previous player's winnings, causing an unpleasant feeling for the next player who sits at the gaming table during a predetermined period after the end of a special prize game.
A gaming machine with a counting button to return gaming media to an external dispensing device, a display control mechanism to manage the display of winnings, and a counting mechanism that continues to count winnings during a predetermined period, resetting or initializing the count based on player selection.
Enables appropriate display of total winnings over multiple special prize games, addressing the issue of previous player's winnings being included in the display and enhancing player experience.
Smart Images

Figure 2026063678000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, gaming machines that display the number of gaming media such as balls or medals (hereinafter referred to as the number of acquired gaming media) obtained by a player in a special prize game such as a bonus game on a liquid crystal screen at the end of the special prize game have been generally popular. Further, as such a gaming machine, when a new special prize game is started during a predetermined period after the end of the special prize game, that is, when the special prize game is consecutive, the number of acquired gaming media in the previous special prize game is added to the number of acquired gaming media in the next special prize game and displayed on the liquid crystal screen (hereinafter referred to as the consecutive total acquisition display function) is also known (see Patent Document 1). In a gaming machine having a consecutive total acquisition display function, a player who has achieved consecutive wins can easily grasp the total number of acquisitions over a plurality of special prize games by checking the display on the liquid crystal screen.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in a gaming machine having a consecutive total acquisition display function, even if the player ends the game and leaves the gaming table during a predetermined period after the end of the special prize game, the next player sits on the vacant gaming table, and a special prize game is started by the next player during the predetermined period, the total number of acquisitions over a plurality of special prize games will be displayed on the liquid crystal screen. In this case, since the total number of acquisitions includes the number of acquired gaming media of the previous player that the player himself / herself has not acquired, it will give an unpleasant feeling to the next player.
[0005] This invention has been made in view of the above-mentioned problems, and aims to provide a gaming machine that can appropriately display the total number of winnings over multiple special prize games. [Means for solving the problem]
[0006] The present invention will be described below. For the purpose of facilitating understanding of the invention, reference numerals and other symbols from the attached drawings are indicated in parentheses; however, this does not mean that the present invention is limited to the forms shown.
[0007] The first invention, a game machine (1), A gaming machine equipped with a counting button (5b) for returning gaming media stored in the gaming machine to an external gaming media dispensing device (60) by electromagnetic means, which allows a player to input gaming media from the gaming media dispensing device (60), acquire gaming media by winning prizes, or use gaming media for gaming by electromagnetic means, Display device (16) and The system includes a display control means (101) for controlling the display device (16). The display control means (101) is, A means for determining one performance stage from multiple performance stages, An effect display means that displays an effect corresponding to one effect stage determined by the effect stage determination means on the display device (16), A counting means that starts counting the number of game media acquired by a player as a result of playing, triggered by a transition from a non-special prize state, where the number of game media used by the player for playing is set to relatively exceed the number of game media that can be acquired as a result of playing, to a special prize state, where the number of game media that can be acquired as a result of playing is set to relatively exceed the number of game media used by the player for playing; The system includes a means for displaying the number of acquisitions on the display device (16), The counting means continues to count the number of acquired items for a predetermined counting continuation period even after the special prize state has been dropped from the special prize state to the non-special prize state, The acquisition count display means stops or continues displaying the acquisition count on the display device (16) when the state changes from the special prize state to the non-special prize state, but if the display of the acquisition count is stopped, it resumes displaying the acquisition count when the state changes from the non-special prize state to the special prize state during the counting continuation period. The counting means is characterized in that, when the number of game media stored in the game machine becomes zero due to the operation of the counting button (5b) during the counting continuation period, and the first condition is met that the performance stage at that time was a predetermined performance stage (special stage), the counting of the acquired number is terminated and the acquired number is initialized.
[0008] The second invention, a game machine (1), In the gaming machine (1) of the first invention described above, The system further includes a selection means that allows the player to choose whether or not to reset the number of acquired items when the first condition is met. The counting means initializes the acquired number if the selection means selects to initialize the acquired number, while continuing to count the acquired number if the selection means selects not to initialize it. [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a gaming machine that can appropriately display the total number of winnings obtained over multiple special prize games. [Brief explanation of the drawing]
[0010] [Figure 1] This is a perspective view showing the appearance of slot machine 1 to which the present invention is applied. [Figure 2] This is a magnified view of the area around the game ball dispensing device 5 of slot machine 1 shown above. [Figure 3] This is a block diagram showing the electrical configuration of slot machine 1 shown above. [Figure 4] This is an enlarged view of the coin count display 10 and the instruction monitor NM of the slot machine 1 shown above. [Figure 5]This is a diagram showing the above slot machine 1 installed in a pachinko hall 301 and connected to an external device. [Figure 6] This is a diagram showing the arrangement of symbols drawn on the circumferential surfaces (reel bands) of the left reel, middle reel, and right reel of the above slot machine 1. [Figure 7] This is a diagram for explaining the symbol stop positions and winning lines of the above slot machine 1. [Figure 8] This is a flowchart showing the flow of various processes from the start to the end of one game in the above slot machine 1. [Figure 9] This is a table showing the winning symbol combinations and the benefits / payouts at the time of winning for the winning roles allowed in the above slot machine 1. [Figure 10] This is a table showing the lottery values for each lottery category for each set value in the internal lottery process of the above slot machine 1. [Figure 11] This is a simple diagram showing the non - advantageous section and the advantageous section of the above slot machine 1. [Figure 12] This is a diagram showing the transition of the game state in the above slot machine 1. [Figure 13] This is a diagram showing the winning probability of the high - probability mode transition lottery of the above slot machine 1. [Figure 14] This is a diagram showing the winning probability of the chance zone (CZ) transition lottery of the above slot machine 1. [Figure 15] This is a diagram showing the winning probability of the AT stock acquisition lottery of the above slot machine 1. [Figure 16] This is a diagram showing the mode transition allocation lottery after the end of AT of the above slot machine 1. [Figure 17] This is a diagram showing the bonus end screen displayed on the liquid crystal display 16 in the above slot machine 1. [Figure 18] This is a diagram showing the screen during AT displayed on the liquid crystal display 16 in the above slot machine 1. [Figure 19]This is a magnified view of the credit display 5a in the slot machine 1 shown above, which displays the current number of credits. [Figure 20] This is an enlarged view of the medal dispensing device 60 connected to the slot machine 1 shown above. [Figure 21] This flowchart shows an example of the processing procedure by the sub-control device 101 when the number of stored game tokens becomes zero due to the operation of the counting button 5b. [Figure 22] This flowchart shows an example of other processing procedures performed by the sub-control device 101 when the number of stored game tokens becomes zero due to the operation of the counting button 5b. [Figure 23] This figure shows an example of an operation screen related to initializing the number of acquired coins in the slot machine 1 described above. [Modes for carrying out the invention]
[0011] Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.
[0012] <1. External structure of the gaming machine> Figure 1 is a perspective view of a slot machine 1 according to one embodiment of the present invention. The slot machine 1 comprises a box-shaped body 2 with an open front and a front door 3 that can be opened and closed on the front of the body 2. Inside the body 2, the left reel R1, the middle reel R2, and the right reel R3 are arranged side by side, slightly above the center in the vertical direction. The left reel R1, the middle reel R2, and the right reel R3 have a configuration in which a reel strip is wrapped around the circumferential surface of a drum-shaped reel frame, and are rotatable around an axis that extends horizontally from the center of the reel frame. Twenty symbols are arranged circumferentially on the reel strip.
[0013] The front door 3 is equipped with an operating unit 4, a display panel unit 9, and a liquid crystal display 16. The display panel unit 9 is positioned opposite the left reel R1, the middle reel R2, and the right reel R3. A reel window 8 is provided in the center of the display panel unit 9 to allow visibility of a portion of the periphery of the left reel R1, the middle reel R2, and the right reel R3. While the left reel R1, middle reel R2, and right reel R3 are spinning, the symbols for the left reel R1, middle reel R2, and right reel R3 appear one after another in the reel window 8 (symbol variation display). When the left reel R1, middle reel R2, and right reel R3 stop, the three symbols for each of the left reel R1, middle reel R2, and right reel R3, a total of nine symbols, are displayed in the reel window 8 (symbol stop display).
[0014] Below the reel window 8, a coin count indicator 10 is located. The coin count indicator 10 consists of a 3-digit 7-segment display with dots. The 3-digit segments also serve as the indicator monitor NM.
[0015] The front door 3 has an operating section 4 located below the display panel unit 9. The operating section 4 is equipped with a game token count display device 5, a single-coin bet button 7, a MAX bet button 11, a start lever 12, a left stop button 15L, a middle stop button 15C, a right stop button 15R, and a payout button 17.
[0016] Furthermore, in the center of the control unit 4, there are special action buttons PB and a directional pad JK that prompt the player to operate when a player-intervention type special effect is performed on the LCD display 16.
[0017] Furthermore, the front door 3, below the control panel 4, houses a display panel 14 that shows the model name of the slot machine 1, a pair of speakers 6L and 6R that output sound effects to enhance the atmosphere during gameplay, and a tray 13.
[0018] As shown in Figure 2, the game token display device 5 is equipped with a credit display 5a that shows the current number of credits on the slot machine 1, and a counting button 5b that is operated when returning credits to the token dispensing device 60, which will be described later.
[0019] Returning to Figure 1, the MAX bet button 11 is a button used to set the bet to the maximum of 3 coins by deducting coins from the credit.
[0020] Button 7, the single-bet button, is used to add 1 to the bet amount by deducting tokens from the credit.
[0021] The start lever 12 is the lever operated when starting a game. After the required number of tokens for one game (hereinafter referred to as the specified number) has been bet, when the start lever 12 is operated, the left reel R1, the middle reel R2, and the right reel R3 begin to spin.
[0022] The left stop button 15L corresponds to the left reel R1, the middle stop button 15C corresponds to the middle reel R2, and the right stop button 15R corresponds to the right reel R3. These buttons are used to stop the corresponding reels R1, R2, and R3. For example, if the left stop button 15L is pressed while the left reel R1 is rotating, the rotation of the left reel R1 will stop.
[0023] The medal count display 10 shows the number of medals won through winning.
[0024] The payout button 17 is used to return the number of medals bet by the MAX bet button 11 and the 1-coin bet button 7 back into credits. When the payout button 17 is operated while medals are bet, the number of medals bet at that time is added to the credits, and the number of medals bet becomes zero.
[0025] Above the display panel unit 9, a liquid crystal display 16 is positioned to display visual effects and other information that correspond to the progress of the game.
[0026] Decorative lamps 18L, 18C, and 18R are provided around the LCD display 16 to enhance the atmosphere during gameplay through illumination.
[0027] <2. Electrical Configuration of Gaming Machines> Next, I will explain the electrical configuration of the gaming machine. <2-1. Electrical Configuration of Gaming Machines (Main Control Device)> Figure 3 is a block diagram showing the electrical configuration of slot machine 1.
[0028] Slot machine 1 is equipped with a main control device 100 that controls the gameplay and a sub-control device 101 that controls the effects associated with the gameplay.
[0029] The main control device 100 comprises a main control unit 100a and a payout control unit 100b. Both the main control unit 100a and the payout control unit 100b are composed of a single-chip microcontroller. The payout control unit 100b specializes in credit-related processing. On the other hand, the main control unit 100a controls all aspects of game control except for credit-related processing.
[0030] The input / output ports of the main control unit 100a are connected to the following: MAX bet button 11, 1-coin bet button 7, start lever 12, left stop button 15L, middle stop button 15C, right stop button 15R, payout button 17, acquired coins display 10, left reel sensor 54L, middle reel sensor 54C, right reel sensor 54R, left reel motor 51L, middle reel motor 51C, right reel motor 51R, setting change switch 20, setting change button 21, payout control unit 100b, and sub-control device 101.
[0031] When any of the MAX bet button 11, 1-coin bet button 7, start lever 12, left stop button 15L, middle stop button 15C, right stop button 15R, or payout button 17 is operated, an operation signal is output from a switch (not shown) built into it, and this operation signal is input to the main control unit 100a.
[0032] When the start lever 12 is operated, the main control unit 100a outputs drive pulse signals to the left reel motor 51L, the middle reel motor 51C, and the right reel motor 51R, causing the left reel R1, the middle reel R2, and the right reel R3 to start rotating. Each time the left reel R1, the middle reel R2, and the right reel R3 rotate once, a detection signal is output from the left reel sensor 54L, the middle reel sensor 54C, and the right reel sensor 54R, respectively, and this detection signal is input to the main control unit 100a. The main control unit 100a constantly monitors the rotational positions of the left reel R1, middle reel R2, and right reel R3 based on the reel drive control details of the left reel R1, middle reel R2, and right reel R3, as well as detection signals from the left reel sensor 54L, middle reel sensor 54C, and right reel sensor 54R.
[0033] Subsequently, when any of the left stop button 15L, middle stop button 15C, or right stop button 15R is pressed, the main control unit 100a determines the stopping position based on the rotational position of the reels R1, R2, and R3 corresponding to the pressed stop button 15L, 15C, or 15R. When the rotational position of the corresponding reels R1, R2, and R3 reaches the stopping position, the main control unit 100a stops outputting drive pulse signals to the reel motors 51L, 51C, and 51R, thereby stopping the corresponding reels R1, R2, and R3 (reel stop control).
[0034] In reel stop control, after the left stop button 15L, middle stop button 15C, and right stop button 15R are operated, the rotation of the left reel R1, middle reel R2, and right reel R3 is stopped within a predetermined maximum number of retracted frames (for example, 4 frames) or less.
[0035] When the game starts by operating the start lever 12, the main control unit 100a obtains a random number and performs an internal lottery with multiple winning combinations as targets. If no winning combination is won in the internal lottery, the reel stop control prevents the nine symbols (three symbols each on the left reel R1, middle reel R2, and right reel R3) that are stopped and displayed in the reel window 8 from forming a winning combination, and no winning combination is awarded. When a winning combination that pays out medals as a reward is awarded, the main control unit 100a displays the number of medals awarded on the medal count display unit 10 and transmits the number of medals awarded information to the payout control unit 100b.
[0036] The setting change switch 20 and setting change button 21 are located inside the main unit 2, and by selecting a setting value of 1 from six levels ranging from 1 to 6, the payout rate of the slot machine 1 can be set to high or low. The higher the setting value, the higher the payout rate. The setting change switch 20 is a key switch that is turned on by inserting the setting key and rotating it clockwise, and the setting change button 21 is a push button.
[0037] Figure 4 is an enlarged view of the coin count display 10 of slot machine 1.
[0038] To select (change) a setting value, first, with the front door 3 open, insert the setting key into the setting change switch 20 and rotate it clockwise to change the operating mode of the slot machine 1 to setting change mode. When in setting change mode, the current setting value is displayed on the acquired coins display 10. Also, in setting change mode, each time the setting change button 21 is pressed, the setting value displayed on the acquired coins display 10 is incremented by 1 if it is between 1 and 5, and returns to 1 if it is 6. In this way, the desired setting value can be selected by operating the setting change button while checking the setting value displayed on the acquired coins display 10. With the desired setting value displayed on the acquired coins display 10, the selection (change) of the setting value is completed by operating the start lever 12. Then, rotate the setting key inserted into the setting change switch 20 counterclockwise to return the operating mode to normal (game) mode, and remove the setting key from the setting change switch to complete the selection (change) of the setting value.
[0039] The input / output ports of the payout control unit 100b are connected to the game ball dispensing device connection terminal board 30, the credit count indicator 5a, and the counting button 5b. The current number of credits is displayed on the credit display unit 5a. A token dispensing device 60, which dispenses game tokens to the slot machine 1, is connected to the game ball dispensing device connection terminal board 30. The counting button 5b is used to return credits from slot machine 1 to the medal dispensing device 60. By pressing and holding the counting button 5b for a set amount of time, one credit is deducted, and one game medal is returned to the medal dispensing device 60. In other words, the number of credits returned can be adjusted by how long the counting button 5b is held down.
[0040] Figure 5 shows the slot machine 1 installed in the pachinko hall 301 and connected to an external device. Slot machine 1 outputs information (hereinafter referred to as "operation information") from the game ball dispensing device connection terminal board 30, including input information related to the number of tokens inserted for gameplay, output information related to the number of tokens dispensed as a result of gameplay, and special prize information indicating whether or not the player is in a special prize period (e.g., during a bonus game) that is advantageous to the player. Operation information is transmitted from the token dispensing device 60, which is connected to the game ball dispensing device connection terminal board 30 of slot machine 1, to the hall computer 62 via the relay board 61.
[0041] Meanwhile, information regarding the amount of money inserted into the medal dispensing device 60 for medal lending is transmitted from the medal dispensing device 60 to the hall computer 62, and also to the management computer company 302 via the management computer 63. The management computer company 302 provides this data to the gaming machine management center 303 to strengthen security against fraud and to enhance measures against gambling addiction.
[0042] Returning to Figure 3, the main control unit 100a sends the necessary control signals as commands to the sub-control device 101.
[0043] <2-2. Electrical Configuration of Gaming Machines (Sub-Control Devices)> The sub-control device 101 is responsible for controlling the effects associated with the game. The input / output ports of the sub-control device 101 are connected to the main control unit 100a, the liquid crystal display 16, the effect button PB, the directional pad JK, the decorative lamps 18L, 18C, 18R, and the speakers 6L, 6R. The sub-control device 101 also has a volatile memory 101a that stores information on the number of tokens acquired, which are the game medium. The process for storing information on the number of tokens acquired will be described later.
[0044] The sub-control device 101 controls the display content of the liquid crystal display 16 related to game-related effects, etc., based on commands from the main control unit 100a, the operation of the effect button PB, and the operation of the directional keys JK. It also controls the lighting effects using decorative lamps 18L, 18C, and 18R, as well as the background music and sound effects output from speakers 6L and 6R, as one component of the effects.
[0045] <3. Explanation of Reel Arrangement and Stopping Position> Figure 6 shows the arrangement of symbols on the left reel R1, the middle reel R2, and the right reel R3.
[0046] Each of the reel strips on the left reel (R1), middle reel (R2), and right reel (R3) has 20 symbols arranged on it, and each of the 20 symbols on reels R1 to R3 is assigned a symbol number from "1" to "20".
[0047] The reel band on the left reel R1 has the following symbols arranged in this order: "Cherry", "Blue 7", "Replay", "Bell A", "Watermelon A", "Replay", "Cherry", "Replay", "Bell B", "Black Bar", "Watermelon B", "Red 7", "Replay", "Bell B", "Watermelon A", "Replay", "Yellow Bar", "Replay", "Bell A", and "Watermelon A". Each of these symbols is associated with a symbol number from "1" to "20".
[0048] The reel band of the middle reel R2 has the following symbols arranged in this order: "Replay", "Yellow Bar", "Bell B", "Watermelon A", "Cherry", "Replay", "Watermelon B", "Bell B", "Black Bar", "Cherry", "Replay", "Red 7", "Bell A", "Black Bar", "Cherry", "Replay", "Blue 7", "Bell A", "Watermelon A", and "Cherry". Each of these symbols is associated with a symbol number from "1" to "20".
[0049] The reel band on the right reel R3 has the following symbols arranged in this order: "Replay", "Yellow Bar", "Watermelon A", "Watermelon A", "Bell B", "Replay", "Blue 7", "Cherry", "Watermelon A", "Bell A", "Replay", "Red 7", "Watermelon B", "Watermelon A", "Bell A", "Replay", "Black Bar", "Cherry", "Watermelon A", and "Bell B". Each of these symbols is associated with a symbol number from "1" to "20".
[0050] Figure 7 is a diagram illustrating the stopping positions of the symbols and the winning lines.
[0051] When the left reel R1 stops, one symbol will stop at each of the symbol stopping positions PL1, PL2, and PL3, which are arranged vertically within the reel window 8. When the middle reel R2 stops, one symbol will stop at each of the symbol stopping positions PC1, PC2, and PC3, which are arranged vertically within the reel window 8. When the right reel R3 stops, one symbol will stop at each of the symbol stopping positions PR1, PR2, and PR3, which are arranged vertically within the reel window 8.
[0052] Slot machine 1 is a so-called single-line machine, where the winning line NL is the middle line L1 connecting the symbol stopping positions PL2, PC2, and PR2. Hereinafter, the line connecting the three symbol stop positions PL1, PC1, and PR1 that are aligned horizontally in the upper row of the reel window 8 is called the upper line L2, the line connecting the three symbol stop positions PL3, PC3, and PR3 that are aligned horizontally in the lower row is called the lower line L3, the line connecting the three symbol stop positions PL1, PC2, and PR3 that are aligned on a downward-sloping diagonal line is called the downward-sloping line L4, and the line connecting the three symbol stop positions PL3, PC2, and PR1 that are aligned on an upward-sloping diagonal line is called the upward-sloping line L5.
[0053] <4.1 Explanation of the game> Figure 8 is a diagram illustrating the general flow of one game executed by the main control device 100 of slot machine 1.
[0054] <4-1. Processing Flow>
[0055] <4-1-1. Betting> First, set the bet amount (S101) by operating the single bet button 7, the MAX bet button 11, or by hitting a re-spin winning combination.
[0056] Specifically, when the single-bet button 7 is pressed, the main control unit 100, if the current number of bets is less than or equal to the maximum number allowed for that game and there are remaining credits, subtracts 1 from the credits and adds 1 to the number of bets. Also, when the maximum bet button 11 is pressed, the main control unit 100, if there are remaining credits, subtracts the required number from the credits and sets the number of bets to the maximum number allowed for that game. Furthermore, if a re-play bonus is won, the main control unit 100 performs an automatic betting process that, without deducting from the credits, bets the same amount that was bet in that game again in the next game.
[0057] <4-1-2. Lever reception processing> The main control unit 100 starts the game when it receives an operation of the start lever 12 with the number of bets set to a predetermined number (S102). On the other hand, if the start lever 12 is operated when the number of bets is less than the predetermined number, the game will not start.
[0058] <4-1-3. Internal Lottery Process> The main control unit 100 acquires a random value when the game starts and performs an internal lottery process to determine information for deriving the game result based on the random value (S103).
[0059] <4-1-4. Instruction Function Related Lottery Processing> The main control unit 100 acquires a random value when the game starts, and based on the random value, the game state, and the result of the internal lottery process, it executes various lottery processes related to the instruction function (S104). AT refers to a game state in which a guidance function is activated that instructs players to win advantageous combinations among the combinations won by the internal lottery. During AT, players are instructed on the order in which to press the stop buttons 15L, 15C, and 15R, which are located on the left, middle, and right reels R1 to R3. By operating the stop buttons 15L, 15C, and 15R in the instructed order, players can win advantageous combinations without missing any and receive payouts for those combinations.
[0060] <4-1-5. Slot Machine Animation Processing> After executing the instruction function-related lottery process, slot machine 1 executes a spinning animation using each reel R1 to R3 based on the result of the instruction function-related lottery process (S105). The reel animation initiates a freeze state that temporarily delays the game's progress. During this freeze state, it controls the reels R1-R3 to spin without requiring a bet, and then executes a simulated game process in which the player stops each reel R1-R3.
[0061] <4-1-6. Instruction Monitor Display Processing> When the instruction function is activated, slot machine 1 displays identification information corresponding to the activation of the instruction function on the instruction monitor NM (S106). The activation of the instruction function is determined by the game state, the lottery category won by the internal lottery process, and the lottery for activation of the instruction function. The operation of the instruction function will be described later.
[0062] <4-1-7. Reel rotation processing> After the internal lottery process is completed, the main control device 100 rotates the left reel R1, the middle reel R2, and the right reel R3 respectively in order to change the symbols placed on each reel R1 to R3 (S107).
[0063] Furthermore, the reel animation and reel rotation process for the left reel R1, middle reel R2, and right reel R3 in the next game will not begin until 4.1 seconds have elapsed since the start of rotation of the left reel R1, middle reel R2, and right reel R3 in the previous game. This ensures that the time taken for one game is maintained at 4.1 seconds or more.
[0064] <4-1-8. Reel Stop Processing> When the stop buttons 15L, 15C, and 15R are operated while the reels R1, R2, and R3 are rotating, the main control device 100 determines a stopping position based on the rotational position of the reels R1, R2, and R3 corresponding to the operated stop button 15L, 15C, and 15R, and the result of an internal lottery, and stops the rotational movement of the corresponding reels R1, R2, and R3 at the determined stopping position (S108).
[0065] <4-1-9. Pattern Recognition Process> After all reels R1, R2, and R3 have stopped, the main control device 100 determines whether the symbol combination displayed on the winning line corresponds to one of several predetermined symbol combinations that are to be judged (S109).
[0066] <4-1-10. Instruction Monitor Light Off Process> After the slot machine 1 executes the symbol determination process, if it was displaying identification information on the instruction monitor NM, it performs the process of turning off the instruction monitor NM (S110). In other words, the instruction monitor NM is a monitor that displays the identification information during a game in which the instruction function is activated, and turns off when the game ends.
[0067] <4-1-11. Medal Dispensing Process> The main control device 100, when it determines that a winning combination of symbols for a minor role has stopped and been displayed among several types of target symbol combinations, executes a payout process for the number of medals awarded for the winning minor role (S111). The slot machine 1 is a so-called smart pachislo, which does not use actual medals as game medals, and instead uses electromagnetic methods to lend out or acquire game medals through winning, or to make game medals available for gameplay. Therefore, it simply adds the number of payout medals to the number of credits and does not pay out actual medals.
[0068] <4-1-12. State Transition Process> When the main control device 100 determines that the state transition condition for shifting the game state is satisfied as a result of the symbol determination process, it shifts the game state (S112).
[0069] <4-2. Details of the internal lottery process> Next, the details of the internal lottery process in the slot machine 1 will be described. The internal lottery process is a process for determining, by lottery, a winning symbol from a plurality of predetermined symbols.
[0070] In the slot machine 1, the symbols subject to the internal lottery include bonus symbols, replay symbols, and minor symbols. Even if a winning occurs in the current game for the bonus symbol, the winning state will carry over until a winning occurs in subsequent games. When a winning occurs, a bonus game (hereinafter also referred to as a BB game) will start from the next game.
[0071] On the other hand, for the replay symbol and the minor symbol, the winning state disappears when all the reels R1, R2, and R3 stop and one game ends. Also, the minor symbol is a symbol for which medals are paid out when a winning occurs, and the replay symbol is a symbol for which the next game can be executed without betting medals when a winning occurs.
[0072] <4-2-1. Lottery categories>
[0073] Fig. 9 is a table showing the lottery categories, types, and symbol combinations at the time of winning in the internal lottery process. As shown in Fig. 9, as bonus symbols, there are three types: red 7 bonus, blue 7 bonus, and different-color bonus; as replay symbols, there are three types: replay 1 symbol, special replay 1, and special replay 2; as minor symbols, there are ten types: bell in push order 1-6, common bell symbol, watermelon symbol, cherry symbol, and all-win minor symbol, for a total of 16 types, which are set as lottery categories.
[0074] The Red 7 Bonus lottery category includes a Red 7 Bonus role among the winning combinations, the Blue 7 Bonus lottery category includes a Blue 7 Bonus role among the winning combinations, and the Different Color Bonus lottery category includes a Different Color Bonus role among the winning combinations. The three types of bonus roles, the red 7 bonus role, the blue 7 bonus role, and the mixed-color bonus role, are each continuous action devices related to Type 1 special features under the laws and regulations concerning amusement machines. The winning symbol combinations for the red 7 bonus role are set to be combinations in which "red 7" symbols are lined up on the winning line NL, the winning symbol combinations for the blue 7 bonus role are combinations in which "blue 7" symbols are lined up on the winning line NL, and the winning symbol combinations for the mixed-color bonus role are set to be combinations in which "red 7", "red 7", and "blue 7" symbols are lined up from left to right on the winning line NL.
[0075] Even if you miss the prize in the game in which you won each bonus role, the winning state will carry over to the next game until you win the prize, and if you win the prize, the bonus game will start from the next game. The bonus games that begin upon winning each bonus combination will involve the continuous activation of the Type 1 special mechanism, but all of them are set to be of the so-called continuous activation type, meaning that winning is not required for the Type 1 special mechanism to activate. Each bonus game ends when the number of medals paid out during the bonus game exceeds a predetermined payout amount. The bonus game triggered by winning a bonus role in the Red 7 bonus lottery (hereinafter referred to as the Red 7 bonus game) ends when more than 224 coins are paid out. The bonus game triggered by winning a bonus role in the Blue 7 bonus lottery (hereinafter referred to as the Blue 7 bonus game) ends when more than 184 coins are paid out. The bonus game triggered by winning a bonus role in the Mixed Color bonus lottery (hereinafter referred to as the Mixed Color bonus game) ends when more than 96 coins are paid out.
[0076] The number of games in each bonus game is approximately 32 for the red 7 bonus game, approximately 26 for the blue 7 bonus game, and approximately 14 for the mixed-color bonus game.
[0077] The maximum number of coins that can be won in each bonus game (the number of coins paid out minus the number of bets used during the bonus game) is 145 coins for the Red 7 bonus game, 120 coins for the Blue 7 bonus game, and 65 coins for the mixed-color bonus game.
[0078] The lottery categories Replay 1, Special Replay 1, and Special Replay 2 are lottery categories related to the re-play role.
[0079] In games where the lottery category Replay 1 is won, regardless of the timing and order of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a replay win will be awarded where the Replay symbol aligns on any of lines L1 to L5.
[0080] In games where the lottery category Special Replay 1 is won, the winning combination differs depending on whether or not a bonus game is in progress. Specifically, outside of bonus games, similar to the Replay 1 lottery category, regardless of the timing and order of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a re-spin win will occur where the Replay symbol aligns on any of lines L1 to L5. During a bonus game, if the timing of pressing the left stop button 15L, the middle stop button 15C, and the right stop button 15R is correct, a re-spin win will occur where the yellow bar symbol aligns on one of lines L1 to L5. Otherwise, a re-spin win will occur where the replay symbol aligns. In other words, in games where the special replay 1 lottery category is selected, it is possible to line up the yellow bar symbols only during the bonus game, while outside of the bonus game, the reel stop control is switched so that only the replay symbols will line up regardless of the timing and order of operation of the stop buttons 15L, 15C, and 15R.
[0081] In games where the lottery category Special Replay 2 is won, if the timing of pressing the left stop button 15L, the middle stop button 15C, and the right stop button 15R is correct, a re-spin prize will be awarded where the yellow bar symbol aligns on one of lines L1 to L5. Otherwise, a re-spin prize will be awarded where the replay symbol aligns.
[0082] The lottery categories for the ordered bell roles 1-6, the common bell role, the watermelon role, the cherry role, and all winning minor roles are lottery categories related to minor roles.
[0083] The lottery categories for push-order bell roles 1-6 are so-called push-order roles where the payout differs depending on the order in which the reels are stopped. Specifically, in a game where the internal lottery results in winning one of the lottery categories 1-6 for the push-button bell role, if the stop buttons 15L, 15C, and 15R are operated in the correct order, a small win with a payout of 8 coins will be awarded regardless of the timing of the operation. On the other hand, in the same game, if the stop buttons 15L, 15C, and 15R are operated in a stop order other than the correct order, a small win with a payout of 1 coin will either land on one of the lines L1-L5, or the win will be missed, depending on the timing of the operation.
[0084] The correct order of operation for the "Bell Role 1" lottery category is set to "Left → Middle → Right". In a game in which the "Bell Role 1" lottery category is won, if the stopping operation is performed in the correct order and a small win with a payout of 8 coins is achieved, the bell symbols will line up on the middle line L1. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0085] The correct operation order for the 2nd Bell Prize in the lottery category is set to "left → right → middle". In a game in which the 2nd Bell Prize in the lottery category is won, if the stopping operation is performed in the correct order and a small prize of 8 coins is won, the bell symbols will line up on the upper line L2. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0086] The correct order of operation for the 3rd type of bell role in the lottery is set to "middle → left → right". In a game in which the 3rd type of bell role in the lottery is won, if the stopping operation is performed in the correct order and a small win with a payout of 8 coins is achieved, the bell symbols will line up on the lower line L3. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0087] The correct operation order for the 4th type of bell role in the lottery is set to "middle → right → left". In a game in which the 4th type of bell role in the lottery is won, if the stopping operation is performed in the correct order and a small win with a payout of 8 coins is achieved, the bell symbols will line up on the downward sloping line L4. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0088] The correct order of operation for the bell role 5 in the lottery category is set to "right → left → middle". In a game in which the bell role 5 in the lottery category is won, if the stopping operation is performed in the correct order and a small win with a payout of 8 coins is achieved, the bell symbols will line up on the upward-sloping line L5. On the other hand, if the stopping operation is performed in an order other than the correct order, the bell symbols will not line up on any of the lines L1 to L5.
[0089] The correct order of operation for the 6th prize in the lottery category is set to "right → middle → left". In a game in which the 6th prize in the lottery category is won, if the stop operation is performed in the correct order and a small win with a payout of 8 coins is achieved, the bell symbol will stop on one of lines L1 to L3. On the other hand, if the stop operation is performed in an order other than the correct order, the bell symbol will not line up on any of lines L1 to L5.
[0090] In games where the common bell role is won in the lottery category, regardless of the timing and order of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a small win of 8 coins will be awarded, and in this case, the bell symbols will line up on one of lines L1 to L5.
[0091] In games where the lottery category "Watermelon" is won, a small win of 3 coins is awarded depending on the timing of pressing the left stop button 15L, the middle stop button 15C, and the right stop button 15R. In this case, the watermelon symbol (Watermelon A or Watermelon B) will line up on one of lines L1 to L5.
[0092] In games where the Cherry role is won in the lottery, a small win of 3 coins is awarded depending on the timing of pressing the left stop button 15L, the middle stop button 15C, and the right stop button 15R. In this case, the Cherry symbol will stop on the upper PL1 or lower PL3 of the left reel.
[0093] In games where a winning combination is achieved in all lottery categories, regardless of the timing and order of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a winning combination of 8 coins will be awarded, and in this case, the bell symbol will line up on one of lines L1 to L5. The "All Winning Small Roles" lottery category includes all roles that can be won simultaneously, such as the aforementioned push-order bell roles 1-6, common bell role, watermelon role, and cherry role. This lottery is only held during bonus games and is not held during other game states.
[0094] <4-2-2. Lottery Values> Figure 10 shows the contents of the lottery table used in the normal state and internal lottery processing during bonus games of slot machine 1, and shows the lottery values corresponding to each lottery category for each set value. Since the range of random values in the internal lottery processing is 0 to 65535, the probability of winning each lottery category for each set value can be calculated by lottery value / 65536.
[0095] Under normal circumstances, the draw value for the Red 7 bonus is set to 25, regardless of the setting value. Additionally, the draw values for the Blue 7 bonus are set as follows: 180 for setting 1, 185 for setting 2, 190 for setting 3, 195 for setting 4, 200 for setting 5, and 205 for setting 6. Furthermore, the draw values for the different colored bonus in the draw category are set as follows: 145 for setting 1, 150 for setting 2, 155 for setting 3, 160 for setting 4, 165 for setting 5, and 170 for setting 6.
[0096] The lottery value for the Replay 1 role is set to 6022 in normal mode, regardless of the setting value. In bonus game mode, it is set to 0, regardless of the setting value.
[0097] The lottery value for special replay 1 is set to 2700 regardless of the setting value, whether in normal mode or bonus game mode. Therefore, the special replay lottery category 1 is set to be a lottery category that is always drawn with a constant winning probability, regardless of the game state or setting value.
[0098] The lottery value for special replay 2 is set to 256 regardless of the setting value, whether in normal mode or bonus game mode. Therefore, the special replay lottery category 2 is set to be a lottery category that is always drawn with a constant winning probability, regardless of the game state or setting value.
[0099] Therefore, the sum of the lottery values for the re-spin bonus in normal conditions is set to 8978.
[0100] The lottery values for the push-button bell combinations 1-6 are set to 4000 regardless of the normal state or setting. On the other hand, in the bonus game state, they are set to 0 regardless of the setting.
[0101] The lottery value for the common bell role is set to 4000 regardless of the normal state or setting value. On the other hand, in the bonus game state, it is set to 0 regardless of the setting value. The draw values for the watermelon symbol are set to 660 for setting 1, 665 for setting 2, 670 for setting 3, 675 for setting 4, 680 for setting 5, and 685 for setting 6. On the other hand, during the bonus game state, the value is set to 0 regardless of the setting. The draw value for the cherry symbol is set to 1114 regardless of the setting value, both in the normal state and the bonus game state. On the other hand, in the bonus game state, it is set to 0 regardless of the setting value.
[0102] The lottery value for all winning combinations is set to 62580 during bonus game mode, regardless of the setting. On the other hand, during normal gameplay, it is set to 0, regardless of the setting.
[0103] The so-called "losers," who do not win in any of the lottery categories, are set to 26434 for setting 1, 26419 for setting 2, 26404 for setting 3, 26889 for setting 4, 26374 for setting 5, and 26359 for setting 6. On the other hand, in the bonus game state, it is set to 0 regardless of the setting value.
[0104] As explained above, the internal lottery result is determined to fall into one of 17 different lottery categories, including the losing category shown in Figure 10.
[0105] <5. Detailed explanation of the game> Next, we will explain the details of playing slot machine 1.
[0106] <5-1. Regarding the state of each section (non-favorable section, favorable section)> In this slot machine 1, the non-advantageous section is a game section in which the instruction function that notifies the player of information that makes it easier to win prizes is not activated. On the other hand, the advantageous section is a game section in which the instruction function is activated. In other words, the non-advantageous section is a game section in which instruction information that makes it easier to win prizes cannot (is not) sent from the main control unit 100 to the sub-control unit 101, while the advantageous section is a game section in which instruction information can be sent from the main control unit 100 to the sub-control unit 101. Specifically, in the non-advantageous section, in a game in which the internal lottery results in winning one of the lottery categories (push order bell role 1 to 6), the main control unit 100 does not send information that can identify the correct operation order (hereinafter referred to as correct operation order identification information) to the sub-control unit 101. The correct operation order identification information may be so-called instruction information that directly instructs the stopping order of the stop buttons 15L, 15C, and 15R, or it may be information that can identify the type of lottery category won.
[0107] When the game enters a favorable period, the main control unit 100 can transmit correct operation sequence identification information to the sub-control unit 101. When the main control unit 100 transmits correct operation sequence identification information to the sub-control unit 101 during the favorable period, it displays the corresponding identification information on the instruction monitor NM.
[0108] Figure 11 shows the transition between the non-advantageous and advantageous periods of slot machine 1.
[0109] If the internal lottery during the non-advantageous period results in a win that triggers a transition to the advantageous period, the game will transition to the advantageous period. As shown in Figure 10, the advantageous period transition triggers are set to the following lottery categories: Red 7 Bonus, Blue 7 Bonus, Different Color Bonus, Replay 1, Special Replay 1, Special Replay 2, Push Order Bell 1-6, Common Bell, Watermelon, and Cherry. On the other hand, if the internal lottery during the non-advantageous period is a loss, or if the lottery category for all winning small roles is won, the game will not transition to the advantageous period. When transitioning to the advantageous period, the number of games in the advantageous period, the number of coins entered in the advantageous period, the number of coins exited in the advantageous period, and the difference in coins in the advantageous period are set to 0, and the game transitions to the advantageous period.
[0110] During the advantageous period, for each game played, the number of games in the advantageous period is incremented by 1, the number of bets in each game is added to the number of coins entered in the advantageous period, the number of coins paid out in each game is added to the number of coins exited in the advantageous period, and the value obtained by subtracting the number of coins entered in the advantageous period from the current number of coins exited in the advantageous period is updated as the difference in coins in the advantageous period.
[0111] Slot machine 1 is equipped with a limiter function that forcibly ends the advantageous period when the difference in the number of coins during the advantageous period reaches 2400. In addition to the termination of the advantageous period due to the activation of this limiter function, if the number of AT games and AT stocks reach 0, slot machine 1 may either end the advantageous period and drop back to the non-advantageous period, or it may continue the advantageous period. When the advantageous period ends, all information related to the advantageous period is cleared. Furthermore, if the settings are changed by a hall employee, the initial section state will be set to a non-advantageous section.
[0112] <5-2. Transition of game state> Next, we will explain the processing in each game state.
[0113] <5-2-1. Game Status> Figure 12 shows the progression of game states in slot machine 1. The game states of slot machine 1 can be broadly divided into non-special prize states and special prize states. The non-special prize state is a game state in which the number of game tokens used by the player (hereinafter referred to as IN tokens) relatively exceeds the number of game tokens that can be obtained as a result of the game (hereinafter referred to as OUT tokens). In contrast, the special prize state is a game state in which the number of OUT tokens relatively exceeds the number of IN tokens. Specifically, in slot machine 1, the special prize state occurs during AT (Attack Time) and BB (Big Bonus) games.
[0114] <5-2-2. Internal Modes in Non-Special Prize State> During non-special prize states, the player will be in one of five internal modes, each with different specifications for the instruction function-related lottery: Normal Mode, High Probability Mode, Chance Zone (also known as CZ), Heaven Mode, and Comeback Mode.
[0115] <5-2-3. Transition of Internal Modes> Next, we will explain in detail the changes in the game state and internal mode shown in Figure 12. As shown in Figure 12, slot machine 1 employs a system that provides three routes to transition to AT: a direct route from normal mode or high probability mode, a route via CZ, and a route after the end of BB game. Transition to AT is conditional on acquiring AT stock. The high probability mode is a mode in which the probability of transitioning to the CZ (Challenge Zone) and acquiring AT (Attack Time) stocks is higher than in normal mode, meaning that the probability of transitioning to AT is higher. To enter high probability mode, one must win the high probability mode transition lottery, and upon winning, the number of high probability games to maintain the high probability mode is determined by the lottery. After the number of high probability games determined by the lottery is consumed, the internal mode returns to the mode in which the high probability mode was entered. The CZ (Chance Zone) is a mode with a higher probability of transitioning to the AT (Attack Time) than the High Probability Mode. To enter the CZ, one must win a CZ transition lottery, and upon winning, the number of CZ games to maintain the CZ is determined by the lottery. After the number of CZ games determined by the lottery is completed, the system returns to the internal mode at the time of the CZ transition. Furthermore, if the number of games played while remaining in a non-special prize state without transitioning to either the special prize state or the CZ reaches a predetermined number of games to reach the CZ ceiling, the game will transition to the CZ. Similarly, if the number of games played while remaining in a non-special prize state without transitioning to a special prize state reaches a predetermined AT ceiling game count, the game will transition to AT.
[0116] After the AT ends, there are two possibilities: either you fall back into a non-advantageous zone and then return to an advantageous zone, or you remain in the advantageous zone. In the former case, you will transition to either the pull-back mode or the heaven mode upon returning to the advantageous zone. In the latter case, you will transition to normal mode, heaven mode, or pull-back mode. Pull-back mode is a mode in which you will transition to AT again within 100 games, and heaven mode is a mode in which you will transition to AT again within 32 games. The system does not inform the player which internal mode (Normal Mode, Pullback Mode, or Heaven Mode) the AT (Attack Time) has transitioned to after it ends. Therefore, the display stage on the LCD screen 16 after the AT ends is set to a special stage, regardless of the internal mode. The display stages will be described later.
[0117] Furthermore, regardless of which internal mode the player is in, if a bonus role is won and a BB game is started, or if an AT stock is acquired through a lottery for acquiring an AT stock and the AT is started, the player will transition to the special prize state.
[0118] During the BB game, a lottery is held to determine whether an AT stock will be acquired. If you have an AT stock after the BB game ends, one stock will be consumed and you will transition to AT. On the other hand, if you do not have an AT stock after the BB game ends, you will transition to high probability mode. If the difference in the number of coins in the advantageous section reaches 2400 during the bonus game, you will fall back into the non-advantageous section in that game, but the BB game will continue until the conditions for ending the BB game are met.
[0119] If the game transitions to a Big Bonus (BB) game during the AT (Attack Time), the AT is interrupted. During the BB game, the remaining AT game count is maintained without being reduced. After the BB game ends, the AT resumes. The AT ends when the remaining AT game count reaches zero. If there are 0 AT stocks at the end of the AT, the game transitions to Normal Mode, Heaven Mode, or Pullback Mode. On the other hand, if the AT is forcibly terminated due to the activation of the limiter function, the game transitions to a non-advantageous section, and upon returning to the advantageous section, it transitions to Pullback Mode or Heaven Mode.
[0120] If you transition to Heaven Mode, the AT game will restart within 32 games after the AT ends. If you transition to a Big Bonus (BB) game while in Heaven Mode, the AT will start after the BB game ends.
[0121] If you enter the pullback mode, the AT will restart within 100 games after the AT ends. If you enter the BB game while in pullback mode, the AT will resume after the BB game ends, just like in Heaven mode.
[0122] <5-2-4. Regarding various lottery processes in each internal mode> Figure 13(a) is a lottery table showing the probability of winning the high probability mode transition lottery during normal mode and high probability mode. The high probability mode transition lottery is performed when neither the AT stock acquisition lottery nor the CZ transition lottery is won. Specifically, the high probability mode transition lottery is performed in the game in which a watermelon or cherry is won as a result of the internal lottery, based on the transition probability according to the setting value. If the high probability mode transition lottery is won, the number of high probability games is drawn using the lottery table in Figure 13(b). Also, if the high probability mode transition lottery is won while in high probability mode, the number of high probability games is increased. Furthermore, if you do not possess any AT stock after a BB game ends while in a non-special prize state, you will transition to a 100-game high probability mode regardless of the setting value.
[0123] Figure 14 is a lottery table showing the probability of winning the CZ transition lottery during normal mode and high probability mode. The CZ transition lottery is conducted when the AT stock acquisition lottery is not won. Figure 14(a) is a table showing the probability of winning the CZ transition lottery while in normal mode, with different winning probabilities for each lottery category. Furthermore, higher setting values result in more favorable winning probabilities. Figure 14(b) is a table showing the probability of winning the CZ transition lottery while in high probability mode, with different winning probabilities for each lottery category. Furthermore, the higher the setting value, the more favorable the winning probability. Figure 14(c) is a table showing the specifications for the distribution lottery of the number of games to reach the CZ ceiling. The distribution lottery for the number of games to reach the CZ ceiling is performed when the CZ ends, and the next number of games to reach the CZ ceiling is determined to be one of 100 / 200 / 300 / 500 games according to the distribution probability according to the set value.
[0124] Figure 15(a) is a table showing the probability of winning the AT stock acquisition lottery while in normal mode, and the probability of winning differs depending on the lottery category. Figure 15(b) is a table showing the probability of winning the AT stock acquisition lottery while in high probability mode, with the probability of winning differing depending on the lottery category. Figure 15(c) is a table showing the probability of winning the AT stock acquisition lottery while in the CZ, with different winning probabilities depending on the lottery category. The probability of winning the AT is significantly more favorable compared to when in normal mode or high probability mode. Figure 15(d) is a table showing the probability of winning the AT stock acquisition lottery while in BB game mode, with different winning probabilities for each lottery category. Figure 15(e) is a table showing the specifications for the distribution lottery of the AT ceiling game count. The distribution lottery of the AT ceiling game count is performed when the AT ends, and the next AT ceiling game count is determined to be one of 100 / 200 / 500 / 900 games according to the distribution probability according to the set value. Figure 15(f) is a table showing the probability of winning the AT stock acquisition lottery during AT mode, with different winning probabilities for each lottery category. Also, AT consists of 30 games per set, and if you win the AT stock acquisition lottery during AT mode, it will be added to the remaining AT stock count.
[0125] Figure 16 is a table showing the probability of mode transitions when the AT ends due to 0 AT games and 0 AT stock, i.e., when the advantageous period is maintained and the player falls to a non-special prize state. The probability of winning either Heaven Mode or Pullback Mode differs depending on the setting value.
[0126] <5-2-5. Relationship between the stage displayed on the LCD display 16 and the internal mode> Next, we will explain the performance stages (hereinafter simply referred to as stages). As mentioned above, the LCD display 16 displays performance images that correspond to the progress of the game, but multiple performance stages corresponding to the internal mode are provided so that the player can recognize or imagine which internal mode is currently in by looking at the performance on the LCD display 16. In slot machine 1, there are four types of performance stages in the non-special prize state: normal stage, evening stage, special stage, and CZ stage, and two types of performance stages in the special prize state: AT stage and BB stage, for a total of six types of performance stages.
[0127] The normal stage is a stage where the background of the performance is a daytime background. The normal stage is a stage that is rarely selected when the internal mode is normal mode or pullback mode. Therefore, the internal mode when the normal stage is selected is mostly normal mode, and rarely pullback mode.
[0128] The evening stage is a stage where the background of the performance is an evening scene. The evening stage is only selected when the internal mode is high probability mode. Therefore, if the normal stage is selected, it is confirmed that the internal mode is high probability mode.
[0129] The special stage is a stage with a night background for its presentation. The special stage is displayed after the AT (Attack Time) ends, and it will always be displayed regardless of whether the player transitions to normal mode, heaven mode, or pull-back mode. As mentioned above, heaven mode is a mode in which the player transitions to AT within 32 games, and pull-back mode is a mode in which the player transitions to AT within 100 games, so both modes guarantee a further transition to AT. In contrast, normal mode is a mode in which an early transition to AT cannot be expected. Therefore, if the player does not transition to AT within 32 games in the special stage, heaven mode is ruled out, and if the player does not transition to AT within 100 games, pull-back mode is also ruled out, and normal mode is confirmed. For this reason, the maximum stay in the special stage is set to 100 games, and after 100 games, normal mode is confirmed, so the player switches to the normal stage corresponding to normal mode.
[0130] The CZ stage is the stage used during the CZ and is displayed during the CZ. When the CZ ends without winning an AT game and the game transitions to normal mode or high probability mode, the CZ stage simultaneously switches to the normal stage or evening stage.
[0131] The BB stage and AT stage are the stages displayed during the BB game and AT game, respectively.
[0132] As described above, the CZ stage, BB stage, AT stage, and evening stage correspond to the CZ, BB game, AT, and high probability mode, respectively. Players can check these stages by looking at the LCD display 16 and understand that the current internal mode is CZ, BB game, AT, or high probability mode. On the other hand, since the normal stage and special stage each correspond to multiple internal modes, when these stages are displayed on the LCD display 16, players cannot completely determine the current internal mode. Therefore, players will have to predict the current internal mode by considering the history of internal lottery results, etc.
[0133] <6. Management of the number of tokens / coins obtained from gaming media> Next, we will explain how the sub-control device 101 manages the number of game tokens acquired.
[0134] <6-1. Counting the number of tokens / coins obtained from gaming media> As mentioned above, the main control device 100 manages the difference in the advantageous period by subtracting the number of coins that have entered the advantageous period from the current number of coins that have left the advantageous period. However, since the difference in the advantageous period is used to determine whether the limiter function is activated, it is not generally communicated to the player. On the other hand, the number of game tokens acquired in BB games, etc., which are displayed on the liquid crystal display 16, are managed by the sub-control device 101 that controls the display of the liquid crystal display 16 and are stored in the volatile memory 101a. The number of game tokens acquired stored in the volatile memory 101a is used to display the total number of game tokens acquired up to that point on the liquid crystal display 16 when a BB game or AT is won.
[0135] The sub-control device 101 starts counting the number of game tokens acquired when the game state switches from a non-special prize state to a special prize state. Then, for each game, it counts the total number of game tokens acquired by subtracting the number of IN tokens from the number of OUT tokens and adds the result, updating the total number of game tokens acquired stored in the volatile memory 101a. On the other hand, when the game switches from a special prize state to a non-special prize state, it continues to count the number of game tokens acquired in the non-special prize state for the counting continuation period, specifically until 100 games have passed. The reason the counting continuation period is set to 100 games is that, as mentioned above, the pull-back mode, which may be entered after the AT ends, can last for up to 100 games. In other words, among the multiple types of internal modes that can be entered after the AT ends and the game falls back to a non-special prize state, the Heaven Mode and the Pull-Back Mode are considered relatively advantageous internal modes for the player, and the counting continuation period is set to match the Pull-Back Mode, which has a longer duration.
[0136] If the game switches from a special prize state to a non-special prize state, and then switches back to a special prize state before the counting period ends, the count of acquired game tokens continues. On the other hand, if the game switches from a special prize state to a non-special prize state, and the counting period ends while the game is still in the non-special prize state, the sub-control device 101 initializes the number of acquired game tokens stored in the volatile memory 101a to "0" and terminates the count of acquired game tokens.
[0137] <6-2. Displaying the number of tokens won on the game machine> The number of game tokens acquired, stored in the volatile memory 101a, is displayed on the screen during AT (Attack Time), during BB (Big Bonus) games, and at the end of AT. A specific example is explained below.
[0138] Figure 17 shows an example of the bonus ending screen 1700 displayed on the liquid crystal display 16 when a BB game ends, and is displayed when the final game of the bonus game is completed. The bonus ending screen 1700 displays the number of game tokens acquired in that BB game 1701 and the number of game tokens acquired stored in the volatile memory 101a, which is counted by the sub-control device 101 1702. The sub-control device 101 also counts the number of game tokens acquired in the BB game alone, and this is also displayed on the bonus ending screen 1700.
[0139] Figure 18(a) shows an example of a screen 1800 displayed on the liquid crystal display 16 during AT. During AT, the instruction function is activated, and in S106 of Figure 8, the main control unit 100 displays identification information corresponding to the operation of the instruction function on the instruction monitor NM, and the sub-control unit 101 receives the result of the internal lottery process and the correct operation order identification information from the main control unit 100, and displays the pressing order 1801 of the left stop button 15L, the middle stop button 15C, and the right stop button 15R superimposed on the AT stage screen on the liquid crystal display 16 based on the result of the internal lottery process and the correct operation order identification information.
[0140] Furthermore, during AT, the remaining AT games (1802), the number of sets completed in AT (1803), and the number of game tokens acquired (1804) stored in the volatile memory 101a, which is counted by the sub-controller 101, are also displayed superimposed. When the token payout process is executed in S111 of Figure 8, the sub-controller 101 updates the number of game tokens acquired stored in the volatile memory 101a. As a result, the sub-controller 101 replaces the number of game tokens acquired (1804) on the screen 1800 of Figure 18(a) with the updated number of game tokens acquired, and also removes the display of the push order (1801) on the screen 1800 of Figure 18(a), and subtracts one from the remaining AT games (1802). Regarding the final game of the AT, once the medal payout process is executed, instead of changing the number of acquired game tokens 1804 on screen 1800 in Figure 18(a), the display changes to the AT end screen 1805 shown in Figure 18(b).
[0141] Figure 18(b) shows an example of the AT termination screen 1805 displayed on the liquid crystal display 16 at the end of the AT, and is displayed when the final game of the AT is completed. The AT termination screen 1805 displays the number of sets 1806 in which the AT was completed, and the number of game tokens 1807 stored in the volatile memory 101a, which is counted by the sub-control device 101.
[0142] Furthermore, if the AT ends and the game reverts to a non-special prize state, and the performance stage transitions to a special stage, the sub-control device 101 continues to count the number of coins acquired on the game medium. However, the display of the number of acquired coins on the LCD display 16 is suspended and will resume only if the game reverts to a special prize state during the special stage. Alternatively, the display of the number of acquired coins on the LCD display 16 may be continued during the special stage corresponding to the counting continuation period after the special prize state ends and the game reverts to a non-special prize state, and the display may be terminated when the counting continuation period ends. The counting continuation period will be described later.
[0143] <7. Input / Output of Gaming Media> Next, we will explain in detail the input and output of the game tokens stored in slot machine 1.
[0144] Figure 19 shows an example of the display of the number of game tokens stored in the slot machine 1. Figure 20 is an enlarged view of the token dispensing device 60. The top of the token dispensing device 60 is equipped with a status indicator lamp 60a that shows whether or not it is operating normally. A banknote slot 60b is also provided for dispensing game tokens, and when banknotes are inserted into the banknote slot 60b, the amount inserted is displayed as the balance on the balance display 60c. Specifically, to move game tokens to the slot machine 1, the dispensing button 60d is pressed, and the game tokens are input into the slot machine 1 by an electromagnetic method and displayed on the credit display 5a of the game token count display device 5 of the slot machine 1. When the dispensing button 60d is pressed, the number of game tokens is displayed on the credit display 5a, as shown in Figure 19(a). The number of game tokens on the credit display 5a increases or decreases according to the game result, and the game cannot be played when the number of game tokens falls below a specified number. To add more gaming tokens, press the lending button 60d again to add more tokens.
[0145] Next, we will explain how to obtain the number of game tokens acquired based on the game results. Figure 19(b) shows that the number of game tokens acquired based on the game results has reached 5730. In this state, pressing the counting button 5b shown in Figure 2 moves the number of game tokens to the token dispensing device 60, and the number of game tokens moved is displayed on the token dispensing device display 60f. Pressing the counting button 5b once moves 1 game token to the token dispensing device 60, and holding down the counting button 5b moves the number of game tokens at high speed. To use the number of game tokens moved to the token dispensing device 60 again in the slot machine 1, press the payout button 60e, and the pre-set number of tokens will be entered into the slot machine 1.
[0146] Figure 19(c) shows that all 5730 game tokens have been moved to the token dispensing device 60 by operating the counting button 5b, and the number of game tokens stored in slot machine 1 has become 0. The card slot 60g stores a card medium that stores information about the amount of money inserted from the banknote slot 60b and the number of game tokens acquired. By pressing the card return button 60h, the card medium that stores game information such as the amount of money and the number of game tokens is ejected. When a player leaves their seat, it is necessary to move all the game tokens acquired from slot machine 1 to the token dispensing device 60.
[0147] <8. Restrictions on displaying the number of tokens won on gaming media> Next, we will explain the process that takes place when a player leaves their seat while the sub-control device 101 is counting the number of game tokens acquired.
[0148] <8-1. Issues with displaying the number of tokens won on gaming media> There are two cases in which a player leaves their seat: when the player finishes playing slot machine 1, and when the player interrupts playing to take a break, such as going to the restroom, and then resumes playing later. In either case, the player operates the counting button 5b to reduce the number of game tokens stored in slot machine 1 to zero, and then the player presses the card return button 60h to retrieve the tokens and leave their seat.
[0149] As mentioned above, the sub-control device 101 starts counting the number of coins acquired on the game medium when the game state switches from a non-prize state to a prize state, and when it switches from a prize state to a non-prize state, it continues counting the number of coins acquired on the game medium until the counting period in the non-prize state has elapsed. Therefore, if the player leaves their seat before the said counting period has elapsed, there is no problem in the latter case where the player interrupts the game and later resumes playing, but in the former case where the player ends playing slot machine 1, if the next player then sits down and starts playing, and the game state switches from a non-prize state to a prize state before the said counting period has elapsed, the counting of the number of coins acquired on the game medium will continue as is, and the number of coins acquired displayed on the BB game or AT end screen will include the number of coins acquired by the previous player, which may cause discomfort to the newly started player.
[0150] On the other hand, in the former case where a player ends playing slot machine 1, they almost always leave their seat in a non-special prize state where AT is not expected. However, in the latter case where a player interrupts playing and later resumes playing, the player may leave their seat in various situations, such as during a bonus game or AT. Therefore, if the counting button 5b is detected being operated while the number of acquired game tokens is being counted, the count will be terminated and the number of acquired game tokens will be reset, depending on the current performance stage. Note that, as explained below, the number of acquired game tokens that is reset is the number of acquired game tokens stored in the volatile memory 101a of the sub-control device 101, and the difference in advantageous section tokens managed by the main control device 100 is not reset.
[0151] <8-2. Procedure for initializing the number of tokens acquired for the game medium (First embodiment)> Next, we will explain the processing that occurs when the sub-controller 101 detects the operation of the counting button 5b while it is counting the number of game tokens acquired. Figure 21 is a flowchart showing an example of the processing procedure by the sub-controller 101 when the number of game tokens stored becomes zero due to the operation of the counting button 5b. Upon receiving notification from the main control unit 100 that the number of game tokens stored in the slot machine 1 has become "0" due to the operation of the counting button 5b, the sub-controller 101 starts the processing shown in Figure 21.
[0152] <8-2-1. Stage Confirmation> The sub-control device 101 checks the stage currently displayed on the liquid crystal display 16 (S2101). If a predetermined time elapses without gameplay, a demo screen or the like will be displayed on the liquid crystal display 16. However, if the sub-control device 101 receives notification from the main control device 100 that the number of game tokens stored in the slot machine 1 has become "0" while the demo screen or the like is being displayed, the sub-control device 101 checks the stage that was displayed immediately before the demo screen or the like was displayed.
[0153] <8-2-2. Determining whether a stage is initializeable or not> The sub-control device 101 then determines whether the stage currently displayed on the liquid crystal display 16 is a stage where it is possible to initialize the number of game tokens acquired stored in the volatile memory 101a (S2102). If the result of this determination is that it is not possible to initialize the stage (S2102 / No), the process shown in Figure 21 is terminated in order to continue counting the number of game tokens acquired.
[0154] As described above, the non-special prize state has five internal modes: normal mode, high probability mode, CZ, heaven mode, and comeback mode, and the special prize state has BB game and AT. During BB game and AT, the corresponding BB stage and AT stage are displayed on the LCD display 16, and since players do not generally end their game and leave their seats while these stages are displayed, if the counting button 5b is operated while the BB stage or AT stage is displayed, it can be assumed that the player will then resume playing. Similarly, during CZ, the CZ stage is displayed on the LCD display 16, and players can recognize that they are in a state with a high probability of winning an AT, so if the counting button 5b is operated while the CZ stage is displayed, it can be assumed that the player will then resume playing.
[0155] On the other hand, while in Heaven Mode and Pullback Mode, a special stage is displayed on the LCD display 16. Similarly, if the game transitions to Normal Mode after the AT ends, the special stage is also displayed on the LCD display 16. Furthermore, the probability of transitioning to Normal Mode after the AT ends is high, so even if the game is in Heaven Mode or Pullback Mode, the player may assume that it has transitioned to Normal Mode. Therefore, it can be assumed that the player may end their game and leave their seat while the special stage is displayed.
[0156] Furthermore, even when the LCD display 16 shows the normal stage or the evening stage, the player can recognize that the probability of winning the AT is low. Therefore, it can be assumed that the player may end their game and leave their seat even while the normal stage or the evening stage is displayed.
[0157] Based on the above, if the stage currently displayed on the LCD display 16 is a CZ stage, a BB stage, or an AT stage, the sub-control device 101 determines that the stage currently displayed on the LCD display 16 is a stage where it is impossible to initialize the number of game tokens stored in the volatile memory 101a. On the other hand, if the stage currently displayed on the LCD display 16 is a normal stage, an evening stage, or a special stage, the sub-control device 101 determines that the stage currently displayed on the LCD display 16 is a stage where it is possible to initialize the number of game tokens stored in the volatile memory 101a.
[0158] <8-2-3. Initialization of the number of tokens won on the game machine> If the result of the S2102 determination is that the stage can be initialized (S2102 / Yes), the sub-control device 101 initializes the number of game tokens acquired stored in the volatile memory 101a to "0" and ends the counting of acquired game tokens (S2103). As a result, even if the next player sits down and starts playing and immediately wins a BB game or AT, the number of game tokens acquired by the previous player will not be carried over, thus preventing the player from feeling uncomfortable with the number of game tokens acquired displayed by the BB game or AT.
[0159] Furthermore, in the case of a non-special prize state, if the stage currently displayed on the LCD display 16 is a stage other than the CZ stage, it was explained that the number of acquired game tokens stored in the volatile memory 101a is initialized to "0". However, if the game transitions to Heaven Mode or Pullback Mode after the AT ends, it is guaranteed that the game will transition to AT again. Therefore, players often do not end the game until they are certain that they have transitioned to Normal Mode after the AT ends. Also, if the game starts via these modes without the player interrupting or ending the game, the count of acquired game tokens continues. For these reasons, even when a special stage is displayed, the number of acquired game tokens stored in the volatile memory 101a may not be initialized.
[0160] Furthermore, if the difference in the number of coins in the advantageous section reaches 2400 during a BB game or AT, the game will always transition to the pull-back mode after the BB game or AT ends. In this case, the player can recognize that the AT will start again, regardless of the stage displayed on the LCD display 16. Therefore, as a general rule, the number of coins acquired by the game medium stored in the volatile memory 101a is initialized even during a special stage, but as an exception, the number of coins acquired by the game medium stored in the volatile memory 101a may not be initialized only for the special stage displayed when the game transitions to the pull-back mode due to the difference in the number of coins in the advantageous section reaching 2400.
[0161] <8-3. Procedure for initializing the number of acquired tokens for the game medium (Second Embodiment)> In the procedure shown in Figure 21, if the stage displayed when the number of stored game tokens becomes zero due to the player's actions is a special stage, the number of acquired game tokens stored in the volatile memory 101a is initialized to "0". On the other hand, when a special stage is displayed, the player may interrupt the game to take a break, such as going to the restroom. In that case, if the player resumes playing and immediately wins a BB game or AT, the number of acquired game tokens will be displayed on the LCD display 16 with the number of acquired game tokens initialized, which may cause discomfort to the player. Therefore, it may be possible to allow the player to choose whether or not to initialize the number of acquired game tokens. The following describes the specific procedure for allowing the player to choose whether or not to initialize the number of acquired game tokens.
[0162] Figure 22 is a flowchart showing other processing procedures performed by the sub-control device 101 when the number of stored game tokens becomes zero due to the operation of the counting button 5b.
[0163] <8-3-1. Stage Confirmation> The sub-control device 101 checks which stage is currently displayed on the liquid crystal display 16 (S2101). This is basically the same as S2101 in Figure 21.
[0164] <8-3-2. Determining whether a stage is initializeable or not> The sub-control device 101 then determines whether the stage currently displayed on the liquid crystal display 16 is a stage where it is possible to initialize the number of game tokens acquired stored in the volatile memory 101a (S2102). If the result of this determination is that initialization is not possible (S2102 / No), the process shown in Figure 22 is terminated in order to continue counting the number of game tokens acquired. On the other hand, if initialization is possible (S2102 / Yes), the process proceeds to the next S2201 to allow the player to choose whether or not to continue counting the number of game tokens acquired.
[0165] <8-3-3. Resumption of Games> The sub-control device 101 waits until it receives notification from the main control device 100 that the number of game tokens stored in the slot machine 1 has reached a predetermined number, due to the game tokens being input into the slot machine 1 by electromagnetic means as a player presses the dispensing button 60d or the payout button 60e of the token dispensing device 60 (S2201).
[0166] <8-3-4. Initialization Selection> When the sub-control device 101 receives notification from the main control device 100 that the number of game tokens stored in slot machine 1 has reached a predetermined number, the sub-control device 101 displays a screen on the liquid crystal display 16 allowing the player to choose whether or not to reset the number of game tokens acquired. The sub-control device 101 then determines whether or not the player has chosen to reset the number of game tokens acquired by operating the directional key JK and the performance button PB, which are the selection means (S2202).
[0167] Figure 23 shows an example of an operation screen 2300 for initializing the number of acquired coins in slot machine 1. The player operates the directional pad JK while looking at the operation screen 2300 displayed on the LCD display 16 to select either the "Clear" option 2301 or the "Do not clear" option 2302. When the player selects the "Clear" option 2301 and presses the performance button PB, the number of acquired coins stored in the volatile memory 101a is initialized (cleared).
[0168] For example, if the previous player finishes playing and the next player sits down and starts playing, selecting the "Clear" option 2301 will reset the number of tokens acquired by the previous player. On the other hand, if a player interrupts playing for a break or other reason and then resumes playing, selecting the "Do not clear" option 2302 will allow the count of tokens acquired on the game medium stored in the volatile memory 101a to continue without resetting. Note that if the player starts playing by operating the start lever 12 without operating the directional pad JK, etc., it will be assumed that the player selected the "Do not clear" option 2302.
[0169] If the player does not choose to reset the number of tokens acquired on the game medium (in the case of S2202 / No), specifically if the player operates the directional pad JK etc. to select item 2302 "Do not clear", or if the player starts the game by operating the start lever 12 without operating the directional pad JK etc., the count of acquired tokens on the game medium will continue, and the process shown in Figure 22 will end.
[0170] <8-3-3. Initialization of the number of tokens acquired for gaming> If the player chooses to initialize the number of acquired game tokens by operating the directional pad JK and the performance button PB (S2202 / Yes), the sub-control device 101 functions as an initialization means, initializing the number of acquired game tokens stored in the volatile memory 101a to "0", and ending the count of acquired game tokens (S2103). This process is basically the same as S2103 in Figure 21.
[0171] As described above, by allowing players to choose whether or not to reset the number of tokens won on their game machine, if a player interrupts their game, leaves their seat, and then resumes playing, it is possible to prevent the number of tokens won on the game machine from being reset unintentionally, thus avoiding causing discomfort to the player. Furthermore, if a player finishes playing and the next player takes over, the number of tokens won on the game machine can be reset, thus avoiding causing discomfort to the next player as well.
[0172] In the explanation of Figure 22, it was stated that when the main control device 100 notifies the player that the number of game tokens stored in the slot machine 1 has reached a predetermined number, a screen is displayed on the liquid crystal display 16 to allow the player to choose whether or not to reset the number of game tokens acquired. However, the screen that allows the player to choose whether or not to reset the number of game tokens acquired is not limited to this timing. For example, immediately after the sub-control device 101 determines that the stage currently displayed on the liquid crystal display 16 is a stage where the number of game tokens acquired can be reset, an operation screen like that shown in Figure 23 may be displayed on the liquid crystal display 16. In this case, the operation screen shown in Figure 23 is displayed almost simultaneously with the player operating the counting button 5b and the number of game tokens stored in the slot machine 1 becoming "0". Furthermore, if the directional keys JK, etc., are not operated until a predetermined time has elapsed after the operation screen shown in Figure 23 is displayed, the operation screen shown in Figure 23 may continue to be displayed without displaying a demo screen or the like after the predetermined time has elapsed.
[0173] Alternatively, at a different timing, the operation screen shown in Figure 23 may be displayed on the liquid crystal display 16 when the number of game tokens stored in the slot machine 1 reaches a predetermined number and the player operates the single-bet button 7 or the MAX bet button 11. Furthermore, it is not mandatory to display the operation screen shown in Figure 23 on the liquid crystal display 16, and the operation screen shown in Figure 23 may be displayed on the liquid crystal display 16 via the menu screen at any time.
[0174] Furthermore, similar to the example in Figure 21, if the game transitions to the return mode due to the advantageous period difference reaching 2400 coins, the operation screen shown in Figure 23 may be exceptionally not be displayed, and the number of acquired game tokens stored in the volatile memory 101a may not be initialized.
[0175] <9. Variation> Although one embodiment of the present invention has been described above, various design modifications can be made to the present invention within the scope of the matters described in the claims. For example, the slot machine 1 is a slot machine that can be played using only electrically stored game media, a so-called smart pachislo, but it may also be applied to a ball game machine called a smart pachinko, which stores balls by an electromagnetic method similar to a smart pachislo.
[0176] Similarly, in the case of smart pachinko, the player operates the counting button to reduce the number of game balls stored in the pachinko machine to zero, and then the player presses the card return button to retrieve the card and leave their seat. In pachinko machines, in probability fluctuation states where the probability of hitting a jackpot is favored, or in states where the probability of hitting a jackpot is not favored but it is possible to play without reducing the number of balls dispensed due to electric reel support (so-called time-saving states), players do not typically end their game and leave their seats because they can expect to hit a jackpot. Therefore, if the counting button is operated during these states, it can be assumed that the player will then resume playing.
[0177] Similarly, in the case of pachinko machines, the sub-control device manages the increase or decrease in the number of balls dispensed, and this management continues until a predetermined number of games have elapsed after the end of a jackpot. If a jackpot is won before the predetermined number of games has elapsed, the number of game tokens acquired in the previous round is carried over, and the total number of tokens acquired is displayed during or after the jackpot.
[0178] Therefore, when applying the present invention to a pinball game machine (smart pachinko), if a screen (stage) where a big win is expected is displayed, such as a probability fluctuation state where the probability of a big win is favored, or a time-saving state where the number of game media stored in the pinball game machine becomes "0" when the counting button is operated, the number of acquired game media will not be reset. However, if the counting button is operated in any other non-special prize state, the number of acquired game media will be reset. Alternatively, the player may be given the option to reset the number of acquired game media using the same procedure as in Figure 22. [Explanation of symbols]
[0179] 1 Slot Machine R1 Left reel R2 Middle Reel R3 Right reel 12. Start lever 15L Left stop button 15C Middle Stop Button 15R Right Stop Button 16 LCD display 100 Main control unit 101 Sub-control unit
Claims
1. A gaming machine equipped with a counting button for returning gaming media stored in the gaming machine to an external gaming media dispensing device by electromagnetic means, which allows a player to input gaming media from the gaming media dispensing device, acquire gaming media through winning prizes, or use gaming media for gaming by electromagnetic means, Display device and The system comprises a display control means for controlling the display device. The display control means is A means for determining one performance stage from multiple performance stages, An effect display means that displays an effect corresponding to one effect stage determined by the effect stage determination means on the display device, A counting means that starts counting the number of game media acquired by a player as a result of playing, triggered by a transition from a non-special prize state, where the number of game media used by the player for playing is set to relatively exceed the number of game media that can be acquired as a result of playing, to a special prize state, where the number of game media that can be acquired as a result of playing is set to relatively exceed the number of game media used by the player for playing; The system includes a means for displaying the number of acquisitions on the display device, The counting means continues to count the number of acquired items for a predetermined counting continuation period even after the special prize state has been dropped from the special prize state to the non-special prize state, The means for displaying the number of acquired items will stop or continue displaying the number of acquired items on the display device when the state changes from the special prize state to the non-special prize state, but if the display of the number of acquired items is stopped, the means will resume displaying the number of acquired items when the state changes from the non-special prize state to the special prize state during the counting continuation period. The game machine is characterized in that the counting means terminates the counting of acquired items and initializes the acquired items when the number of game media stored in the game machine becomes zero due to the operation of the counting button during the counting period and the first condition that the performance stage at that time was a predetermined performance stage is met.
2. The system further includes a selection means that allows the player to choose whether or not to reset the number of acquired items when the first condition is met. The game machine according to claim 1, wherein the counting means initializes the acquired number when the selection means selects to initialize the acquired number, and continues counting the acquired number when the selection means selects not to initialize it.
Citation Information
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