Slot machine
The slot machine system manages transitions between advantageous and non-advantageous periods, storing and displaying remaining AT rights, addressing the loss of continuity and enhancing player experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI AMUSEMENT CO LTD
- Filing Date
- 2024-10-15
- Publication Date
- 2026-04-27
AI Technical Summary
Conventional slot machines with a limiter function experience a sense of loss when the limiter is activated, as players lose the ability to utilize remaining AT execution rights, leading to a transition to a non-advantageous period without inheriting previous AT state benefits.
A slot machine system that includes an instruction means, section control, effect control, limiter means, determination means, and performance control to manage transitions between advantageous and non-advantageous periods, storing and displaying remaining AT continuation rights, creating a sense of continuity across periods.
The system allows players to feel as if they have inherited previous AT execution rights, enhancing the gaming experience by maintaining a sense of continuity and reducing the sense of loss during transitions.
Smart Images

Figure 2026069948000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a slot machine.
Background Art
[0002] Conventionally, an internal lottery is performed to determine a winning combination by operating a start lever while betting a gaming medium, and the rotation of a plurality of reels is started. By operating a stop button, the plurality of reels are stopped. When a winning combination is won in the internal lottery, a slot machine is known in which a gaming medium can be obtained as a payout for the winning combination.
[0003] In many conventional slot machines, when there is a duplicate win in a plurality of types of small winning combinations or replay combinations with different winning combinations as a result of an internal lottery, before the stop button is operated, among the plurality of types of small winning combinations or replay combinations, an assist time (hereinafter referred to as AT) function for notifying information necessary for a player to win a favorable combination (hereinafter referred to as winning navigation information) is provided.
[0004] By the way, in the gaming machine industry, in order to counter the "sinking" problem, the development of gaming machines having appropriate gambling properties has been required. For slot machines equipped with an AT function, from the viewpoint of optimizing the gambling properties, when the number of difference coins (the number obtained by subtracting the number of inserted coins from the number of payout coins) obtained during one favorable period exceeds 2,400 coins, it is obligatory to install a limiter function for forcibly ending the favorable period. In addition, when ending the favorable period and falling into a non-favorable period where the operation of the instruction function is impossible, it is also obligatory to erase all information related to the ending favorable period (for example, the above-mentioned difference coin information, etc.) from the memory.
[0005] In slot machines equipped with a limiter function, a challenge is to mitigate the sense of loss experienced by players when the limiter is activated. Specifically, if a large number of execution rights related to AT (e.g., the number of remaining games in which AT can be executed) remain when the limiter is activated, it is unavoidable that players will experience a sense of loss. Therefore, it is common practice to transition to an ending state when the limiter activation is confirmed, and to conceal the remaining number of AT execution rights in this ending state in order to mitigate the sense of loss (Patent Document 1). [Prior art documents] [Patent Documents]
[0006] [Patent Document 1] Japanese Patent Publication No. 2017-113397 [Overview of the Initiative] [Problems that the invention aims to solve]
[0007] By the way, after the limiter function is activated, the game returns to the advantageous section via a non-advantageous section where the instruction function cannot be activated. The game period required for this (hereinafter referred to as the return period) can be set arbitrarily, and if the return period is set to be short, it becomes possible to transition to the AT state early in the advantageous section after returning, making it possible to have consecutive AT state wins. However, even in this case, it is not possible to carry over the remaining number of AT execution rights that were in effect before the limiter activated, so all that can be done is to start a new AT state.
[0008] Therefore, the object of the present invention is to provide a slot machine that, while complying with the rules of play, can make a player feel as if they have inherited the remaining number of AT execution rights that remained at the end of the previous advantageous period when the player achieves a series of wins in a so-called AT state across a non-advantageous period. [Means for solving the problem]
[0009] 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.
[0010] The first invention, a slot machine (1), An instruction means that in a target game where the result of an internal lottery process that derives one lottery result from multiple types of lottery results is a specific result, instructs the player on the gameplay method that will yield the greatest profit, A section control means for controlling the transition between a non-favorable section in which the instruction means cannot be operated and a favorable section in which the instruction means can be operated. An effect control means (sub-control device 101) that controls the effects displayed on the effect display device (liquid crystal display 16), A limiter means that, when the difference in the number of medals during the advantageous period reaches a limiter value, forcibly terminates the advantageous period and returns to a non-advantageous period, A determination means for determining whether or not the time for the limiter means to activate is approaching, In a slot machine (1) equipped with, The aforementioned advantageous period includes, In the aforementioned game subject to instruction, the instruction means operates at a high frequency in an AT state, This includes a non-AT state in which the operation frequency of the instruction means in the instruction target game is lower compared to the AT state, The aforementioned non-AT state includes a normal state and a CZ state in which the likelihood of transitioning to the AT state is higher than that of the normal state. The aforementioned interval control means is When transitioning from the non-advantageous period to the advantageous period, the CZ state is set, If the CZ state ends without satisfying the conditions for transitioning to the AT state, the system will transition to the normal state. If the conditions for transitioning to the AT state are met during the normal state or the CZ state, the system will transition to the AT state. The AT state is continued until the termination conditions of the AT state are met, but if the determination means determines that the time for the limiter means to activate is approaching, a pullback control is executed that terminates the AT state and drops the user back into the unfavorable section, even if the termination conditions have not been met. The aforementioned performance control means is The system stores the number of remaining AT continuation rights that have been notified or suggested to the player during the AT state before the execution of the pullback control, which is the number of rights to continue the AT state. The system is characterized by determining the number of remaining AT continuation rights to be displayed on the performance display device at the start of a new AT state, based on a comparison between the number of AT continuation rights acquired by satisfying the conditions for transitioning to the AT state in the CZ state transitioned after falling to a non-advantageous state due to the aforementioned pullback control, and the number of remaining AT continuation rights that have been announced. [Effects of the Invention]
[0011] According to the present invention, when a player achieves a series of wins in a so-called AT state across a non-advantageous period, it is possible to provide a slot machine that makes the player feel as if they have inherited the remaining number of AT execution rights that remained at the end of the previous advantageous period. [Brief explanation of the drawing]
[0012] [Figure 1] This is a perspective view showing the external appearance of a slot machine 1 according to an embodiment of the present invention. [Figure 2] This is a magnified view of the area around the game ball dispensing device 5 of slot machine 1. [Figure 3] This is a block diagram showing the electrical configuration of slot machine 1. [Figure 4] This is an enlarged view of the coin count display 10 and the instruction monitor NM of slot machine 1. [Figure 5] This diagram shows slot machine 1 installed in pachinko hall 301 and connected to an external device. [Figure 6] This diagram shows the arrangement of symbols depicted on the sides (reel strips) of the left, middle, and right reels of slot machine 1. [Figure 7] It is a diagram for explaining the symbol stop position and winning lines of the slot machine 1. [Figure 8] It is a flowchart showing the flow of various processes from the start to the end of one game in the slot machine 1. [Figure 9] It is a table showing the winning symbol combinations and the benefits / payouts at the time of winning for the winning-allowed roles in the slot machine 1. [Figure 10] It is a table showing the lottery values for each lottery category for each set value and the advantageous area transition roles in the internal lottery process of the slot machine 1. [Figure 11] It is a diagram showing the transition of the game state in the slot machine 1. [Figure 12] It is a flowchart representing the flow of the process in the non-advantageous area of the slot machine 1. [Figure 13] It is a flowchart representing the flow of the process in the advantageous area of the slot machine 1. [Figure 14] It is a flowchart representing the flow of the process in the normal state of the slot machine 1. [Figure 15] It is a lottery table regarding the winning probabilities of the AT state of the slot machine 1 and the CZ state transition lottery. [Figure 16] It is a flowchart showing the flow of the process during the CZ state of the slot machine 1. [Figure 17] It is a lottery table regarding the winning probabilities of the CZ state AT stock number lottery in the slot machine 1. [Figure 18] It is a flowchart showing the flow of the process during the AT state of the slot machine 1. [Figure 19] It is a lottery table regarding the winning probabilities of the AT state stock lottery in the slot machine 1. [Figure 20] It is a flowchart showing the flow of the process during the specialized zone state of the slot machine 1. [Figure 21] It is a lottery table regarding the winning probabilities of the specialized zone state AT stock number lottery in the slot machine 1. [Figure 22]This flowchart shows the processing flow during the continuation preparation zone state of slot machine 1. [Figure 23] This is a lottery table regarding the probability of winning the AT stock lottery during the continuation preparation zone state of slot machine 1. [Figure 24] This is a flowchart showing the flow of the AT continuation termination process (sub) for slot machine 1. [Figure 25] This flowchart shows the processing flow during the CZ (Chance Zone) state when controlling the return to the previous state in slot machine 1. [Figure 26] This is the screen displayed on the LCD display 16 of slot machine 1 during AT (Attack Time) mode and CZ (Chance Zone) mode. [Figure 27] This is an example of the screen displayed on the LCD screen 16 of slot machine 1 when the CZ (Chance Zone) state has ended. [Modes for carrying out the invention]
[0013] <1. Definitions of Terms>
[0014] The terms used in this specification are explained below.
[0015] "Gaming medium" refers to the electromagnetic tokens or balls used in gaming machines. "Credits" refers to the number of gaming mediums electrically or magnetically stored in a gaming machine, and the number of credits is called the "number of credits."
[0016] "Bet" refers to placing a bet using game currency to start a game. The betted game currency is consumed as soon as the game begins. The number of game currency bet to start the game is called the "number of bets." A "bet button" is a device that a player operates to place a bet.
[0017] "Gameplay" refers to the entire process from operating the start lever, through the rotation and stopping of the reels, to the completion of the processing based on the result of the prize determination. "One game" or "one play" refers to one instance of this entire process. Sometimes, "game" is used instead of "gameplay."
[0018] A "winning line" refers to a specific combination of symbols whose positions determine whether a winning combination is achieved. Depending on the bet placed, the winning line changes from an invalid state to an active state.
[0019] "Winning a prize" refers to a combination of symbols corresponding to a winning combination stopping and appearing on the winning line. Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.
[0020] <2. External structure of the gaming machine> Figure 1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. The slot machine 1 comprises a box-shaped body 2 with an open front and a front door 3 provided to open and close 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 provided to be rotatable around an axis extending horizontally from the center of the reel frame. Twenty symbols are arranged circumferentially on the reel strip.
[0021] 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).
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] Button 7, the single-bet button, is used to add 1 to the bet amount by deducting tokens from the credit.
[0029] 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.
[0030] 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.
[0031] The medal count display 10 shows the number of medals won through winning.
[0032] 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.
[0033] 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.
[0034] Decorative lamps 18L, 18C, and 18R are provided around the LCD display 16 to enhance the atmosphere during gameplay through illumination.
[0035] <3. Electrical Configuration of Gaming Machines> Next, I will explain the electrical configuration of the gaming machine. <3-1. Electrical Configuration of Gaming Machines (Main Control Device)> Figure 3 is a block diagram showing the electrical configuration of slot machine 1.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] 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).
[0042] 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.
[0043] 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.
[0044] 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 a setting key and rotating it clockwise, and the setting change button 21 is a push button.
[0045] Figure 4 is an enlarged view of the coin count display 10 of slot machine 1.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] Returning to Figure 3, the main control unit 100a sends the necessary control signals as commands to the sub-control device 101.
[0051] <3-2. 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.
[0052] 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.
[0053] <4. 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.
[0054] 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".
[0055] The reel band on the left reel R1 has the following symbols arranged in this order: "Cherry", "Blank A", "Replay", "Bell A", "Watermelon", "Cherry", "Bar", "Replay", "Bell A", "Watermelon", "Blank C", "Blank B", "Replay", "Bell A", "Watermelon", "Cherry", "Red 7", "Replay", "Bell A", and "Watermelon". Each of these symbols is associated with a symbol number from "1" to "20".
[0056] The reel band of the middle reel R2 has the following symbols arranged in this order: "Replay", "Blank A", "Bell B", "Watermelon", "Bell A", "Replay", "Bar", "Bell B", "Watermelon", "Bell A", "Replay", "Cherry", "Bell B", "Watermelon", "Bell A", "Replay", "Red 7", "Bell B", "Watermelon", and "Bell A". Each of these symbols is associated with a symbol number from "1" to "20".
[0057] The reel band on the right reel R3 has the following symbols arranged in this order: "Replay", "Blank A", "Watermelon", "Bell B", "Bell A", "Replay", "Bar", "Watermelon", "Bell B", "Bell A", "Replay", "Cherry", "Watermelon", "Bell B", "Bell A", "Replay", "Red 7", "Watermelon", "Bell B", and "Bell A". Each of these symbols is associated with a symbol number from "1" to "20".
[0058] Figure 7 is a diagram illustrating the stopping positions of the symbols and the winning lines.
[0059] 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.
[0060] 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.
[0061] <5.1 Explanation of Gameplay> Figure 8 is a diagram illustrating the general flow of one game executed by the main control device 100 of slot machine 1.
[0062] <5-1. Processing Flow>
[0063] <5-1-1. 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.
[0064] 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.
[0065] <5-1-2. 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.
[0066] <5-1-3. 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).
[0067] <5-1-4. AT-related lottery processing> The main control unit 100 acquires a random value when the game starts, and based on this random value, it executes various lottery processes related to AT, i.e., AT-related lottery processes, based on the game state and the results of the internal lottery process (S104). AT refers to a state in which the instruction function is activated, which provides guidance necessary for winning advantageous combinations among the combinations won through internal lottery. Specifically, the player is instructed on the order in which to press the stop buttons located on the left, middle, and right reels. By operating the stop buttons in the instructed order, the player can ensure that advantageous combinations are won without missing any, and receive the payout for those combinations.
[0068] <5-1-5. Slot Machine Animation Processing> After the AT-related lottery process is executed, slot machine 1 performs a spinning animation using each reel R1 to R3 based on the result of the AT-related lottery process (S105). The reel animation initiates a freeze state that temporarily delays the game's progress, and during this freeze state, it performs a simulated game process that rotates each reel R1 to R3 and prompts the player to stop each reel R1 to R3 by causing it to vibrate.
[0069] <5-1-6. 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.
[0070] <5-1-7. 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).
[0071] 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.
[0072] <5-1-8. 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 positions of R1, R2, and R3 corresponding to the operated stop button 15L, 15C, and 15R, and the internal lottery result, and stops the rotational movement of the corresponding R1, R2, and R3 at the determined stopping position (S108).
[0073] <5-1-9. 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).
[0074] <5-1-10. Instruction Monitor Light Off Process> After the slot machine 1 performs 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 is displayed during gameplay when the instruction function is activated and turns off when the game ends.
[0075] <5-1-11. 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 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 actually pay out any medals.
[0076] <5-1-12. State Transition Process> If the main control device 100 determines, as a result of the pattern determination process, that the conditions for transitioning to a new game state have been met, it transitions to a new game state (S112).
[0077] <5-2. 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-eligible combination from a plurality of predetermined combinations.
[0078] In the slot machine 1, the combinations subject to the internal lottery include bonus combinations, replay combinations, and minor combinations. The bonus combination is a combination that, even if a win is nullified in the winning game, retains its winning status until a win occurs in subsequent games, and when a win occurs, a bonus game state is started from the next game.
[0079] In contrast, the replay combination and the minor combination are combinations whose winning status disappears when all reels R1, R2, and R3 stop and one game ends. Also, the minor combination is a combination for which medals are paid out upon winning, and the replay combination is a combination for which the next game can be executed without betting medals upon winning.
[0080] FIG. 9 is a table showing the lottery categories, types, and symbol combinations at the time of winning in the internal lottery process.
[0081] The slot machine 1 is equipped with a plurality of types of RT states with different specifications of the internal lottery process, i.e., lottery tables. Specifically, the plurality of types of RT states are a non-internal middle state which is an RT state in which the bonus combination is not won, an internal middle state which is an RT state in which the bonus combination win is carried over, and a bonus state which is an RT state during the bonus game. The slot machine 1 is an AT machine that basically stays in either the non-internal middle state or the internal middle state.
[0082] In the internal lottery process of slot machine 1, as shown in Figure 9, a total of 31 types of lottery categories are set as targets for the lottery: BB, normal replay 1, normal replay 2, red 7 replay 1, red 7 replay 2, SR replay, watermelon replay, weak chance replay, strong cherry replay, strong chance replay, weak cherry, common bell, push order bell A1-A8, push order bell B1-B8, BB mid-minor role A, BB mid-minor role B, and BB mid-minor role C.
[0083] The BB lottery category is a lottery category in which a bonus role, or more specifically, a continuous activation device for a special role of type 1 as defined in the regulations related to gaming machines, is won alone. The winning symbol combination for the bonus role is set to a combination in which blank C, blank A, and blank A symbols are lined up from left to right on the middle line L1. When the bonus role is won, the bonus game starts from the next game. The bonus game ends when more than 140 medals are paid out. Slot machine 1 employs a reel stop control that prioritizes the winning of the minor role or replay role over the bonus role in games in which a bonus role and a minor role are won simultaneously, and in games in which a bonus role and a replay role are won simultaneously. Furthermore, since slot machine 1 employs a specification in which a minor role or replay role is always won during the bonus internal state, the only opportunity to win the bonus role is in games in which the BB lottery category is won alone during non-bonus internal state, and the probability of winning BB alone is extremely low, so it is rare for the bonus role to be won.
[0084] Normal Replay 1, Normal Replay 2, Red 7 Replay 1, Red 7 Replay 2, SR Replay, Watermelon Replay, Weak Chance Replay, Strong Cherry Replay, and Strong Chance Replay are lottery categories related to replay symbols, each with different combinations of multiple types of replay symbols that can be won simultaneously. In games where a lottery category related to replay symbols is won, one of the replay symbols will be awarded regardless of the timing and order of the reel stopping operations. In games where Normal Replay 1 is won, the replay symbols will line up on one of the five lines L1 to L5 shown in Figure 5, regardless of the timing and order of the reel stopping operations. Hereafter, the alignment of the replay symbols on one of the five lines L1 to L5 shown in Figure 5 will be referred to as the replay symbols aligning. In games where Normal Replay 2 is won, if the left stop button 15L is operated first (hereinafter referred to as Left 1st), the replay symbols will line up regardless of the timing and order of the reel stopping operations. If the first stop button other than the left stop button 15L is operated, in other words, the middle stop button 15C or the right stop button 15R (hereinafter referred to as "other than left 1st"), and the reel stop operation is performed at a timing when the red 7 symbol can be drawn into the middle line L1, the red 7 symbol will stop on PC2 and PC3 as shown in Figure 5, and the red 7 symbol will not stop on PL2, resulting in a characteristic display of what is known as a missed red 7 combination.
[0085] In games where either Red 7 Replay 1 or Red 7 Replay 2 is won, if the left reel is stopped first, the replay symbols will line up regardless of the timing of the reel stop operation or the order of subsequent operations. If the left reel is not stopped first, if the reel stop operation is performed at a timing that allows the Red 7 symbol to be drawn into the middle line L1, the characteristic display of the Red 7 symbol alignment will be shown on the middle line L1.
[0086] During the Chance Zone (hereinafter referred to as CZ), as described later, in games in which a normal replay 2, red 7 replay 1, or red 7 replay 2 is won, the instruction "Aim for the red 7 symbol by pressing the buttons in reverse order!" is displayed on the LCD display 16. If the player performs the reel stopping operation in accordance with this instruction, in games in which a normal replay 2 is won, the red 7 symbol will be lined up on the middle line L1 but will not align, and in games in which a red 7 replay 1 or red 7 replay 2 is won, the red 7 symbol will align on the middle line L1. In addition, slot machine 1 is a so-called penalty machine that imposes an unfavorable penalty on the player if the reel stopping operation is performed in an order other than left 1st during normal play outside of AT mode, so during normal play the player basically proceeds with the game by pressing the buttons in order. For this reason, in games in normal play in which a normal replay 2, red 7 replay 1, or red 7 replay 2 is won, the replay symbols will align. A lottery category for replays configured such that the outcome differs depending on the order in which the replay is stopped, such as Normal Replay 2, Red 7 Replay 1, and Red 7 Replay 2, will be referred to below as a "press-order replay."
[0087] SR Replay is also a push-order replay. In the game in which an SR Replay is won, if the reel stop operation is performed with the left button first and at a timing that allows the bar symbol to be drawn into the middle line L1, a distinctive display of aligned bar symbols will be shown on the middle line L1. On the other hand, if the left button is not first, the replay symbols will line up regardless of the timing of the reel stop operation or the subsequent operation order.
[0088] In games where a Watermelon Replay is won, regardless of the timing and order of reel stopping operations, the watermelon symbol will line up on one of the five lines L1 to L5 shown in Figure 7. In games where a Weak Chance Replay is won, regardless of the timing and order of reel stopping operations, a Weak Chance symbol will be displayed. Specifically, Weak Chance symbols include a middle reel replay that doesn't line up, an upper reel bell that doesn't line up, etc.
[0089] Strong Cherry Replay is also a push-order replay. In the game in which a Strong Cherry Replay is won, if the reels are stopped with the left button first and at a timing that allows the cherry symbol to land on the lower line L3, the distinctive cherry symbol alignment will be displayed on the lower line L3. On the other hand, if the left button is not first, the replay symbols will align regardless of the timing of the reel stop operation or the subsequent operation order.
[0090] In games where a strong chance replay is won, a strong chance symbol will be displayed regardless of the timing or order of reel stopping operations. Specifically, the strong chance symbol is a diagonal watermelon combination that doesn't line up.
[0091] Weak Cherry, Common Bell, Push Order Bell A1-A8, Push Order Bell B1-B8, BB Small Win A, BB Small Win B, and BB Small Win C are all categories of small wins where multiple types of small wins with different combinations can be won simultaneously. The Weak Cherry is a small win that may or may not be awarded depending on the timing of the reel stopping operation, and if awarded, 3 medals are paid out. When awarded, the cherry symbol stops on the lower left reel (PL3 in Figure 7). The Common Bell is a small win that is awarded regardless of the timing of the reel stopping operation, and if awarded, 3 medals are paid out. When awarded, the bell symbol aligns on the upper line L2.
[0092] The push-order bells A1-A8 and B1-B8 are so-called push-order small wins, where the correct stopping operation is predetermined to award the small win with the highest payout among multiple types of small wins that can be won simultaneously. If the correct stopping operation is performed, a small win with a payout of 9 coins is awarded, while if the correct stopping operation is not performed, a small win with a payout of 1 coin is awarded or the win is missed. As mentioned above, slot machine 1 is a so-called penalty machine, so the correct stopping operation is set to something other than left 1st, and conditions are also imposed on the timing of the stopping operation of the first reel to be stopped (hereinafter referred to as the first stop reel). In other words, during AT, the correct stopping operation is notified to the player by indicating the order of stopping operations and the symbol to aim for on the first stop reel. Figure 9 shows the correct stopping operations for push-order bells A1-A8 and B1-B8. Specifically, the symbol to aim for when the reels first stop is shown before the underscore (_), and the stopping order is shown after the underscore. Red / black indicates that the symbol to aim for is the red 7 symbol / bar symbol, respectively.
[0093] As can be seen in Figure 6, in all of the reels R1 to R3, the red 7 symbol is positioned at symbol number 17 and the bar symbol at symbol number 7, that is, 10 symbols (frames) apart. In other words, the red 7 symbol and the bar symbol are positioned 180 degrees opposite each other in all of the reels R1 to R3. Therefore, the red 7 symbol can be stopped in the reel window 8 when the stop operation is performed at the timing when the symbols corresponding to symbol numbers 11 to 20 pass through the middle line L1 (hereinafter referred to as the first timing), and similarly, the bar symbol can be stopped in the reel window 8 when the stop operation is performed at the timing when the symbols corresponding to symbol numbers 1 to 10 pass through the middle line L1 (hereinafter referred to as the second timing). Therefore, in the description of the correct stopping operation in Figure 7, "red" indicates that the stopping timing for the first reel to be stopped is the first timing, and similarly, "black" indicates that the stopping timing for the first reel to be stopped is the second timing.
[0094] In games where a player wins either a push-order bell A1-A8 or a push-order bell B1-B8, if the correct stop operation corresponding to the type of push-order bell won is performed, a small win with a payout of 9 coins is awarded. If the operation is not performed, a small win with a payout of 1 coin is awarded, or the win is missed.
[0095] BB mid-bonus win A, BB mid-bonus win B, and BB mid-bonus win C are wins that are drawn only during the bonus state described above. BB mid-bonus win A is a draw category in which all wins with a payout of 15 coins are drawn simultaneously, included in the draw categories for non-internal mid-state and internal mid-state. BB mid-bonus win B is a draw category in which all wins with a payout of 3 coins are drawn simultaneously, included in the draw categories for non-internal mid-state and internal mid-state. BB mid-bonus win C is a draw category in which all wins with a payout of 1 coin are drawn simultaneously, included in the draw categories for non-internal mid-state and internal mid-state.
[0096] Figure 10 shows the contents of the lottery table used in the internal lottery process for each of the three RT states described above. Figure 10 shows the lottery values for each lottery category for setting value 1 for each RT state. Since the range of random values in the internal lottery process is 0 to 65535, the probability of winning each lottery category can be calculated by the lottery value / 65536. Since there is no difference between the non-internal state and the internal state except for the lottery values for lottery category BB and normal replay 1, the lottery values for the internal state are shown in parentheses in Figure 10. A detailed explanation of Figure 10 is omitted.
[0097] Furthermore, slot machine 1 has a feature that triggers a transition to the advantageous section, provided that a win occurs during the non-advantageous section. As shown in Figure 10, the game transitions to the advantageous section when the internal lottery result is anything other than winning the lottery category Normal Replay 1, outside of the bonus state. In the case of lottery category Normal Replay 1, even if this lottery category is won, it is set as a feature that prevents transition to the advantageous section, meaning the section state cannot be transitioned to the advantageous section. As shown in Figure 10, the probability of winning Normal Replay 1 is extremely low in both cases: 4 / 65536 in the non-internal state and 8 / 65536 in the internal state. Since any other result transitions to the advantageous section, after falling out of the non-advantageous section, the game basically returns to the advantageous section in the next game. Note that even if a feature that prevents transition to the advantageous section is won during the advantageous section, the section state will not be transitioned to the non-advantageous section.
[0098] <6. Detailed explanation of the game> Next, we will explain the details of playing slot machine 1.
[0099] <6-1. Transition of game state> Figure 11 shows the transitions between game states in slot machine 1. Slot machine 1 consists of a normal state, a CZ state in which it is easier to transition to the AT state than in the normal state, and a continuation preparation zone state. Furthermore, there is a special zone state in which the acquisition of AT stocks, which are the number of rights to the AT state, is favored, for a total of five game states.
[0100] <6-2. Regarding the game period (non-advantageous period, advantageous period)> Slot machine 1 is equipped with an instruction function that instructs the player to perform the correct stop operation to obtain the maximum payout in games in which the player has won one of the push-order bells A1-A8 or push-order bells B1-B8. When the instruction function is activated, in games in which the player has won one of the push-order bells A1-A8 or push-order bells B1-B8, the main control unit 100a transmits type information that allows the player to identify the type of push-order bell that has been won to the sub-control unit 101, and identification information corresponding to this type information is displayed on the instruction monitor NM. Based on the type information from the main control unit 100a, the sub-control unit 101 notifies the player of the correct stop operation by displaying it on the liquid crystal display 16 or by outputting sound from speakers 6L and 6R. From now on, when the main control unit 100a displays the identification information on the instruction monitor NM and transmits the type information to the sub-control unit 101, this is referred to as the activation of the instruction function.
[0101] The interval states related to the instruction function are broadly divided into non-advantageous intervals where the instruction function cannot be operated and advantageous intervals where the instruction function can be operated. During non-advantageous intervals, an advantageous interval transition lottery is conducted according to the results of an internal lottery process, and if the advantageous interval transition lottery is won, the system transitions to an advantageous interval. In slot machine 1, when the game is in the normal state, it is configured to allow players to stay in both the non-advantageous and advantageous periods. On the other hand, in each state other than the normal state, the game is configured to allow players to stay only in the advantageous period, and it is not possible to stay in the non-advantageous period. Furthermore, in slot machine 1, even during the advantageous period, the instruction function is set not to activate if the game state is anything other than AT state.
[0102] Furthermore, slot machine 1 is equipped with a limiter function related to the advantageous period. Specifically, the limiter function forcibly ends the advantageous period and drops the player into the non-advantageous period if the difference in the number of tokens during the advantageous period (the difference between the number of tokens obtained and the number of tokens inserted during the advantageous period) exceeds 2400 tokens. For this reason, during the advantageous period, a process is executed to count the difference in tokens for each game, and a process is executed to determine whether the count has reached 2400 tokens or not. Specifically, in the process of counting the difference in tokens, for each game during the advantageous period, the number of tokens paid out in that game is added to the current difference in tokens counter (if a replay is awarded, the number of tokens inserted to execute the game (number of tokens inserted) is added as the number of tokens paid out), and the number of tokens inserted in that game is subtracted.
[0103] Furthermore, in slot machine 1, in order to prevent the advantageous period from being abruptly and forcibly terminated by the aforementioned limiter function during the AT state, a monitoring parameter related to the difference in the number of coins during the advantageous period (hereinafter referred to as the ending flag) is managed, and processing is performed to determine whether or not to terminate the advantageous period depending on the presence or absence of the ending flag. The ending flag will be explained later.
[0104] <6-2-1. Non-Advantageous Period> Here, the processing flow during the non-advantageous period of slot machine 1 will be explained with reference to Figure 12.
[0105] During the non-advantageous period, an internal lottery process is first executed in step S1201. The internal lottery process described below includes the internal lottery process (S103) shown in Figure 8. Returning to Figure 12, the next step S1202 determines whether or not the advantageous section transition role has been won based on the result of the internal lottery process. If it is determined to be no, the process returns to step S1201. If it is determined to be yes, the next step S1203 sets various initial settings associated with the start of the advantageous section, such as the number of AT stocks, the number of games in the advantageous section, the number of coins entered in the advantageous section, the number of coins exited in the advantageous section, and the difference in coins in the advantageous section to 0, and sets the section state to the advantageous section. The game state is also set to the CZ zone state, and the advantageous section processing (S1204) is started before returning.
[0106] <6-2-2. Advantageous Period> In slot machine 1, the advantageous period consists of an AT state in which the instruction function is activated and a non-AT state in which the instruction function is not activated. As shown in Figure 11, the non-AT state (without instruction function) consists of a normal state, a CZ state in which it is easier to transition to the AT state than the normal state, and a continuation preparation zone state, and further consists of a special zone state in which the acquisition of AT stocks is favored. The player transitions from the non-AT state to the AT state upon winning the AT state transition lottery and acquiring AT stocks. The AT state transition lottery is obtained by winning the lottery for each lottery category in the lottery table during the normal state. In addition, AT stocks are obtained by winning the AT stock lottery for each lottery category in the lottery table for each state. The following describes the processing flow during the advantageous period of slot machine 1 with reference to Figure 13.
[0107] During processing in the advantageous period, first, in conjunction with the execution of the game, the updating process for various variables is performed in step S1301. In the updating process for various variables, for each game, the number of games in the advantageous period is incremented by 1, the number of bets at the time of execution is added to the number of coins IN in the advantageous period, the number of coins paid out at the time of execution is added to the number of coins OUT in the advantageous period, and the value obtained by subtracting the number of coins IN in the advantageous period from the current number of coins OUT in the advantageous period is added to the current number of coins OUT in the advantageous period and updated. Next, in step S1302, it is determined whether the game state is the normal state or not. If it is determined to be yes, the normal state processing is executed in step S1303. On the other hand, if it is determined to be no in step S1302, it is determined in step S1304 whether the game state is the CZ state or not. Next, if the decision in step S1304 is "yes," the processing during the CZ state is executed in step S1305. On the other hand, if the decision in step S1304 is "no," it is determined in step S1306 whether the game state is the AT state or not. Next, if the decision in step S1306 is "yes," the AT state processing is executed in step S1307. On the other hand, if the decision in step S1306 is "no," the game state is determined in step S1308 to be whether or not the game state is a special zone state. Next, if the decision in step S1308 is "yes," the special zone state processing is executed in step S1309. On the other hand, if the decision in step S1308 is "no," the game state is determined in step S1310 to be whether or not the game state is the continuation preparation zone state. Next, if the decision in step S1310 is "yes," the process in the "continuation preparation zone" state is executed in step S1311. On the other hand, if the decision in step S1310 is "no," the next step, S1312, determines whether or not the ending flag is possessed.
[0108] Furthermore, after processing each game state (S1303, S1305, S1307, S1309, and S1311), step S1312 determines whether or not the ending flag is possessed. In slot machine 1, the presence or absence of the ending flag is managed by the main control unit 100a so that the number of coins in the advantageous section after the section state transitions to the advantageous section does not exceed 2400 coins, and in order to avoid the advantageous section being suddenly and forcibly terminated during the AT state, the advantageous section is terminated in advance before the number of coins in the advantageous section exceeds 2400.
[0109] The conditions for triggering the ending flag in slot machine 1 are "when the difference in the number of coins in the advantageous period exceeds 2000 coins."
[0110] Next, if the decision in step S1312 is "yes," then in step S1313, the number of AT stocks displayed on the liquid crystal display 16, and information related to the AT state (such as the number of coins acquired) are stored in the sub-control device 101. On the other hand, the information regarding the number of game tokens during the advantageous period, which is managed by the main control unit 100a, is set to 0: the number of AT stocks, the number of games in the advantageous period, the number of tokens entered in the advantageous period, the number of tokens exited in the advantageous period, and the difference in tokens in the advantageous period. Furthermore, the interval state is set to an unfavorable interval, and the unfavorable interval processing is performed in the next step S1314. On the other hand, if the decision is "no" in step S1312, the advantageous period continues and a return is made. The above is the processing flow during the advantageous period.
[0111] <6-3. Regarding the game state> Next, we will explain the processing during each game state.
[0112] <6-3-1. Normal state> Figure 14 is a flowchart showing the processing flow of slot machine 1 during its normal operation. When the normal state starts, first an internal lottery process is executed in step S1401, and in the next step S1402, a lottery is performed to determine whether to enter the AT state or the CZ state. Next, in step S1403, it is determined whether or not the AT state transition lottery has been won. If it is determined to be yes, the process proceeds to step S1404 and the AT state processing is called. If it is determined to be no, the process proceeds to step S1405. In the next step, S1405, it is determined whether or not the CZ state transition lottery has been won. If it is determined to be yes, the process proceeds to step S1406 and the CZ state processing is called. If it is determined to be no, the process returns.
[0113] Figure 15 is a lottery table showing the probability of winning the lottery for transitioning to the AT state and the CZ state during the normal state. Figure 15(a) is a lottery table showing the probability of winning the AT state transition lottery. The probability of winning the AT state transition lottery differs depending on the lottery category. As shown in Figure 15(a), the lottery categories with low winning probabilities, so-called rare roles, such as SR Replay, Strong Cherry Replay, and Strong Chance Replay, are set to increase the likelihood of winning the AT state transition lottery. Figure 15(b) is a lottery table showing the probability of winning the CZ state transition lottery. The probability of winning the CZ state transition lottery differs depending on the lottery category. If the AT state transition lottery shown in Figure 15(a) is not won, the CZ state transition lottery is performed. As shown in Figure 15(b), the lottery categories that are so-called rare roles, strong cherry replay and strong chance replay are set to make it easier to win the CZ state transition lottery.
[0114] <6-3-2. CZ State> Figure 16 is a flowchart showing the processing flow during the CZ state of slot machine 1.
[0115] When the CZ state begins, first in step S1601, the number of CZ games is set to 10. In the next step, S1602, an internal lottery process is executed, and in the next step, S1603, a lottery process for the number of AT stocks during the CZ is executed. The AT stock lottery process determines whether or not to grant AT stocks based on the lottery category won in the game, and if granted, it determines the number of stocks to grant.
[0116] In the next step, S1604, it is determined whether or not an AT stock has been acquired as a result of the internal lottery. If the result is no, the process proceeds to step S1606. If the result is yes, the number of AT stocks acquired in step S1605 is added, and the process proceeds to step S1606.
[0117] In the next step, S1606, the number of CZ games is reduced by 1. In the next step, S1607, it is determined whether the number of CZ games is zero or not. If it is determined to be no, the process returns to step S1602 to continue the CZ state. If it is determined to be yes, the process moves to the next step, S1608.
[0118] In the next step, S1608, it is determined whether the number of AT stocks is 1 or more. If it is determined to be yes, it proceeds to the next step, S1609, and calls the AT state processing. If it is determined to be no, it returns.
[0119] Figure 17 is a lottery table showing the probability of winning the AT stock lottery during the CZ state. The probability of winning the AT stock lottery differs depending on the lottery category. Furthermore, during the CZ state, the probability of winning AT stocks is more favorable than in the normal state, and a lottery for AT stocks that can be obtained in multiple quantities is conducted, making it a game state where the expectation of obtaining AT stocks is higher than in the normal state. Details of the AT stock winning probabilities for each lottery category are omitted.
[0120] <6-3-3. AT State> The AT state is a game state in which the player is instructed to perform the correct stop operation in a favorable section, i.e., the instruction function is activated, when the player wins one of the push-order bells A1-A8 or B1-B8. In slot machine 1, the number of games in one AT state (hereinafter referred to as AT game count) is set to 30 games. When the AT game count reaches zero, the AT state ends. If there are AT stocks, the player goes through the continuation preparation zone state, and after the continuation preparation zone state ends, the next AT state begins. Details of the continuation preparation zone state will be described later. On the other hand, if there are zero AT stocks, the player moves to the CZ state described above. If AT stocks are acquired during the CZ state, a new AT state will begin after the CZ state ends.
[0121] Furthermore, during AT mode, a lottery is held to determine if you are in a special zone state, where the chances of acquiring AT stocks are increased. The special zone state will be explained later.
[0122] The following describes the processing flow of slot machine 1 during the AT state, referring to Figure 18. When the AT state starts, first in step S1801, the number of AT stocks is deducted by 1. Next, in step S1802, the number of AT games is set to 30.
[0123] In the next step, S1803, an internal lottery process is executed, and in the next step, S1804, a lottery is held for AT state stocks. If successful, the acquired amount is added to the number of AT stocks.
[0124] Next, in step S1805, it is determined whether the conditions for winning the ending flag have been met. If the answer is yes, then in step S1806, the ending is set to 1, and the process moves to the next step, S1809. On the other hand, if the answer in step S1805 is no, then in step S1807, it is determined whether the conditions for winning the special zone have been met. If the answer is yes, then in step S1808, the special zone flag is set to 1, and the process moves to the next step, S1809.
[0125] Next, in step S1809, the number of AT games is reduced by 1. In the next step S1810, it is determined whether the number of AT games is zero or not. If it is determined to be no, the process returns to step S1803 to continue the AT state. If it is determined to be yes, the process proceeds to step S1811.
[0126] Next, in step S1811, it is determined whether the ending flag is 1 or not. If it is determined to be yes, in step S1812, the number of AT stocks displayed on the LCD display 16 and other AT state-related information (such as the number of coins acquired) are stored in the sub-control device 101, and the number of AT stocks, the number of games in the advantageous section, the number of coins entered in the advantageous section, the number of coins exited in the advantageous section, and the difference in coins in the advantageous section, which are information related to the number of game media during the advantageous section managed by the main control unit 100a, are set to 0. Furthermore, the interval state is set to a non-favorable interval, and the game is returned. On the other hand, if the result in step S1811 is "no", the process proceeds to the next step, S1813.
[0127] Next, in step S1813, it is determined whether the special zone flag is 1 or not. If it is determined to be yes, the special zone state processing is executed in step S1813 and the system returns. On the other hand, if the decision is "no," proceed to the next step, S1815.
[0128] Next, in step S1815, it is determined whether the number of AT stocks is greater than zero. If it is determined to be yes, in step S1816, the continuation preparation zone state processing is called and the system returns. On the other hand, if the result is determined to be "no", the next step S1817 calls the CZ state processing and returns.
[0129] As explained above, during the AT state, the goal is to acquire AT stocks and transition to the special zone state within the 30 games granted at the start of the AT state. If the number of AT games is 0 (after 30 games have elapsed), i.e., when the AT state ends, the game transitions to a game state corresponding to the presence or absence of the ending flag, special zone flag, and AT stock. If the ending flag is 1, the main control unit 100a forcibly terminates the advantageous section, clears all information related to the advantageous section stored in the main control unit 100a, and sets the section state to a non-advantageous section.
[0130] Figure 19 is a lottery table showing the probability of winning the lottery for the number of AT stocks during AT state. Figure 19 is a table showing the probability of winning AT stocks in the AT stock lottery during AT state, with different winning probabilities for each lottery category. Up to 3 AT stocks can be acquired in a single trigger, and a lottery for transitioning to the special zone state is also conducted at the same time. If successful, the special zone flag is set to 1, and the player transitions to the special zone state after the AT state ends.
[0131] <6-3-4. Specialized Zone State> Figure 20 is a flowchart showing the processing flow during the specialized zone state.
[0132] At the start of the special zone state, first in step S2001, the number of special zone games is set to 10. In the next step S2002, an internal lottery process is executed, and in the next step S2003, a lottery is held to determine the number of AT stocks during the special zone. If successful, the acquired amount is added to the number of AT stocks. Next, in step S2004, the number of special zone games is decreased by 1, and in the next step S2005, it is determined whether the number of special zone games is 0 or not. If it is determined to be no, the process returns to step S2002 in order to continue the special zone state, while if it is determined to be yes, the process during the AT state is called in the next step S2006 and the process returns.
[0133] Figure 21 is a lottery table showing the probability of winning the AT stock lottery during the special zone. The probability of winning differs depending on the lottery category. Detailed explanation is omitted. <6-3-5. Processing during the continuation preparation zone state> Figure 22 is a flowchart showing the flow of processing during the continuation preparation zone state.
[0134] The continuation preparation zone state is a game state that is entered when the number of AT games reaches 0 during the AT state, and both the ending flag and the special zone flag are zero, and the number of AT stocks is 1 or more.
[0135] While in the continuation preparation zone state, first in step 2201, the number of games in the continuation preparation zone is set to 10.
[0136] In the next step, S2202, an internal lottery process is executed, and in the next step, S2203, a lottery is held to determine the number of AT stocks while in the continuation preparation zone state. Next, in step S2204, the number of games in the continuation preparation zone is deducted by 1. In the next step S2205, it is determined whether the number of games in the continuation preparation zone is 0 or not. If it is determined to be no, the process returns to step S2205 in order to continue the continuation preparation zone state. If it is determined to be yes, the process in the AT state is called in the next step S2206 and the process returns.
[0137] Figure 23 is a lottery table showing the probability of winning the AT stock count lottery during the continuation preparation zone state. The probability of winning the AT stock count differs depending on the lottery category. A detailed explanation is omitted.
[0138] Thus, the continuation preparation zone state basically follows the same processing flow as the CZ state described above, except that there are remaining AT stocks. For this reason, the screen displayed on the LCD display 16 is the same as the screen displayed in the CZ state. The display screen will be described later. <6-4. Retraction Control Processing>
[0139] Next, we will explain the pull-back control process that forcibly ends the advantageous period and transitions to the non-advantageous period when the time to activate the limit based on the difference in the number of coins in the advantageous period is approaching.
[0140] <6-4-1. Internal processing and display of AT stock count when the limit is reached> From here on, we will mainly explain examples of screens and display contents shown on the liquid crystal display 16 during the aforementioned pull-back control.
[0141] Figure 24 is a flowchart showing the processing flow of the sub-control device 101 when the AT state ends. First, in step S2401, it is determined whether the ending flag is 1 or not. If it is determined to be yes, the process moves to step S2402. On the other hand, if it is determined to be no, the process moves to step S2403. Next, in step S2402, the number of remaining AT stocks currently displayed on the LCD display 16 is set to the number of remaining AT continuation rights N that has been notified, and in the next step S2403, the AT continuation state end screen is displayed and the process ends.
[0142] Figure 25 is a flowchart showing the screen processing flow displayed on the liquid crystal display 16 regarding the CZ state processing when the advantageous period is forcibly terminated by pullback control and the player falls into a non-advantageous period, and then transitions back to an advantageous period.
[0143] First, in step S2501, it is determined whether or not a transition has occurred from a non-advantageous period to an advantageous period. If it is determined to be yes, the process proceeds to step S2502, and the CZ (Chance Zone) state screen is displayed. On the other hand, if it is determined to be no in step S2501, the process is repeated.
[0144] Next, in step S2503, it is determined whether the number of CZ games is zero or not. If it is determined to be yes, it proceeds to the next step S2504; however, if it is determined to be no, it returns to step S2502 and repeats the CZ state.
[0145] In the next step, S2504, it is determined whether the number of AT stocks is greater than zero. If it is determined to be no, the ending screen is displayed in step S2505. On the other hand, if it is determined to be yes in step S2504, the process moves to the next step, S2506, where it is determined whether the current number of AT stocks is greater than or equal to the number of remaining AT continuation rights N set in step S2402 in Figure 24. If it is determined to be no, the AT state continuation screen A is displayed in step S2507. On the other hand, if it is determined to be yes in step S2506, the AT state continuation screen B is displayed in the next step, S2508.
[0146] In this way, the sub-control device 101 stores the number of remaining AT continuation rights (AT stocks) that were announced and displayed on the LCD display 16 before the pullback control was executed, and in the CZ state that is entered when the advantageous section begins, it determines the screen content to be displayed on the LCD display 16 according to the number of AT stocks acquired.
[0147] <6-4-2. Example of display screen during pullback control>
[0148] From here, we will explain specific screen examples that will be displayed on the liquid crystal display 16 regarding the pull-back control.
[0149] Figure 26 shows examples of screens displayed on the liquid crystal display 16 of slot machine 1 during AT state, CZ state, and continuation preparation zone state.
[0150] Figure 26(a) shows an example screen where the instruction function is activated after winning either the push-order bells A1-A8 or B1-B8 during AT mode. First, the display area 2601 in the upper left of the LCD display 16 shows the remaining number of games in the current AT state and the total number of AT states played so far, including the current AT state (hereinafter referred to as the number of continuous sets), as "SET XX". In addition, the display area 2602 in the upper right of the LCD display 16 shows the difference in the number of game tokens played since the start of the initial AT state (hereinafter referred to as the difference in AT tokens). Below that, the display area 2603 shows an indication of the number of AT stocks currently held. In Figure 26(a), "V×1" is displayed, indicating that there is one or more AT stocks held. The display area 2603 does not directly display the number of AT stocks managed by the main control unit 100a, and even if "V×XX" is not displayed, there is a possibility that the system is internally holding a number of AT stocks.
[0151] Figure 26(b) shows the AT termination screen displayed on the LCD display 16 when the AT state ends. As shown in Figure 11 above, when the AT state ends, the game transitions to one of the following game states: special zone state, continuation preparation zone state, or CZ state. Figure 26(b) is an example of the screen when both the special zone flag and the number of AT stocks are zero. In this case, the game transitions to the CZ, so "NEXT CZ" is displayed in the display area 2604.
[0152] Figure 26(c) shows an example of the screen displayed on the liquid crystal display 16 during the CZ state. When the flower object 2605 lights up during the CZ state, the transition to the AT state is confirmed. The conditions for the flower object 2605 to light up are "winning the AT stock number lottery during the CZ state" (see Figure 17) and "having AT stocks available". The remaining number of games in the CZ state is displayed in the display area 2606, but unlike in the AT state, the AT difference in tokens and the number of continuation sets are not displayed. However, the AT difference in tokens is internally updated even during the CZ state, and the number of continuation sets is also internally maintained. The screen display on the liquid crystal display 16 is the same for the continuation preparation zone state, so that the CZ state and the continuation preparation zone state cannot be distinguished by appearance alone.
[0153] Figure 27 shows, to the left of the arrow, an example of the CZ termination screen displayed on the LCD display 16 when the CZ state ends, and to the right of the arrow, an example of the initial screen displayed in the game state transitioned to after the CZ state ends.
[0154] Figures 27(a) and (b) show the transition of the presentation screen when the ending flag is zero. Figure 27(a) shows the transition of the screen when the number of AT stocks is not acquired during the CZ state and the player returns to the normal state. In this case, the CZ end screen displays the number of AT net payouts at this point, and the number of continuation sets displays the value at the end of the AT. Also, in this case, the number of AT stocks is not retained and the player returns to the normal state, so "END" is displayed in display area 2701.
[0155] Figure 27(b) shows the screen transition when acquiring AT stocks during the CZ state and transitioning to the AT state. In this case, the display area 2702 of the CZ end screen displays "CZ Ended" to indicate that the CZ state has ended. Display area 2703 displays an indication of the number of AT stocks acquired during the CZ state. In this figure, the display "V×3" indicates that the player has 3 or more AT stocks. Since the player possesses AT stocks, a transition to the AT state is guaranteed, and therefore "NEXT AT" is displayed in display area 2704.
[0156] Figures 27(c), (d), and (e) show the transition of the presentation screen when the ending flag is 1. Figure 27(c) shows the transition of the screen when, after falling into a non-advantageous section due to pull-back control, the player fails to acquire AT stocks during the CZ state that was entered at the start of the advantageous section, and falls back to the normal state (step S2505 in Figure 25). The execution of pull-back control means that the player acquired a number of game tokens close to the limiter activation in the previous advantageous section, and to celebrate this, "Congratulations!" is displayed in display area 2705. In addition, the number of AT tokens at this point is displayed, and the number of continuation sets is the value at the end of the previous AT. Also, in this case, the player does not retain any AT stocks and transitions to the normal state, so "END" is displayed in display area 2706.
[0157] Figure 27(d) shows an example screen when, after falling into a non-advantageous section due to pullback control, the player acquires AT stocks during the CZ state, which is entered upon the start of the advantageous section, but the number of acquired stocks is less than the reported remaining AT continuation rights N (step S2507 in Figure 25). Similar to Figure 27(c), "Congratulations!" is displayed in display area 2707. Since AT stocks have been acquired, a transition to the AT state is guaranteed, so "NEXT AT" is displayed in display area 2708. In this case, the number of AT stocks acquired during the CZ state will be less than the reported remaining AT continuation rights N. If this is displayed as is, it will appear as if the number of AT stocks has decreased through the pullback process, which would cause dissatisfaction among players who notice this. Therefore, in this case, the result (achievement) of the previous AT state is announced on the CZ end screen, and then the screen transition to start the new AT state is implemented. This achieves a screen transition that does not cause dissatisfaction among players and does not feel unnatural.
[0158] Figure 27(e) shows an example of a screen transition when, after falling into a non-advantageous section due to pullback control, the player acquires an AT stock number equal to or greater than the reported remaining AT continuation rights N during the transition to the advantageous section (step S2508 in Figure 25). In this case, unlike Figures 27(c) and 27(d), display area 2709 displays "CZ Ended" as in Figures 27(a) and 27(b), and display area 2710 displays the number of AT stocks acquired during the CZ section. Since an AT stock has been acquired, the next AT section is guaranteed, so display area 2711 displays "NEXT AT". As is clear from the comparison, this is a screen transition equivalent to Figure 27(b), where the player acquires an AT stock number during the transition to the CZ section after the remaining AT stocks have run out and returns to the AT section.
[0159] As described above, in slot machine 1, after the AT state ends, the game transitions to either the CZ state or the continuation preparation zone state. During both the CZ state and the continuation preparation zone state, the instruction function does not operate, and as explained with reference to Figure 26, the LCD display 16 displays the same content during both states. Therefore, it is impossible to distinguish between the CZ state and the continuation preparation zone state based on the display on the LCD display 16. Accordingly, the player recognizes the number of AT stocks displayed on the LCD display 16 during the previous AT state, i.e., the number of remaining AT continuation rights N, as the CZ state if it was zero, and as the continuation preparation zone state if it was not zero.
[0160] Figures 27(c), (d), and (e) all show examples of screen transitions after falling into a non-advantageous section due to pullback control. The number of AT stocks that could not be consumed in the previous advantageous section (hereinafter referred to as the number of unconsumed AT stocks) is cleared by the main control unit 100a at the end of the advantageous section. Therefore, it is practically impossible to carry over the number of unconsumed AT stocks across the fall into a non-advantageous section.
[0161] On the other hand, the sub-control device 101 is not required to clear the parameters related to the advantageous period at the end of the advantageous period. Therefore, in slot machine 1, the sub-control device 101 is configured to retain the number of remaining AT continuation rights N that have been reported, even when transitioning to a non-advantageous period, during the pull-back control. The number of AT stocks acquired in the CZ state transitioned to at the start of the advantageous period after transitioning to a non-advantageous period is compared with the number of remaining AT continuation rights N that have been reported. If the number of newly acquired AT stocks is equal to or greater than the number of remaining AT continuation rights N, it is made to appear as if the AT stocks were acquired in the CZ state within one advantageous period without transitioning to a non-advantageous period, or that the AT state continued (consecutive wins) after going through the continuation preparation zone state. On the other hand, if the number of AT stocks acquired in the CZ state transitioned to at the start of the advantageous period after transitioning to a non-advantageous period is less than the number of remaining AT continuation rights N that have been reported, the number of AT stocks cannot guarantee the number of remaining AT continuation rights N that have been reported, and therefore it is not possible to make it appear as if the AT state has continued (consecutive wins). Therefore, in this case, the screen will display a message indicating that a new AT state has started, rather than that the AT state has continued (consecutive wins).
[0162] As explained above, with the slot machine of the present invention, even if the AT state continues (consecutive wins) across a non-advantageous period, if it does not appear unnatural to make it seem as if the consecutive wins occurred within a single advantageous period without falling into a non-advantageous period, then it is done in such a way as much as possible. This makes it possible to make the player feel as if they have carried over the remaining number of AT execution rights that remained at the end of the previous advantageous period when they achieve consecutive wins in the AT state across a non-advantageous period.
[0163] In the above embodiment, the number of AT stocks displayed on the LCD display 16 during the last AT state in the advantageous section before falling into a non-advantageous section was defined as the number of remaining AT continuation rights N that have been reported. However, slot machines that suggest the number of remaining AT stocks without explicitly indicating it are also known. For example, when an AT stock is acquired, a treasure chest is displayed on the LCD display 16, and the color of this treasure chest suggests the number of AT stocks acquired. More specifically, a "gold treasure chest" suggests the acquisition of 5 or more AT stocks, a "silver treasure chest" suggests the acquisition of 3 or more AT stocks, and a "wooden treasure chest" suggests the acquisition of 1 or more AT stocks. In this case, the number of remaining AT continuation rights N that have been reported should be determined based on the minimum guaranteed number of AT stocks for each type (suggestion pattern) of treasure chest displayed on the LCD display 16. Specifically, if you acquire one "gold treasure chest," one "silver treasure chest," and one "wooden treasure chest," the minimum guaranteed number of AT stocks will be 9 (=5+3+1). Subtracting the number of AT sets used from this value will give you the number of remaining AT continuation rights that have been announced, N.
[0164] Furthermore, in slot machine 1, the condition for setting the ending flag, or the condition for ending the so-called advantageous period, is "when the difference in the number of coins in the advantageous period exceeds 2000," but this is not the only condition. For example, it is also possible to manage it solely by the difference in the number of coins in the advantageous period, or the termination condition may be based on the lottery results for each lottery category.
[0165] 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, slot machine 1 is a slot machine that does not require physical tokens and can be played using only electrically stored game media, a so-called smart pachislo, but it may also be applied to a slot machine that requires tokens as game media. [Explanation of Symbols]
[0166] 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
[Claim 1] An instruction means that in a target game where the result of an internal lottery process that derives one lottery result from multiple types of lottery results is a specific result, instructs the player on the method of playing that will yield the greatest profit, A section control means for controlling the transition between a non-favorable section in which the instruction means cannot be operated and a favorable section in which the instruction means can be operated. An effect control means for controlling the effects displayed on the effect display device, A limiter means that, when the difference in the number of medals during the advantageous period reaches a limiter value, forcibly terminates the advantageous period and returns to a non-advantageous period, A determination means for determining whether or not the time for the limiter means to activate is approaching, In a slot machine equipped with, The aforementioned advantageous period includes, In the aforementioned game subject to instruction, the instruction means operates at a high frequency in an AT state, This includes a non-AT state in which the operation frequency of the instruction means in the instruction target game is lower compared to the AT state, The aforementioned non-AT state includes a normal state and a CZ state in which the likelihood of transitioning to the AT state is higher than that of the normal state. The aforementioned interval control means is When transitioning from the non-advantageous period to the advantageous period, the CZ state is set, If the CZ state ends without satisfying the conditions for transitioning to the AT state, the system will transition to the normal state. If the conditions for transitioning to the AT state are met during the normal state or the CZ state, the system will transition to the AT state. The AT state is continued until the termination conditions of the AT state are met, but if the determination means determines that the time for the limiter means to activate is approaching, a pullback control is executed that terminates the AT state and drops the user back into the unfavorable section, even if the termination conditions have not been met. The aforementioned performance control means is The system stores the number of remaining AT continuation rights that have been notified or suggested to the player during the AT state prior to the execution of the pullback control, which is the number of rights to continue the AT state. A slot machine characterized in that, after falling to a non-advantageous state due to the aforementioned pullback control, the number of AT continuation rights obtained by satisfying the conditions for transitioning to the AT state in the CZ state to which the machine transitioned, is compared with the number of remaining AT continuation rights that have been announced, and the number of remaining AT continuation rights to be displayed on the performance display device at the start of a new AT state is determined.
Citation Information
Patent Citations
Slot machine
JP2017113397A