Gaming devices and gaming systems

The gaming device dynamically controls game states based on game information to optimize player engagement and enhance the likelihood of achieving bonus states, addressing inefficiencies in conventional gaming devices.

JP2026070365APending Publication Date: 2026-04-27KITA DENSHI CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2024-10-15
Publication Date
2026-04-27

AI Technical Summary

Technical Problem

Conventional gaming devices lack the ability to dynamically control game states based on predetermined conditions and effectively manage game values, leading to inefficiencies and limitations in player engagement.

Method used

A gaming device that includes a rotary gaming machine capable of outputting game information to identify the number of game values used, with a determination mechanism to transition between different game states, such as a first and second normal game state, and specific game states, enhancing the likelihood of transitioning to a more favorable game state.

Benefits of technology

The solution allows for dynamic control of game states, optimizing player engagement and enhancing the probability of achieving bonus states, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026070365000001_ABST
    Figure 2026070365000001_ABST
Patent Text Reader

Abstract

The present invention provides a gaming device that can determine whether or not a special state has occurred in a pachislot machine, which is a state in which the probability of winning is higher than in the normal state. [Solution] The configuration includes a determination means capable of determining the number of game values ​​used in one game based on game usage information output from the output means of a pachislo machine that can be controlled to a special state in which the probability of winning is higher than in the normal state, and a determination means capable of determining that the machine has been controlled to a special state when the determination means determines that the number of game values ​​used in one game is a predetermined number of game values.
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Description

Technical Field

[0001] The present invention relates to a gaming device and a gaming system.

Background Art

[0002] Conventionally, a gaming device that determines whether a pachislot machine (slot machine) is in an ART state based on a game signal output from the pachislot machine has been known (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there has been room for improvement in conventional gaming devices.

Means for Solving the Problems

[0005] To achieve the above objectives, the gaming device of the present invention is controllable to a normal game state including a first normal game state in which a first game value is used in one game and a second normal game state in which a second game value is used in one game, a specific game state including a first specific game state which is controlled when predetermined conditions are met in the first normal game state and a second specific game state which is controlled when predetermined conditions are met in the second normal game state, controllable to the second normal game state after the end of the first specific game state, and controllable to the first normal game state after the end of the second specific game state, and A gaming device provided for a rotary gaming machine that includes an output means capable of outputting game information which is game information that can identify the number of game values ​​to be used, and which can be controlled so that the second normal gaming state is more likely to transition to the second specific gaming state than the first normal gaming state, comprises a determination means capable of determining the number of game values ​​used in one game based on the game information output from the output means, and a determination means capable of determining that the game has been controlled to the second normal gaming state when the determination means determines that the number of game values ​​used in one game is the second number of game values. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic diagram of a gaming system according to one embodiment of the present invention. [Figure 2] Block diagram showing the hardware configuration of the hall computer. [Figure 3] This is a schematic front view showing the external appearance of the gaming machine according to this embodiment. [Figure 4] This is a schematic perspective view showing the internal configuration of the gaming machine according to this embodiment. [Figure 5] This is a diagram showing the symbols displayed on the reels. [Figure 6] This is a block diagram showing the control configuration of a gaming machine according to this embodiment. [Figure 7] This is a flowchart showing the steps for playing a slot machine. [Figure 8]This is an internal lottery table. [Figure 9] This is a chart showing the dividend table. [Figure 10] This is a diagram showing the output information of the first gaming machine (without special signals). [Figure 11] This is an illustrative diagram of the signal output pattern (output content) of the first gaming machine. [Figure 12] This is an illustrative diagram of other signal output patterns (output content) of the first gaming machine. [Figure 13] This is a diagram showing the specifications (bonus content only) of the second gaming machine. [Figure 14] This is a diagram showing the output information (with special signals) of the second gaming machine. [Figure 15] This is an illustrative diagram of the signal output pattern (output content) of the second gaming machine. [Figure 16] This diagram shows the transitions between the display screens shown on a call lamp 30 (display unit), which is an example of a gaming device. [Figure 17] (a) is a judgment criteria table for gaming devices, and (b) is a table showing the expected states of the gaming machine. [Figure 18] This diagram illustrates the processing of the gaming device for a gaming machine with specifications related to Case 1. [Figure 19] This diagram illustrates the processing of the gaming device for a gaming machine with specifications related to Case 2. [Figure 20] This diagram illustrates the processing of the gaming device for a gaming machine with specifications related to Case 3. [Figure 21] This diagram illustrates the processing of the gaming device for a gaming machine with specifications related to Case 4. [Figure 22] This diagram illustrates the processing of the gaming device for a gaming machine with specifications related to Case 5. [Figure 23] This diagram illustrates how to perform various judgment and counting processes based on game history. [Modes for carrying out the invention]

[0007] Hereinafter, preferred embodiments of the present invention will be described with reference to each drawing. FIG. 1 is a schematic configuration diagram of a gaming system according to an embodiment of the present invention. As shown in FIG. 1, the gaming system according to the present embodiment basically includes a gaming machine 1, a hall computer (also referred to as hall computer 60), a call lamp 30, a data display (not shown), and other gaming devices. Specifically, a dedicated unit 19 and a hall computer output BOX 50 are provided between the gaming machine 1 and the gaming devices, and the gaming machine 1 and the gaming devices are communicably connected via the dedicated unit 19 and the hall computer output BOX 50.

[0008] FIG. 2 is a configuration diagram of the hall computer 60. The hall computer 60 is an information processing device that operates according to a program and corresponds to the gaming device of the present invention. The hall computer 60 is installed, for example, in a place where the administrator of the game hall can operate, such as a management room at the back of the counter. The hall computer 60 stores, manages, analyzes, and outputs information related to the games of all the gaming machines 1 arranged in the game hall. Such a hall computer 60 is composed of an operation unit 61, a communication unit 62, a display unit 63, a storage unit 64, and a control unit 65, as shown in FIG. 2.

[0009] The operation unit 61 is composed of, for example, a keyboard, a mouse, etc., and allows the administrator and employees of the game hall to select and input predetermined data, instructions, commands, etc. by operating it.

[0010] The communication unit 62 receives a game signal output from the gaming machine 1 and relayed by the dedicated unit 19 and the hall computer output BOX 50. In the present embodiment, since a game signal as a pulse signal is output from the hall computer output BOX 50, the communication unit 62 receives the game signal composed of the pulse signal and converts it into game information by internal processing of the hall computer 60. Furthermore, the hall computer output box 50 and the hall computer 60 may communicate via serial communication. In this case, the communication unit 62 receives game information output from the hall computer output box 50 via serial communication. Details of the game signals output from game machine 1 will be described later.

[0011] The display unit 63 is, for example, a display means such as a liquid crystal display, and displays various information including game information.

[0012] The memory unit 64 consists of a storage medium (for example, ROM, RAM, hard disk, etc.) capable of storing programs and data for executing various functions with the hall computer 60. The memory unit 64 stores game signals and game information output from the game machine 1, along with game machine information (such as the machine number) that can identify each game machine 1.

[0013] The control unit 65 consists of a CPU, ROM, RAM, I / F, etc., and performs the processing to control each of the above-mentioned parts by reading and executing the program stored in the memory unit 64. For example, it can perform tasks such as determining the number of game values ​​used in a single game, identifying when a predetermined game state has been achieved, and aggregating game information during a specific game state. For example, it is possible to determine whether to insert two game tokens (two bets) based on a two-pulse input signal (game signal).

[0014] Furthermore, some or all of the above configuration also includes peripheral equipment such as a call lamp 30, a data display device (not shown), and a game value lending device (dedicated unit 19). Therefore, the gaming device of the present invention can also be applied to these peripheral devices.

[0015] The gaming device is equipped with a memory unit, and a program is stored in this memory unit. The gaming device operates using a computer controlled by a program. A program sends instructions to various components of a computer, causing them to perform predetermined processes, such as data input / output, storage, and calculations. Gaming devices realize various functions through specific means involving the cooperation of a program and a computer. All or part of the program is provided on a magnetic disk, optical disk, or any other computer-readable storage medium, and the program read from the storage medium is installed on the computer and executed. Furthermore, the program can also be loaded directly onto a computer via a communication line and executed without using a storage medium.

[0016] (Gaming machine) Gaming machine 1 is a revolving-type gaming machine in which players use (insert) tokens (game value) to play games, and an example of this would be a slot machine (pachislo machine). In this embodiment, the gaming machine 1 will be described using a so-called medalless gaming machine as an example, which allows players to play without directly touching the game value. In addition to coinless gaming machines, gaming machine 1 can also include coin-operated machines (non-coinless gaming machines) that allow players to directly touch and play the game.

[0017] As example 1, we will explain an application to a normal type (so-called A-type) slot machine that allows for real bonus gameplay. However, this is not limited to this; it can also be applied to 6th generation slot machines that have an AT (ART) state (for example, A+RT machines or A+AT machines). Furthermore, tokens used as data in tokenless gaming machines are referred to as "game tokens," while tokens that have been acquired in past games and deposited with the gaming parlor (using a dedicated unit, etc.) are referred to as "held tokens."

[0018] The overall configuration of gaming machine 1 will be explained with reference to Figures 3 to 6. A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen, and the symbols displayed on the reel 41 can be seen through this display window 6. The symbols include cherries, watermelons, bells, replays, bar symbols, and the number 7 (Figure 5). A notification lamp 12 is provided on the lower left side of the display window 6. The notification lamp 12 is a means of notifying the player that they have won a bonus (specific game state) in the internal lottery. Alternatively, the notification may be given when a bonus is awarded instead of when a bonus is won. The notification lamp 12 lights up when an LED (light-emitting element) installed inside emits light, and the characters and images on the panel are displayed through the light. In other words, the notification lamp 12 lights up when a bonus is won or a prize is awarded, informing the player of that fact. Below the display window 6, a stepped portion is formed that protrudes forward. Around this stepped portion, operating means such as the bet button 2a, MAX bet button 2b, performance button 2g, counting button 2c, payout button 2d, start lever 3, and stop button 5 are provided, as well as notification means such as the game token count display device 7, counting button lamp 2e, and bet count lamp 2f. The game token count display device 7 may also be provided on the upper or front side of the stepped portion. The upper part of the front door 1a is equipped with a display unit 8 that functions as a display and notification means. The display unit 8 may be, for example, a single-screen liquid crystal display, but is not limited to this, and may also have a multi-screen configuration (for example, a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided on the lower part (lower panel) of the front door 1a instead of or in addition to the display unit 8, and the display unit 8 is not necessarily required.

[0019] On the side of the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the display unit 8.

[0020] The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the enclosure 1b is equipped with a drum unit 4. The drum unit 4 has three reels (reel 41, left reel 41a, middle reel 41b, and right reel 41c) arranged horizontally. Multiple symbols (identification information) are displayed on the circumferential surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, three) for each reel 41a to 41c can be seen through the display window 6. Figure 5 shows the reels 41a to 41c and the patterns arranged on the circumferential surfaces of the reels 41a to 41c. The gaming machine 1 is equipped with reels 41a to 41c each bearing multiple symbols, and is equipped with a stepping motor (not shown) as a driving means for rotating the reels 41a to 41c. Furthermore, the main control unit 10 is configured to control the stepping motor as a control means. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).

[0021] As shown in Figure 6, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply device 15. Note that the dashed line in Figure 6 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, and also detects and controls the operation of each of the above parts, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that indicates the lottery result of the internal lottery process and a winning determination command that indicates the result of the winning determination. The sub-control unit 20 is connected to various components such as the counting button lamp 2e, the number of bet lamp 2f, the performance button 2g, the display unit 8, the speaker 9, the lamp 11, and the notification lamp 12. The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10. Specifically, the sub-control unit 20 functions as a performance stage control means that controls each of the above-mentioned parts in order to control the performance stage according to the game state.

[0022] I will now explain the operation of the main components. The game token count display device 7 displays the total number of game tokens that can be used for gameplay. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens that can be stored and displayed. If the total number of game tokens exceeds this upper limit due to payouts from winning, for example, a "game unavailable" control is executed to prevent further play. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.

[0023] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). Setting the number of bets to "1" is called "1-coin bet," setting the number of bets to "2" is called "2-coin bet," and setting the number of bets to "3" is called "3-coin bet." The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.

[0024] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means (stopping operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stop operation units (5a to 5c). Specifically, in response to a stop operation (reception) of the left stop button 5a during the constant-speed rotation of reels 41a to 41c, the symbol displayed on the left reel 41a is stopped and displayed; in response to a stop operation of the middle stop button 5b, the symbol displayed on the middle reel 41b is stopped and displayed; and in response to a stop operation of the right stop button 5c, the symbol displayed on the right reel 41c is stopped and displayed. The effect button 2g is an operating means that can be operated by the player to change the effects displayed on the display unit 8.

[0025] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means used to output at least a portion of the game tokens displayed on the game token count display device 7 as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" game tokens will be counted. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed on the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that allows for the identification of the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on continuous long-pressing may be a batch output of counting data that can identify the total counted amount when the long-pressing ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long-press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.

[0026] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.

[0027] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed in the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.

[0028] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the bet (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7. Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.

[0029] Furthermore, other operating methods such as the bet button 2a and the counting button 2c can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above). Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of tokens returned to the number of tokens being played before outputting (counting) the number of tokens to the dedicated unit 19.

[0030] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 3); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 3); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 3). In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off. Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted.

[0031] The probability setting device 16 can be configured with multiple settings (for example, 1 to 6), and changes the degree of advantage for the player (the probability for controlling the game to a favorable state) according to the setting value. In this embodiment, the gaming machine 1 stores one of the setting values ​​in a storage means based on the probability setting operation of the probability setting device 16 by the staff of the gaming parlor, and the main control unit 10 performs a lottery for winning combinations by referring to an internal lottery table (Figure 8) corresponding to the stored setting value.

[0032] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is installed externally to the gaming machine 1 and is connected to the gaming machine 1 via an external terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the game machine 1. In the gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.

[0033] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held. The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card using this card unit. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.

[0034] The dedicated unit 19 is connected to the gaming machine 1, while it is connected to gaming devices such as the hall computer 60 and call lamps 30 via the hall computer output box 50. As a result, the gaming machine 1 can output game signals (pulse signals) such as "out" and "safe" to the gaming device via a dedicated unit 19 or the like. This allows gaming devices to collect game information, such as the number of outs based on "outs" and the number of safes based on "safes," for each gaming machine. Furthermore, the Hall Computer output box 50 can also perform serial communication with the gaming devices, and the gaming devices can aggregate various gaming information received via this serial communication for each gaming machine. The dedicated unit 19 is connected to the call lamp 30 (Figure 1), and is also capable of outputting game signals (game information) from the gaming machine 1 to the call lamp 30.

[0035] The gameplay on gaming machine 1 will be explained with reference to the flowchart in Figure 7. The game start process is executed (S1). In the game start process, first, the gaming machine 1 receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation in the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the gaming machine 1 inputs this dispensing data. When the gaming machine 1 receives lending data, the main control unit 10 identifies the number of lendings based on the lending data and stores and displays the number of gaming tokens corresponding to the number of lendings on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is set to "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective.

[0036] Perform the lottery process (S2). When the game is in the start state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.

[0037] Perform the reel rotation process (S3). Specifically, the main control unit 10 starts the rotation (forward rotation) of the reels 41a to 41c on which multiple symbols are displayed. Each reel 41a to 41c gradually increases its rotational speed from a stopped state, and when it reaches a steady rotation (constant speed rotation) at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.

[0038] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. Specifically, if a press operation is performed before the symbol corresponding to the winning combination reaches the winning line, a so-called "pull-in stop control" is performed, which delays the timing of stopping reels 41a to 41c to stop the symbol on the winning line. More specifically, the system determines whether there is a symbol corresponding to the winning combination within the maximum number of sliding frames (for example, 0 to 4 symbols) that can be used to further advance the rotation of reel 41 from the moment of the operation. If there is a symbol corresponding to the winning combination within the maximum number of sliding frames, the system controls the reel to pull that symbol onto the winning line. For example, if the symbol A corresponding to the winning target is placed within 5 consecutive frames, the 4-frame retraction stop control ensures that it will always stop on the winning line. On the other hand, if symbol B, which corresponds to the winning target, is not placed within 5 consecutive frames, even if the 4-frame reel stop control is performed, it may not stop on the winning line, resulting in missing the winning combination. In other words, in order to stop symbol B on the winning line, it is necessary to aim for symbol B and press the stop buttons 5a to 5c (eye-controlled). In other words, in this case, symbol A can be stopped on the winning line without precise timing (no precise timing required), but symbol B cannot be stopped on the winning line unless precise timing is achieved (precise timing required).

[0039] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of operation of the stop button 5. When the combination of symbols that has stopped on the active line (winning line) is determined to be a predetermined combination, it is determined to be a win. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the "third reel" refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations. Furthermore, in this embodiment, the determination of a winning combination is based on the combination of symbols that stop on a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to 5 lines; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.

[0040] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount of 10 to the number of game tokens stored and displayed on the game token count display device 7.

[0041] The game termination process is executed (S7). The game end process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7. More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 until the number of game tokens displayed becomes "0" to execute the counting process. Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, and then the lottery process (S2) to payout process (S6) can be executed.

[0042] (Regarding games) In the gaming machine 1 according to this embodiment, the number of bets (number of bets) is basically set to allow gameplay with 1 to 3 bets. Furthermore, you may choose only one type of bet (for example, 3 bets) or two types of bets (for example, 3 bets and 2 bets). In this embodiment, the gaming machine 1 has a main control unit 10 that controls multiple game states, such as a bonus state and a normal game state (special state and normal state). A "bonus" refers to a game state that is advantageous to the player, specifically a state where a big win is achieved. When a bonus role is won, the game state changes to a bonus state (bonus game: specific game state). Bonus wins can be carried over to subsequent games, as long as the corresponding symbol combination does not stop (a bonus win is achieved) in the game in which the win occurred. Therefore, the bonus win status is maintained until the corresponding symbol combination stops and a bonus win is achieved (hereinafter, this state is referred to as "bonus carryover" or "internal"). On the other hand, when a bonus role is won and the combination of symbols corresponding to the bonus role is displayed (a bonus role is won), the game transitions to a bonus state. After the end of that bonus state, the game enters a non-carryover state where the right to win a bonus role is not carried over (hereinafter, this state is referred to as "non-bonus carryover state" or "non-internal state"). There are two types of bonus roles: BB and RB. Additionally, BB has BB1, and RB has RB1 and RB2. Therefore, if you win or get a BB1, the game state will be controlled to BB1; if you win or get a RB1, the game state will be controlled to RB1; and if you win or get a RB2, the game state will be controlled to RB2. In more detail, if you win or get a prize in BB1, the game will be controlled to BB1 (the first specific game state), and after BB1 ends, it will be controlled to a special state. If you win or get a prize in RB2 while in the special state, the game will be controlled to RB2, and after RB2 ends, it will be controlled to a normal state. RB1 and RB2 are controlled to RB1 or RB2 (second specific game state) when a win or prize is achieved in RB1 or RB2, and are controlled to the normal state after RB1 or RB2 ends.

[0043] There are two types of normal gameplay states: "Special State (First Normal Gameplay State)" and "Normal State (Second Normal Gameplay State)". The "Special State" is a game state in which the probability of winning a bonus is higher compared to the "Normal State". Specifically, as shown in Figure 8 later, the special state is a state in which the game can only be played with a specified number of 1 (1 bet), and the probability of winning a bonus role (RB2) when playing with that number of bets is 56434 / 65536. On the other hand, the normal state is a state in which the game can only be played with a specified number of 3 (3 bets), and the probability of winning a bonus role (BB1 and RB1) when playing with that number of bets is 1536 / 65536. Thus, the difference between the special state and the normal state is the number of bets (specified number), and as a result, the probability of winning a bonus is controlled so that the special state is higher than the normal state. Furthermore, even if the number of bets is the same in the special state and the normal state, the probability of winning a bonus may be higher in the special state than in the normal state. Figure 8 shows the internal lottery table. Figure 9 is a chart showing the dividend table. As shown in Figures 8 and 9, the winning combinations include the replay combination, bell combination, watermelon combination, cherry combination, bonus combinations (BB1, RB1, RB2), and increase combinations. As shown in Figure 8, during the special state, there is a 56434 / 65536 probability of winning a bonus (RB2), while during the normal state, there is a 1536 / 65536 probability of winning a bonus (BB1 or RB1). In other words, as mentioned above, the special state is controlled to be more advantageous to the player, as it increases the probability of winning a bonus role compared to the normal state. The special state is controlled after the execution of the bonus game if you win or enter BB1. BB1 is also called a "special bonus" because it transitions to a special state after the end of BB1. Furthermore, if you win BB1, multiple bonuses will occur in succession via the special state, such as BB1 → special state → RB. This series of game states (bonus → special state → bonus) is collectively called "special prize special bonus" or "special prize special state" (a specific game state). As mentioned above, the "normal state" is a game state in which the probability of winning a bonus is lower compared to the "special state". Furthermore, it is also possible to include states such as "super high probability," where it is easier to win a bonus role than in the special state, and "low probability," where it is more difficult to win a bonus role than in the normal state. For example, if an RB2 is won during a special state, the game may transition to a super high probability state after the RB2 ends, and if a BB1 is won during a normal state, the game may transition to a low probability state after the BB1 ​​ends. Alternatively, during non-bonus periods, the game may transition to a predetermined bonus round by winning or receiving a specific bonus combination (such as BB2), and after the predetermined bonus round ends, the game may be controlled to enter "Special State 2," which allows for gameplay with 2 bets. In Special State 2, you may choose to control the game to either a "Super High Probability" state where it is easier to win BB1 than in the Special State, or a "Low Probability" state where it is harder to win BB1 than in the Normal State.

[0044] When pressing bet button 2a, one bet is added each time regardless of the game state (maximum 3 bets). However, when pressing MAX bet button 2b, 3 bets are added in normal state and during BB1, 2 bets are added during RB1 or RB2, and 1 bet is added during special state. In other words, during Big Bonus (BB) and normal states, you can play with a fixed bet of 3 (first game value), during Regular Bonus (RB) states, you can play with a fixed bet of 2, and during special states, you can play with a fixed bet of 1 (second game value).

[0045] As described above, the gaming machine according to this embodiment is controllable to a normal gaming state which includes a normal state (first normal gaming state) in which 3 bets (first game value) are used in one game and a special state (second normal gaming state) in which 1 bet (second game value) is used in one game, and a bonus (special gaming state) which includes a BB1 (first specific gaming state) that is controlled when a BB1 is won in the normal state (first normal gaming state) (when predetermined conditions are met) and an RB2 (second specific gaming state) that is controlled when an RB2 is won in the special state (second normal gaming state) (when predetermined conditions are met), and is equipped with control means that can be controlled to the special state (second normal gaming state) after the end of BB1 (first specific gaming state), and can be controlled to the normal state (first normal gaming state) after the end of RB2 (second specific gaming state). The above is just one example, and various bet amounts may be set for each game state. For example, the number of bets may differ between the normal state and the bonus state. Additionally, the number of bets during the bonus round may be set differently from other game states (for example, both BB and RB may be fixed at 2 bets) to distinguish it from other game states. If it is possible to distinguish between a special state and a normal state, then the number of bets placed during a normal state may be set to be less than the number of bets placed during a special state. In other words, the number of bets can differ between the normal state, the special state, and a portion of the bonus. For example, the bet could be fixed at 1 to 3 during the bonus, fixed at 2 during the special state, and fixed at 3 during the normal state.

[0046] A lottery for transitioning to a special state may be conducted when a bonus is won, or during a bonus, and if the winner of that lottery is selected, the player may transition to the special state after the bonus ends. Furthermore, the lottery for transitioning to a special state may be performed only with special bonuses and not with any other bonuses. Furthermore, when conducting a lottery to transition to a special state, it is possible to set different winning probabilities. For example, higher settings may make it easier to win, or conversely, higher settings may make it harder to win.

[0047] (Winning combinations, corresponding symbols, and prizes) The combinations of winning symbols and corresponding prizes for each winning combination will be explained with reference to Figure 9. Please note that the following combinations of symbols are just examples, and other combinations of symbols are also acceptable. The term "winning combination" may be omitted from the name of the winning combination.

[0048] A replay occurs when the corresponding combination of symbols (stopping combination) is, for example, "Replay / Replay / Replay" (a replay combination). If this combination of symbols stops on an active line (winning line), the player receives a bonus: they can play again in the next game without inserting any more tokens. The replay symbol can be won when playing with 1 bet or 3 bets (specified numbers of 1 and 3), specifically in special or normal states.

[0049] The bell symbol is triggered when the corresponding combination of symbols is, for example, "bell / bell / bell" (all bells). If this combination of symbols stops on an active payline, a bonus of 8 medals is paid out. The bell symbol can be won when playing with a 3-bet (a specified number of 3), specifically during normal gameplay. The watermelon symbol is triggered when the corresponding symbol combination is, for example, "watermelon / watermelon / watermelon" (all watermelons). If this symbol combination stops and displays on an active payline, a bonus of 15 medals is paid out. The watermelon symbol can be won when playing with 3 bets (the specified number is 3), specifically during normal gameplay. The Cherry symbol is one where the corresponding symbol combination is, for example, "Cherry / Any / Any" ("Any" indicates that any symbol is acceptable). When this symbol combination stops and appears on an active payline, one medal is paid out as a bonus. The cherry symbol can be won when playing with a 3-bet (a specified number of 3), specifically during normal gameplay.

[0050] BB1 (Bonus) is when the corresponding symbol combination is "7 / 7 / 7" and when this symbol combination stops on an active line (wins), the game state is controlled to BB (Type 1 BB: Continuous activation device for special first-class bonus items). BB1 can be won when playing with 3 bets (the specified number is 3), specifically in the normal state. When "BB1" is awarded, it is first controlled by BB, and after BB ends, it transitions to a special state. RB1 (Bonus) is when the corresponding symbol combination is "7 / 7 / BAR" and this symbol combination stops on an active line (wins), the game state is controlled to RB (Type 2 BB: Continuous activation device for special second-type bonus features). RB1 can be won when playing with 3 bets (the specified number is 3), specifically in the normal state. RB2 (Bonus) is triggered when the corresponding symbol combination is "Replay / Replay / Watermelon". When this symbol combination stops (wins) on an active payline, the game state is controlled to "Type 2 BB" as a bonus. RB2 is triggered when the above symbol combination stops (wins) on an active payline without requiring any precise reel stopping. RB2 can be won when playing with a single bet (a specified number of 1), specifically during a special state. The bonus round is triggered when the corresponding symbol combination is, for example, "bell / bell / replay," and that symbol combination stops and displays on an active payline, resulting in a payout of 15 medals. The bonus round can be won during 2-bet or 3-bet games (with a specified number of 2 or 3 bets), specifically during RB1 or BB1.

[0051] Due to the arrangement of the symbols and the maximum number of sliding frames, BB1, RB1, watermelon, and cherry cannot be won unless the timing of the button press is successful (timing required), while all other symbols can be won without timing (Figure 5). Furthermore, by changing the arrangement of the symbols and the reel stop control, it may be possible to make it so that some or all of the winning combinations require or do not require precise reel stopping.

[0052] The "normal state" is a state in which the game can be played with a predetermined number of 3 (3 bets), and it is set so that one of the following will be won with a predetermined probability: replay, bell, watermelon, cherry, BB1, RB1, RB2, or miss. The "Special State" is a state in which the game can be played with a specified number of 1 (1 bet), and it is set so that either a replay or RB2 is won with a predetermined probability. The probability of winning RB2 is 56434 / 65536 (approximately 86%), so RB2 is almost guaranteed to be won during 1-2 games of gameplay. "BB1" is a state where you can play with a set number of 3 (3 bets), and during the BB1 ​​bonus, only increasing symbols will be won in each game. "RB1" and "RB2" are playable with a set number of 2 (2 bets), and during the RB1 bonus, only increasing symbols are awarded in each game.

[0053] BB1 and RB1 are awarded only during the normal state with a specified number of 3, RB2 is awarded only during the special state with a specified number of 1, and the bonus is awarded during BB1 with a specified number of 3, and during RB1 and RB2 with a specified number of 2.

[0054] BB1 (Type 1 BB) ends when more than 254 medals are paid out. In other words, in BB1, only the increasing role that pays out 15 medals is won in a game with the specified number of 3 (3 bets), so it ends with a net increase of 204 medals (= 12 medals x 17 games), or after 17 games (see Figures 8 and 9). RB1 and RB2 (two types of BB) end when more than 119 medals are paid out. In other words, in RB, only the increasing role that pays out 15 medals in a game with the specified number of 2 (2 bets) is won, so it ends with a net increase of 104 medals (= 13 medals x 8 games) or after 8 games (see Figures 8 and 9). RB2 is a bonus that can be won without needing to time your button presses, and if you win BB1, you will also always get RB2. Therefore, if you win BB1, you can expect an increase of approximately 308 coins (=204 coins + 104 coins). Furthermore, in special conditions, the bonus may be guaranteed to be won independently. For example, the symbol corresponding to the bonus may be guaranteed to stop and display on the first spin. Furthermore, it is also possible to include losing outcomes in some or all bonuses, or to include a skill-based element where the stopping pattern (payout amount) changes depending on the stopping operation, thereby allowing for variations in payouts during bonuses.

[0055] During a special state, it may be possible to limit the number of bonuses awarded to the type corresponding to the bonus role that triggered the transition to that special state. For example, if a player enters a special state after winning a Big Bonus (BB1), the player may enter a special state where only Big Bonuses (BB1) are awarded. Note that the termination conditions (number of payouts) for BB and RB may be other than those specified. Thus, during bonus rounds (BB and RB), there are no misses, and only winning combinations that increase the payout are possible, making the bonus round a favorable game state for the player. As mentioned above, the special state is a state that is entered after BB1 (Special Bonus) ends, and in which bonus roles are won with a high probability. The "increase" role is a role that can only be won during the bonus round (see Figure 9). Alternatively, instead of having an increase role, other roles (such as bells) can be won with a higher probability than during normal play.

[0056] (Output of game signal) The gaming machine 1 of this embodiment outputs various game signals from an external terminal. Game signals include input signals, payout signals, RB signals, BB signals, etc. The input signal is game usage information output in response to the insertion (use) of game media when the start lever 3 is operated, and is also called the out (signal). Therefore, the input signal corresponds to game information that can identify the number of game media used in the game. The payout signal is a payout signal that is output when game value is awarded, and is also called a safe (signal). The RB signal is game information that indicates the game state is in the RB state. The gaming machine of this embodiment outputs the RB signal only during RB1. Furthermore, it is also permissible to output an RB signal during RB2. For example, during RB2, an RB signal may be output simultaneously with a BB signal, or only an RB signal may be output. The BB signal is game information that indicates the game state is BB. Other signals include relay common, security signals indicating abnormalities, and door open signals indicating the front door is open.

[0057] The gaming machine 1 according to this embodiment envisions two types of gaming machines: a "second gaming machine" capable of outputting a special signal indicating a special state in addition to the above-mentioned game signals, and a "first gaming machine" that does not output a special signal.

[0058] (Regarding the game signal for the first gaming machine (without special signal)) Figure 10 shows the types of game signals output from the external terminals of the first gaming machine. As shown in Figure 10, in the first gaming machine, an input signal (ON / OFF output at 50ms intervals when one bet is inserted) is output from the external terminal of terminal number 1, a payout signal (ON / OFF output at 50ms intervals when a payout occurs) is output from the external terminal of terminal number 2, an RB signal (ON output during RB) is output from the external terminal of terminal number 3, a BB signal (ON output during BB) is output from the external terminal of terminal number 4, a relay common is output from the external terminal of terminal number 6, a security signal (ON output when an abnormality occurs) is output from the external terminal of terminal number 7, and a door open signal (ON output when the door is opened) is output from the external terminal of terminal number 8.

[0059] (Signal output mode of the first gaming machine) Figure 11 is an illustrative diagram of the signal output pattern (output content) in the first gaming machine. Figure 11 specifically illustrates a scenario in the first gaming machine where, after the game state is controlled to a normal state following a change in the setting value of the probability setting device 16, BB1 is won during that normal state. More specifically, the process is as follows: (1) Change settings to transition to normal state (3 bets fixed), (2) Win BB1 while in normal state (3 bets fixed), (3) Receive BB1 ​​while in normal state (3 bets fixed) (requires precise button pressing), (4) Play until BB1 ends, (5) Transition to special state (1 bet fixed) after BB1 ends, (6) Win and receive RB2 in special state (1 bet fixed) (no precise button pressing required, win and receive in almost 1 game), (7) Play until RB2 ends, (8) Transition to normal state (3 bets fixed) after RB2 ends. Here, the first gaming machine outputs a BB signal between (3) and (7) (from BB1 win to RB2 end), and does not output an RB signal between (6) and (7) (from RB2 win to RB2 end).

[0060] (Processing of gaming equipment for the first gaming machine) The gaming device receives and detects the game signal output from the first gaming machine, and performs predetermined processing based on the game signal. The determination means for the gaming device determines the number of bets (predetermined number: game value) used in one game based on the input signal (game information used) output from the external terminal (output means) of the first gaming machine. The identification means for the gaming device determines, when the determination means determines that the number of bets used in one game (predetermined number: number of game values) is 1 bet (second number of game values), that the device has been controlled to a special state (second normal game state). In the first gaming machine, gameplay using 1 bet is only available under special conditions (see Figure 8). For example, from the input signal shown in Figure 11, it is possible to determine that the number of bets used in one game is (a) 3 bets → (b) 3 bets → (c) 1 bet → (d) 2 bets → (e) 3 bets (determination means), and it is possible to identify that the game state in (c) is controlled to a special state (identification means). It is also possible to identify states other than special states. For example, since the number of bets in (a), (b), and (e) is 3, we can determine that these game states are either the normal state or BB1 (see Figure 8). Of these, (a) and (e) can be identified as normal states because no BB signal is detected. (b) can be identified as BB1 because a BB signal is detected. (d) can be identified as RB because the number of bets is 2 (see Figure 8).

[0061] The gaming device may specify that the game state of the first gaming machine is "during BB" while the BB signal is being output. This allows, for example, the call lamp 30 to display "BB in progress" while "BB in progress" is active. Therefore, it is possible to allow players to play Big Bonus (BB) rounds with a longer duration than usual. In other words, since (3) to (7) are processed as a series of bonuses, the identification means can identify, count, and output the two bonuses (BB1 and RB2) as one bonus (special bonus). Additionally, the call lamp 30 may display the total number of medals obtained at the end of the bonus round, summed up from the two bonus rounds. This allows players to play Big Bonuses (BBs) that award more medals than a normal BB.

[0062] Figure 12 is an illustrative diagram of other signal output modes (output content) of the first gaming machine. As shown in Figure 12, the first gaming machine outputs an RB signal during RB (only during RB1). Figure 12 specifically shows the following sequence for the first gaming machine: (1) The settings are changed, and the game transitions to the normal state (3 bets fixed); (2) RB1 is won while in the normal state (3 bets fixed); (3) RB1 is awarded while in the normal state (3 bets fixed) (requires precise timing); (4) The game continues until RB1 ends; (5) The game transitions to the normal state (3 bets fixed) after RB1 ends. Here, the first gaming machine outputs an RB signal during (3) to (4) (from the time RB1 is awarded until RB1 ends). In other words, the first gaming machine outputs an RB signal during RB1, but does not output an RB signal during RB2. This is because RB2 is executed in sequence with BB1, and therefore, a BB signal is output during RB2. In other words, since RB1 is not executed in sequence with BB1, it can be said that the RB signal is output while RB1 is running. In other words, even with the same RB (Regular Bonus), the first gaming machine may output either a BB (Big Bonus) signal or an RB (Regular Bonus) signal depending on its type. In this case, the gaming device may specify that the game state of the first gaming machine is "during RB" while the RB signal is being output. For example, the call lamp 30 can display "RB in progress" while "RB1 in progress" is active.

[0063] Note that the number of bets in the special state (1 bet) mentioned above is just an example; any number of bets different from the number of bets in the normal state is acceptable. For example, the number of bets in the normal state could be 1 bet, and the number of bets in the special state could be 2 bets. Furthermore, the number of bets during bonus rounds and the number of bets during special states may be the same. Furthermore, the probability of winning a bonus during the special state can be lowered from the specifications described above (Figure 8) (for example, 1 / 10, 1 / 30, etc.). Furthermore, by linking the stopping symbols with the transition to special states, it becomes possible to enable a variety of game transitions. For example, a BB2 could be provided, and the system could be configured not to transition to a special state (but to a normal state), or an RB3 could be provided, and the system could be controlled to transition to a special state.

[0064] (Regarding the second gaming machine (with special signal)) Next, I will explain the second gaming machine. The second gaming machine differs from the first gaming machine in its bonus and output signal specifications. Figure 13 is a diagram showing the specifications related to the bonus content of the second gaming machine. As shown in Figure 13, the second gaming machine is equipped with BB1 and BB2 as BBs, and RB1 and RB2 as RBs. In other words, unlike the first gaming machine, the second gaming machine is equipped with BB2. Furthermore, unlike the first gaming machine, the second gaming machine has BB1 as a non-special bonus and RB2 as a special bonus. Therefore, it transitions to the normal state after BB1 ends and to the special state after RB2 ends, which is another difference from the first gaming machine. It is assumed that the probability of winning small roles during BB and RB is the same as in the first game machine (see Figure 8). The second gaming machine allows players to use 3 bets during normal play and 2 bets during special play. Both BB and RB can be won during normal gameplay using 3 bets, and can also be won during special modes using 2 bets. Both BB1 and BB2 can be played with 3 bets, while both RB1 and RB2 can be played with 2 bets. The winning probabilities for each bonus role are approximately BB1: 20%, BB2: 40%, RB1: 10%, and RB2: 30%. The aforementioned winning probabilities are determined based on an internal lottery table. For example, in the second gaming machine, if the combined probability of winning BB1 and RB1 in the normal state is 1536 / 65536 (see Figure 8), the internal lottery table of the second gaming machine is set to have the probability of winning BB1 as 307 / 65536, the probability of winning BB2 as 614 / 65536, the probability of winning RB1 as 155 / 65536, and the probability of winning RB2 as 460 / 65536, and as a result, the aforementioned winning ratios are achieved. Furthermore, assuming that the probability of winning RB2 during the special state is 56434 / 65536 (see Figure 8), the internal lottery table of the second gaming machine is set to have the probability of winning BB1 at 11286 / 65536, the probability of winning BB2 at 22576 / 65536, the probability of winning RB1 at 5643 / 65536, and the probability of winning RB2 at 16929 / 65536. As a result, the aforementioned winning ratios are achieved. If you win BB1, the game will return to normal mode after BB1 is awarded and then ends. If you win BB2, you will enter a special state after winning BB2 and after BB2 ends. If you win RB1, the game will return to the normal state after RB1 is awarded and after RB1 ends. If you win RB2, you will enter a special state after winning RB2 and after RB2 ends. In other words, in the second gaming machine, BB2 and RB2 are special bonuses, while BB1 ​​and RB1 are non-special bonuses (regular bonuses). The termination conditions for BB2 are the same as for BB1.

[0065] (Regarding the game signals for the second gaming machine (with special signals)) Figure 14 shows the types of game signals output from the external terminals of the second gaming machine. As shown in Figure 14, the second gaming machine outputs a special signal from the external terminal number 5. The special signal is output from the time of winning BB2 or RB2 until the end of BB1 or RB1. In other words, the second gaming machine outputs specific game information as game information across the special bonus (first specific game state), the special state (second normal game state), and the non-special bonus (second specific game state).

[0066] (Signal output pattern of the second gaming machine) Figure 15 is an illustrative diagram of the signal output pattern (output content) in the second gaming machine. Figure 15 specifically illustrates a scenario in the second gaming machine where, after the game state is controlled to the normal state following a change in the setting value of the probability setting device 16, a BB2 is won during the normal state, an RB2 is won during the BB2, and a BB1 is won during the RB2. More specifically, the sequence is as follows: (1) BB2 is won and awarded during normal state (3 fixed bets), (2) play until BB2 ends, (3) transition to special state (1 fixed bet) after BB2 ends, (4) RB2 is won and awarded in special state (1 fixed bet), (5) play until RB2 ends, (6) transition to special state (1 fixed bet) after RB2 ends, (7) BB1 is won and awarded in special state (1 fixed bet), (8) play until BB1 ends, (9) transition to normal state (3 fixed bets) after BB1 ends. In other words, a special signal is output between (1) and (9) (from winning BB2 to the end of BB1), and the corresponding RB and BB signals are output between (1) and (3), (4) and (6), and (7) and (9).

[0067] (Processing of gaming equipment for the second gaming machine) The gaming device receives game signals output from the gaming machine and performs predetermined processing based on those game signals. For example, while a special signal is detected, it can be identified that it is a special prize bonus, and therefore, during the periods (1) to (9) above, it can be identified that the game is controlled to be a special prize bonus. In addition, the gaming device can identify bonus states, special states, etc., based on special signals, BB signals, and RB signals.

[0068] Furthermore, while the gaming device is outputting a special signal, it may be determined that the gaming machine's game state is "BB (Big Bonus) in progress." This allows, for example, the call lamp 30 to display "BB in progress" while "BB in progress" is active. Therefore, it is possible to allow players to play Big Bonus (BB) rounds with a longer duration than usual. In other words, since (1) through (9) are treated as a series of bonuses, multiple bonuses can be identified as a single bonus. Additionally, the call lamp 30 may display the total number of medals obtained at the end of the bonus round, summed up from the total number of medals obtained from these multiple bonus rounds. This allows players to play Big Bonuses (BBs) that award more medals than a normal BB.

[0069] Figure 16 shows an example of a gaming device, specifically a display screen shown on a call lamp 30 (display unit). Specifically, Figures 16(1) to (3) show the transitions between the presentation screens from the start to the end of the special bonus round. Figure 16(1) shows the animation screen displayed at the start of the special prize bonus. Specifically, it is the animation screen displayed when a BB2 is won during normal play, that is, when the first special bonus constituting the special prize bonus is won. The "Super Bonus!" in the figure is information that suggests the special prize bonus. This information may also include information that identifies the type of bonus (such as the type of BB or whether it is a BB or an RB). The second gaming machine outputs a BB signal when a BB1 or BB2 is won (Figure 14), so the type of BB (BB1 or BB2) cannot be determined by detecting the BB signal alone, but a special signal is also output when a BB2 is won (Figure 15(1)). Therefore, the gaming device can determine that the second gaming machine has won a BB in response to the detection of the BB signal, and can determine that the second gaming machine has entered BB2 (the special prize special bonus or the first special bonus included in the special prize special bonus) in response to the detection of the BB signal and the special signal. In other words, the gaming device can display the animation screen shown in Figure 16(1) in response to the entry into BB2.

[0070] Figure 16(2) shows a screen displaying the effects of winning other bonuses consecutively during the special bonus round. The second gaming machine outputs a BB signal when BB1 or BB2 is won or during control, and outputs an RB signal when RB1 or RB2 is won or during control (Figure 15(4),(7)). Therefore, while the type of BB or RB cannot be determined solely by detecting BB or RB signals, the occurrence of BB and RB can at least be identified. Therefore, the gaming device can identify the occurrence of a Big Bonus (BB) or an RB (RB) based on the detection of a BB signal or an RB signal. In other words, the gaming device can display the animation screen shown in Figure 16(2) in response to the occurrence of other consecutive bonuses (BB or RB).

[0071] Figure 16(3) shows the animation screen displayed when the special bonus for the grand prize ends. Specifically, it is the animation screen displayed when the last bonus (non-special bonus) that makes up the special bonus for the grand prize ends, that is, when the bonus before transitioning to the normal state ends. The second gaming machine stops outputting the special signal and the BB signal after the special bonus has ended, that is, after the non-special bonus (e.g., BB1) has ended (Figures 14 and 15(9)). Therefore, the gaming device can determine that the special bonus (BB1) in the second gaming machine has ended based on the absence of detection of the special signal and the BB signal. In other words, the gaming device can display the animation screen shown in Figure 16(3) in response to the end of the special prize bonus. Furthermore, as mentioned above, the gaming device can identify when a bonus occurs during the special bonus round, and therefore can count the number of times a bonus occurs during the special bonus round (i.e., the number of consecutive bonuses). "Bonus 3 in a row!" indicates that the number of bonuses that occurred during the special bonus round (the number of consecutive bonuses) was 3. Furthermore, the gaming device can count the number of medals acquired based on the input and payout signals. Therefore, the gaming device can count the number of medals acquired during the special bonus round. "512 medals won in one hit!" indicates that 512 medals were won during the special bonus round. Furthermore, by not displaying either "Bonus 3 in a row!" or "One-Shot," or both, it's possible to make it appear as if 512 coins were won in a single bonus.

[0072] (Processing of gaming equipment for the third gaming machine) Next, we will explain the processing of gaming devices for the third gaming machine. The third gaming machine is envisioned to have specifications that differ in some respects from (or share in some respects with) the first and second gaming machines. For example, the third gaming machine is similar to the first and second gaming machines in that the number of bets in the normal state is 3 (a specified number of 3). However, the third gaming machine differs from the first and second gaming machines in that the number of bets in the special state is 2 bets (a specified number of 2). Furthermore, the third gaming machine is expected to adopt a betting strategy of either 1 to 3 bets (a set number of 1 to 3) during the special prize state (bonus). Furthermore, the third gaming machine is designed to output a BB signal, an RB signal, or a special signal (BB / RB / special signal) during a specific special prize state, or to output a BB / RB / special signal during a special bonus. A "specific special prize" refers to a special prize where, for example, a certain number of coins or payouts is specified. In other words, when multiple types of bonuses are set, instead of outputting BB / RB / special signals during all bonuses, the BB / RB / special signals are output during bonuses that are expected to yield a large payout (specific special prizes).

[0073] For a third gaming machine with these specifications, the gaming device will perform processing according to the general criteria shown in (A) to (C) below. (A) In addition to BB / RB / special signals, the determination is made based on the specified number (number of beds) and changes in the specified number. (B) When a BB / RB / special signal is generated, or when a specified number changes, the system will refer to the safe status and the number of safes (detection and counting of payout signals) of the current game or the previous game to determine whether the current state is a special prize (bonus) or a special state. In other words, the gaming device includes a predetermined determination means capable of determining that the number of bets (information used for gaming) based on the input signal output from the gaming machine (output means) has changed, and a specific means capable of determining, based on the determination result of the predetermined determination means, that the device has been controlled to a special state (second normal gaming state). Hereafter, the bonus will also be referred to as the "special prize," and the number of bets will be referred to as the "specified number." (C) Switching between the special prize and the special state is performed at a predetermined threshold (the difference in the number of coins obtained from the special prize or the net increase in coins per game).

[0074] Specifically, the process will be carried out according to the detailed criteria shown in (a) to (k) below. (a) The criteria for determining the normal state are that the BB signal, RB signal, and special signal are all undetected, and the specified number is 3 (3 bets). The specified number is determined based on the input signal. Under normal circumstances, it's possible to play with 3 bets. In this way, when there is a relationship between a specified number and a state, that specified number can be used as the criterion for determining the state. (b) If the specified number is 2 or 1 (other than 3) during the normal state, there is a possibility of a special prize state or a special state, so it is first determined to be a "provisional special prize / special state". A "provisional special prize / special state" is a name that includes " / " and "provisional" because it is possible to determine which one it is, but it is not possible to determine which one it is. Furthermore, if a "safe" occurred in the previous game, it is determined to be "entering a special state after winning a special prize," and if no "safe" occurred, it is determined to be "winning a special prize." This is because a "safe" always occurs in the final game of the special prize state (the special prize state ends with a payout of medals), and a "safe" never occurs when winning a special prize. Accordingly, various counting processes will be initiated during all special prize states (special prize state), excluding the initial win. (c) When any of the BB signal, RB signal, or special signal is output, the payout signal for that game is detected. If a safe (payout) occurs, it is determined to be "entering a special state after a special prize," and if no safe occurs, it is determined to be "winning a special prize." (d) After a special state following a special prize, the system will be determined to be in a "regular special prize / special state" regardless of whether the BB / RB / special signal is output or not, and the counting process will continue as it was during the special prize state (special prize special state), until the normal state is identified. Note that a "regular special prize / special state" corresponds to a "special prize special state" or "special prize special bonus" in which multiple special prizes occur consecutively through a special state. (e) If the prescribed number changes during a regular special prize / special state, and a safe occurred in the previous game, it will be determined as "entering a special state after a special prize," and if a safe did not occur, it will be determined as "winning a special prize." You may also determine the current state by referring to the previous state. (f) If, during a provisional special prize / special state, the BB signal, RB signal, and special signal are all undetected and the specified number changes to a value other than 3, if a safe occurred in the previous game, it will be determined as "entering a special state after a special prize," and if a safe did not occur, it will be determined as "winning a special prize." You may also determine the current state by referring to the previous state. (g) If the system returns to the normal state without transitioning from a provisional special prize / special state to a regular special prize / special state, the count value during that provisional special prize / special state may not be included in the apparent count value of the special prize / special state (based on the output pattern of the game signal), but may be included in the actual count value of the special prize / special state (displayed to viewers such as the player). (h) If it is determined that the special prize state is in effect, the end of the special prize state may be determined by a specific threshold based on the number of outs and safes from the judgment game. The threshold used for the determination may be determined from multiple numbers of outs and safes. This is because the conditions for ending the special prize state (bonus) are predetermined (for example, BB ends after a net gain of 204 coins and 17 games, and RB ends after a net gain of 104 coins and 8 games), and the net increase in coins per game during the bonus is also predetermined (for example, BB is 12 coins / game, and RB is 13 coins / game). In other words, since the cumulative number of tokens in the special prize state and the net increase in tokens per game during the special prize state are fixed, by setting criteria (thresholds) based on these, it is possible to determine when each special prize state is entered and when it ends, and to determine the number of special prizes and special states during the special prize state. For example, the threshold for the cumulative difference in the number of tokens (first threshold) is set to 103 tokens, and the threshold for the net increase in tokens per game (second threshold) is set to 13 tokens. Based on the input signal and payout signal, the cumulative difference in the number of tokens and the average value of the net increase in tokens per game over the most recent few games are obtained, and it is determined that the special prize state has ended when the former exceeds the first threshold and the latter is less than or equal to the second threshold. (i) If a special state is determined, the entry into the special prize state may be determined by a specific threshold based on the number of outs and safes from the judgment game. The threshold used for the determination may be determined from multiple numbers of outs and safes. Similar to (h), the average value of the net number of tokens (cumulative) and the net increase in tokens per game over the most recent few games is obtained based on the input signal and payout signal. If the former exceeds the first threshold and the latter exceeds the second threshold, it is determined that the special prize state has been entered. (j) If a special prize state is determined and the number of safes from the determined game exceeds a certain threshold, the number of special prizes and the number of special states may be determined at the end of the regular special prize / special state from the number of outs and safes during the regular special prize / special state. Specifically, by determining (h), (i), and (k), the intervals of the special prize state and special state can be identified, and the number of times the special prize state or special state occurs during a regular special prize / special state can be counted. (k) It is also possible to determine whether a special state has been entered by referring to the number of safes during the period in which the special prize state was determined, and based on the relationship between the difference in the number of tokens, the net increase in tokens, and the threshold. Since the special state always transitions immediately after the special prize state, you may determine the "entry into the special state" instead of the "end of the special prize state" based on method (h).

[0075] Note that the determinations for (h) and (i) may also be made by combining the payout rate (the ratio of payouts to the number of balls inserted). This is because the payout rate during special prize rounds differs from the payout rate during non-special prize rounds (during special or normal states) (see Figures 8 and 9). Furthermore, the determination of (k) may also be made by combining it with the payout rate. This is because the payout rate during special states differs from the payout rate during non-special states (such as during special prize states or normal states) (see Figures 8 and 9).

[0076] Figure 17(a) shows the judgment criteria table for a gaming device. The gaming device determines whether it is in the normal state, provisional special prize / special state, or regular special prize / special state based on the status of the BB signal, RB signal, and special signal ("all not detected" or "one detected") and a predetermined number (1 to 3) based on the input signal, as shown in this judgment criteria table. For example, if all BB signals, RB signals, and special signals are not detected, and the specified number based on the input signals is 3, the gaming machine determines that it is in a normal state. If the specified number is 2 or 1, the gaming machine determines that it is in a provisional special prize / special state. Furthermore, if any of the BB signal, RB signal, or special signal is detected, and the specified number based on the input signal is between 3 and 1, the gaming machine will determine whether it is a regular special prize or a special state. This table can be used, for example, to determine the start and end timings of the counting process during the performance or the special prize state.

[0077] Figure 17(b) shows the expected state of the gaming machine. For example, if the BB signal, RB signal, and special signal are all undetected (0 / 0 / 0), and the specified number based on the input signal is 3, the gaming machine is assumed to be in the normal state, and if the specified number is 2 or 1, the gaming machine is assumed to be in the special prize state or special state (special prize / special state). When the BB signal is detected, the RB signal is not detected, and the special signal is not detected (1 / 0 / 0), when the BB signal is not detected, the RB signal is detected, and the special signal is not detected (0 / 1 / 0), or when the BB signal is not detected, the RB signal is not detected, and the special signal is detected (0 / 0 / 1), if the specified number based on the input signal is between 3 and 1 (regardless of the specified number), the gaming machine is assumed to be in a special prize state or a special state. If two or more of the BB signal, RB signal, and special signal are detected (in the cases of 1 / 1 / 0, 1 / 0 / 1, 0 / 1 / 1, and 1 / 1 / 1), and the specified number based on the input signal is between 3 and 1 (regardless of the specified number), the gaming machine is expected to be controlled to "Special Prize in Special State". "Special Prize during Special State" refers to winning the special prize while in a special state. The following provides a detailed explanation of specific cases (Cases 1-5). Further explanation regarding the "Special Prize during Special Condition" will be omitted. Cases 1 through 5 all consist of the following steps in the gaming machine: Normal state → Special prize state → Special state → Special prize state → Special state → Special prize state → Normal state (Special prize bonus including 3 consecutive special prizes), followed by Normal state → Special prize state → Special state → Normal state (Special prize bonus including 1 consecutive special prize).

[0078] (Case 1) Case 1 assumes that the gaming machine outputs BB / RB / special signals from the time a specific special prize is won until the special prize ends, and that it is possible to play with a specified number of 3 (3 bets) during normal and special prize states, and with a specified number of 2 (2 bets) during special states. Figure 18 is a diagram illustrating the processing of the gaming device for a gaming machine with specifications related to Case 1. In Figure 18(1), the BB / RB / special signals are not detected (all BB, RB, and special signals are OFF), but since the specified number is not 3 (determined based on the input signals), it is first determined to be a provisional special prize / special state (see (b) above). Here, checking the payout signal from the previous game (not shown), we see that a safe (medal payout) has occurred, so Figure 18(1) is determined to be a special state (see (b) above). Furthermore, since the specified number is 2, Figure 18(1) can be determined to be a special state (see (a) above). Accordingly, the gaming device will begin various counting processes during the special prize state. This is because the special state is a state included in the special prize state. Furthermore, if the gaming device is a display device such as a call lamp 30, it is permissible to perform chance effects (such as effects that suggest the possibility of winning a special bonus). In Figure 18(2), since a BB / RB / special signal was detected, it was determined to be a regular special prize / special state (see (c) above), and the count value was added to the count value during the provisional special prize / special state, and various counting processes continued (see (d) above). Furthermore, Figure 18(2) is determined to be in a special prize state because no safe events occurred in this game (see (c) above). In Figure 18(3), the BB / RB / special signal is not detected, but since the specified number is not 3, it is determined that the regular special prize / special state in Figure 18(2) is continuing, and the various counting processes continue (see (d) above). Furthermore, in Figure 18(3), since the prescribed number has changed and a safe result occurred in the previous game, it is determined that "a special state has been entered after a special prize" (see (e) above). Furthermore, since the change in the specified number is based on a change in state, and the previous state was the special prize state, Figure 18(3) may be judged as the "special state after the special prize". Figure 18(4) is determined to be a normal state because the BB / RB / special signals are not detected and the specified number is 3 (see (a) above). Consequently, the counting process during the special prize state can be terminated, and the game count addition process in the normal state can be started. Figure 18(5) shows that although the BB / RB / special signal is not detected, the number is not equal to the specified number, so it is determined to be in a provisional special prize / special state (see (b) above). Here, after checking for a safe state based on the payout signal from the previous game, it was determined that no safe state occurred, so Figure 18(5) is determined to be a special prize state (see (f) above). Accordingly, various counting processes will be initiated while the special prize state is active (provisional special prize / special state), and if the gaming device is a performance device, a chance performance may be performed. Figure 18(6) is determined to be a normal state because the BB / RB / special signals are not detected and the specified number is 3 (see (a) above). Consequently, the process of adding the number of games in the normal state can be started. Furthermore, since the game transitioned from the provisional special prize / special state to the normal state without transitioning to the regular special prize / special state, the count value during the provisional special prize / special state may be added to the normal state (see (g) above).

[0079] (Case 2) Case 2 assumes that the gaming machine outputs BB / RB / special signals from the time a specific special prize is won until the special prize ends, and that it is possible to play with a specified number of 3 (3 bets) during normal play, a specified number of 2 (2 bets) during special prize play, and a specified number of 2 (2 bets) during special play. Figure 19 is a diagram illustrating the processing of the gaming device for a gaming machine with specifications related to Case 2. In Figure 19(1), the BB / RB / special signals are not detected, but since the specified number is not 3, it is first determined to be a provisional special prize / special state. Here, based on the payout signal from the previous game, we checked for a safe state and found that no safe state occurred. Therefore, Figure 19(1) is determined to be in a special prize state. Accordingly, various counting processes will be initiated during the special prize state (provisional special prize / special state), and if the gaming device is a display device such as a call lamp 30, a chance display may be performed. Figure 19(2) shows that since a BB / RB / special signal was detected, it is determined to be a regular special prize / special state, and the count values ​​are added to the count values ​​during the provisional special prize / special state, and the various counts continue. In this game, since there is no safe number (payout signal), it is determined to be a special prize (see (c) above). Figure 19(3) shows that although the BB / RB / special signal is not detected, it is determined that the regular special prize / special state is continuing because the specified number is not 3. Accordingly, various accounting calculations will continue. Figure 19(4) is determined to be a normal state because the BB / RB / special signals are not detected and the specified number is 3. Accordingly, the counting process during the special prize state may be terminated, and the addition process for the number of games in the normal state may be started. Figure 19(5) shows that the BB / RB special signal is not detected, but since the specified number is not 3, it is first determined to be in a provisional special prize / special state. Here, based on the payout signal from the previous game, we checked for a safe state and found that no safe state occurred. Therefore, Figure 19(5) is determined to be in a special prize state. Accordingly, various counting processes may be initiated during the special prize state, and in the case of a performance device, a chance performance may be performed. Figure 19(6) is determined to be a normal state because the BB / RB / special signals are not detected and the specified number is 3. Accordingly, the process of adding the number of games in the normal state may be started. Furthermore, since the transition from the provisional special prize / special state to the regular special prize / special state did not occur, the count from the provisional special prize / special state may be added to the normal state.

[0080] (Case 3) Case 3 assumes that the gaming machine outputs BB / RB / special signals from the time a specific special prize is won until the special prize ends, and that it is possible to play with a specified number of 3 (3 bets) during normal play, a specified number of 1 (1 bet) during special prize play, and a specified number of 2 (2 bets) during special play. Figure 20 is a diagram illustrating the processing of the gaming device for a gaming machine with specifications related to Case 3. In Figure 20(1), since the BB / RB / special signal is not detected and the specified number is not 3, it is first determined to be a provisional special prize / special state. Here, since no safe situations occurred in the previous game, (1) is judged to be in a special prize state. Accordingly, various counting processes will be initiated while the special prize state is active (provisional special prize / special state), and if it is a performance device, a chance performance may be performed. Figure 20(2) indicates that the BB / RB / special signal is not detected, and the specified number has changed to something other than 3, thus determining that the provisional special prize / special state is continuing. Furthermore, since the change in the specified number indicates a change from the state shown in Figure 20(1), Figure 20(2) can be determined to be a special state. Figure 20(3) indicates that a BB / RB / special signal was detected, thus determining that it is a regular special prize / special state. Accordingly, the various counts will continue by adding them to the count values ​​during the temporary special prize / special state. Furthermore, when the BB / RB / Special signal is detected (when ON), the number of safes is detected, and since there is no payout, Figure 20(3) is determined to be in a special prize state. Figure 20(4) shows that although the BB / RB / special signal is not detected, the number is not equal to the specified number, so it is determined that the regular special prize / special state is continuing, and various counting processes continue. Furthermore, based on the previous state, Figure 20(4) is determined to be a special state because the state of the previous game was a special prize state. Figure 20(5) shows that although the BB / RB / special signal is not detected, the number is not equal to the specified number, so it is determined that the regular special prize / special state is continuing, and various counting processes continue. Furthermore, based on the previous state, Figure 20(5) is determined to be a special prize state. This is because the state of the previous game was a special state. Figure 20(6) is determined to be a normal state because the BB / RB / special signals are not detected and the specified number is 3. Accordingly, the counting process during the special prize state (special prize state) may be terminated, and the addition process for the number of games in the normal state may be started. Figure 20(7) shows that BB / RB / Special signals are not detected, but since the specified number is not 3, it is determined to be in a provisional special prize / special state. Here, based on the payout signal from the previous game, we checked for a safe state and found that no safe state occurred. Therefore, Figure 20(7) is determined to be in a special prize state. Accordingly, various counting processes during the special prize round may be initiated, and if the gaming device is a performance device, chance performances may be performed. Figure 20(8) shows that although the BB / RB / special signals are not detected, the specified number has changed to something other than 3, so it can be determined that the state has changed from the previous state (special prize state) to another state (special state). Furthermore, since a safe state was confirmed based on the payout signal from the previous game, Figure 20(8) can be determined to be a special state. Figure 20(9) shows that although the BB / RB / special signals are not detected, the specified number has changed to something other than 3, so it can be determined that the state has changed from the previous state (special state) to another state (special prize state). Furthermore, based on the payout signal from the previous game, a check for a safe state was performed, and since no safe state occurred, Figure 20(9) can be determined to be in a special prize state. Figure 20(10) is determined to be a normal state because the BB / RB / special signals are not detected and the specified number is 3. Accordingly, the process of adding the number of games in the normal state may be started. Furthermore, since the transition from the provisional special prize / special state to the regular special prize / special state did not occur, the count from the provisional special prize / special state may be added to the normal state.

[0081] (Case 4) Case 4 assumes that the gaming machine outputs BB / RB / special signals from the time of winning the special prize to the end of the main special prize and the end of the special prize after going through the special state, and that it is possible to play with a specified number of 3 (3 bets) during the normal state and the special prize state, and with a specified number of 2 (2 bets) during the special state. Figure 21 is a diagram illustrating the processing of the gaming device for a gaming machine with specifications related to Case 4. In Figure 21(1), since a BB / RB / special signal was detected, it was determined to be a regular special prize / special state, and the counting process was started. Furthermore, the number of safes at the time the BB / RB / special signal is detected is determined, and since there is no payout, Figure 21(1) is determined to be in a special prize state. Figure 21(2) shows that the BB / RB / special signal remains detected, but since the specified number has changed, it is determined to be a special state. Figure 21(3) shows that the BB / RB / special signals are still detected, but since the specified number has changed, it is determined to be in a special prize state. Figure 21(4) shows that the BB / RB / special signal is still detected, but since the specified number has changed, it is determined to be a special state. In Figure 21(5), the BB / RB / special signal is still detected, but since the specified number has changed, it is determined to be in a special prize state. Figure 21(6) is determined to be a normal state because the BB / RB / special signals are not detected and the specified number is 3. Accordingly, the counting process during the special prize state may be terminated, and the addition process for the number of games in the normal state may be started. Figure 21(7) shows that since a BB / RB / special signal was detected, it is determined to be a regular special prize / special state and the counting process begins. Since a BB / RB / special signal was detected with the specified number of 3, Figure 21(7) is determined to be in a special prize state. Figure 21(8) shows that since no BB / RB / special signals are detected and the specified number is 3, it is determined to be in a normal state, the counting during the special prize state is terminated, and the process of adding the number of games in the normal state is started.

[0082] (Case 5) Case 5 assumes that the gaming machine outputs BB / RB / special signals from the time of winning the special prize to the end of the main special prize and the end of the special prize after going through the special state, and that it is possible to play with a specified number of 3 (3 bets) during the normal state, a specified number of 2 (2 bets) during the special prize state, and a specified number of 2 (2 bets) during the special state. Figure 22 is a diagram illustrating the processing of the gaming device for a gaming machine with specifications related to Case 5. In Figure 22(1), since BB / RB / Special signals were detected, it is determined to be a regular special prize / special state. Accordingly, the counting process during the special prize state may be initiated. Here, the number of safes at the time the BB / RB / special signal is detected is determined, and since there is no payout, Figure 22(1) is determined to be in a special prize state. Figures 22(2) and (3) show that although there are no changes in the specified number and BB / RB / special signals, the cumulative difference in the number of tokens exceeds the threshold, and the net increase in tokens (per game) is below the threshold, so it can be determined that a special state has been entered (see (k) above). Entering the special prize state after the special state ends can be determined by a specific threshold based on the number of outs and safes from the judgment game (see (i) above). The end of the special prize state may be determined by a specific threshold based on the number of outs and safes from the judgment game (see (h) above). Figure 22(4) is determined to be a normal state because the BB / RB / special signals are not detected and the specified number is 3. Figure 22(5) shows that since a BB / RB / special signal was detected, it is determined to be a regular special prize / special state and counting begins. Additionally, the system detects the number of safe spins at the moment a BB / RB / special signal is detected, and if no payout occurs, it determines that the special prize state is active. Figure 22(6) is determined to be a normal state because the BB / RB / special signals are not detected and the specified number is 3. Alternatively, the number of special prize wins and special state occurrences may be determined from the number of "outs" (counted based on the input signal) and "safes" (counted based on the payout signal) during the regular special prize / special state. Specifically, since a special state can be determined by the method shown in Figures 22(2) and (3), the number of special states during a regular special win / special state can be determined based on the number of times a special state is determined while the BB / RB / special signal is output. Furthermore, if the number of safes from the judgment game exceeds a certain threshold, the number of special prizes and special states may be determined at the end of the regular special prize / special state based on the number of outs and safes during the regular special prize / special state (see (j) above). Furthermore, since the interval of the special prize state can be identified by the methods described in (h) and (i) above, the number of special prizes and special states during a regular special prize / special state may be determined based on the number of times the special prize state is determined while the BB / RB / special signal is output.

[0083] The gaming device can count the number of times a special prize has been won and the number of times a special state has been reached, and can determine whether the player is in a normal state, a special state, or a special prize state, based on the gaming history of the gaming information stored in the device. The aforementioned processes are primarily executed in real time at the moment the game signals output from the gaming machine are input. In addition, various processes can be executed post-processing using the game history. Figure 23 is an example of a graph (slump graph) showing the time-series change in the number of winning tokens, with the number of games played on the horizontal axis and the number of winning tokens on the vertical axis. As shown in the lower part of Figure 23, BB / RB / Special signals are output during the special prize state. (i) When the specified number changes, or when the number of special prize state occurrences increases, it is determined to be a special prize state. Changes in the specified number are determined based on the input signal, and the increase in the number of special prize state occurrences can be determined based on the detection of BB / RB / special signals. (ii) When the specified number changes, refer to the safe state from the previous game to determine whether the current state is a special prize state or a special state. If there were no safe states in the previous game, the current state is determined to be a special prize state. If there were safe states in the previous game, the current state is determined to be a special state. When the number of times a special prize state has been achieved is increased, the game's safe state is referenced to determine whether the current state is a special prize or a regular state. If there are no safe states in the game, the current state is determined to be a regular state; if there are safe states in the game, the current state is determined to be a special prize state. (iii) The transition between the special prize state and the special state is determined by the change in the specified number in (ii), or by the thresholds for the difference in the number of tokens and the net increase in tokens during the special prize state. Even if there is no change in the specified number in (ii), the special prize is determined to have ended when the difference in the number of tokens (cumulative) exceeds the threshold and the net increase in tokens falls below the threshold. (iv) If the end of the special prize is determined based on (iii) above, the timing of awarding the special prize shall be the first game without a safe play, counting back from the game in which the end was determined. (v) The termination condition for the special state is the occurrence of a game with a specified number of 3 no safes. This is because the special state always transitions to the special prize state immediately afterward, and there are no safes when the special prize (limited to a specified number of 3) is won. For example, in Figure 23, during the special prize state, BB / RB / special signals are output, and by adding (+1) each time these outputs are generated, the number of times the special prize state has been reached (2 times) can be counted. Furthermore, the special prize status can be determined based on (ii), (iii), and (iv) above, and the number of special prizes can be determined by counting the number of times the special prize has been awarded. Furthermore, special states can be determined based on (i) and (v) above, and the number of times a special state has occurred can be determined by counting the number of times the determined special state has occurred. The special prize state and states other than the special prize state can be determined as the normal state.

[0084] As described above, the gaming device according to the present invention makes it possible to identify that the gaming machine has been controlled to a special state based on specified conditions, including a specified number. In other words, it is possible to determine that the game has been controlled to a special state (second normal game state) based on the input signal (game information used) output from the gaming machine (output means). Furthermore, the gaming device according to the present invention can identify that the gaming machine has been controlled to a special state (second normal game state) based on specified conditions, including changes in a specified number.

[0085] (others) The following functions may also be included in a gaming device (for example, a hall computer 60): • Function 1: Issues a reset instruction for the next business day based on the specified number of games played at the end of the previous game. Specifically, if the number of players in the final game of the day is anything other than 3, a warning or notification message recommending a reset will be displayed. If a gaming machine is left in a special state until the next business day, it may start playing in that special state, potentially leading to unintended business results for the store (problem). In contrast, the gaming machine does not necessarily output a signal indicating that it is in a special state (for example, BB / RB / special signal). Therefore, in addition to the BB / RB / special signals, if the number of balls in the final game of the day is other than 3, it is provisionally determined to be in a special state, and a reset instruction is notified on the next business day, thereby solving the aforementioned problem. Function 2: Detects and notifies of fraud or abnormalities based on changes in a specified number. Specifically, if the specified number changes without any change in the output / non-output of BB / RB / special signals, an abnormal change in the specified number will be reported. This allows for the detection of abnormal conditions, such as changes in state due to cheating or RAM clearing / resetting by store employees, and enables appropriate management, including early resolution of such abnormal conditions. • Function 3: Automatically detects and displays display items specific to this gaming machine. Specifically, in display devices such as data displays, the system automatically determines whether a gaming machine conforms to these specifications based on its certification number and model name. When displaying the number of big wins, if the machine conforms to these specifications, it counts and displays the number of special bonuses and special prize bonuses, whether they were triggered or not, the number of Big Bonuses (BBs) during those bonuses, and the number of Regular Bonuses (RBs) during those bonuses. In addition, it displays these numbers alongside the simple BB and RB counts. This makes it possible to display items characteristic of this gaming machine in gaming devices such as data displays (including reports for the hall computer 60).

[0086] As described above, the gaming device according to the present invention is controllable to a normal game state which includes a first normal game state (normal state) in which a first game value (e.g., 3 bets, specified number 3) is used in one game and a second normal game state (special state) in which a second game value (e.g., 1 bet, specified number 1) is used in one game, and a specific game state (bonus, special prize) which includes a first specific game state (special bonus) that is controlled when a predetermined condition is met (bonus awarded) in the first normal game state and a second specific game state (non-special bonus) that is controlled when a predetermined condition is met in the second normal game state, and is controllable to the second normal game state after the end of the first specific game state, and after the end of the second specific game state A gaming device provided for a rotary gaming machine that includes control means capable of controlling to the first normal gaming state, and output means (external terminal) capable of outputting game information (insertion signal), which is game information capable of identifying the number of game values ​​(number of bets, specified number) used in the game, and which can be controlled so that the second normal gaming state is more likely to transition to the second specific gaming state than the first normal gaming state, further includes determination means capable of determining the number of game values ​​used in one game based on the game information output from the output means, and identification means capable of identifying that the machine has been controlled to the second normal gaming state when the determination means determines that the number of game values ​​used in one game is the second number of game values. In such gaming devices, for example, if the number of bets per game (a predetermined number) determined from the input signal changes to the number of bets corresponding to a special state, it can be determined that a special state has occurred. Therefore, it becomes possible to properly manage game information related to special states.

[0087] Furthermore, in the gaming device according to the present invention, the output means is capable of outputting specific game information (BB signal, RB signal, or special signal) as game information across the first specific game state, the second normal game state, and the second specific game state, and the identification means is capable of identifying that the game has been controlled to a specific specific game state (special prize special state, special prize special bonus) based on the specific game information output from the output means. This makes it possible to identify special bonus states where multiple bonuses are triggered consecutively through special states, thereby enabling more appropriate management of game information.

[0088] Furthermore, in the gaming device according to the present invention, the identifying means can identify that the device has been controlled to the second normal gaming state based on the game information used output from the output means (see (b) above). For example, if the number of bets is other than 3, and the previous game was judged as safe, it can be determined that the game was controlled to a special state after the special prize was awarded. Furthermore, the gaming device according to the present invention includes a predetermined determination means capable of determining that the game information used output from the output means has changed, and the identification means can determine that the device has been controlled to the second normal game state based on the determination result of the predetermined determination means (see (B), Case 5 above). This will enable more appropriate management of gaming information.

[0089] Furthermore, in the gaming system according to the present invention, it is possible to control between a normal game state which includes a first normal game state in which a first game value is used in one game and a second normal game state which includes a second game value in which a second game value is used in one game, and a specific game state which includes a first specific game state which is controlled when predetermined conditions are met in the first normal game state and a second specific game state which is controlled when predetermined conditions are met in the second normal game state, and after the end of the first specific game state it is possible to control back to the second normal game state, and after the end of the second specific game state it is possible to control back to the first normal game state The rotary gaming machine also includes a means for controlling the game, an output means capable of outputting game information which is game information that can identify the number of game values ​​used in the game, and a determination means capable of determining the number of game values ​​used in one game based on the game information output from the output means of the rotary gaming machine which can be controlled so that the second normal game state is more likely to transition to the second specific game state with a higher probability than the first normal game state, and a determination means capable of determining that the game has been controlled to the second normal game state when the determination means determines that the number of game values ​​used in one game is the second number of game values.

[0090] In contrast, conventional gaming devices can determine whether or not a pachislo machine is in ART (Advanced Replay Time) mode based on the game signals output from the pachislo machine. However, the aforementioned pachislo machine is expected to feature a normal state during non-bonus rounds where the first bet amount (e.g., 3 bets) is fixed, and a special state where the second bet amount (e.g., 1 bet) is fixed to a different number. The special state is planned to be controllable, offering a higher probability of winning than the normal state. However, the aforementioned gaming device was unable to identify the special state in this type of pachislo machine. Because the gaming device of the present invention can identify special conditions, it can solve all or part of the problems that conventional gaming devices have to improve.

[0091] Although preferred embodiments of the gaming device of the present invention have been described above, the gaming device of the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, the present invention can be applied to other peripheral devices, not just the hall computer 60 and the call lamp 30. [Explanation of Symbols]

[0092] 1. Gaming machine 30 Call lamp 60-Hall Computer

Claims

1. A game device provided for a rotary game machine, comprising: a normal game state including a first normal game state in which a first game value is used in one game and a second normal game state in which a second game value is used in one game; a specific game state including a first specific game state that is controlled when predetermined conditions are met in the first normal game state and a second specific game state that is controlled when predetermined conditions are met in the second normal game state; a control means that can be controlled to return to the second normal game state after the end of the first specific game state and to return to the first normal game state after the end of the second specific game state; and an output means that can output game information which is game information that can identify the number of game values ​​used in the game, wherein the second normal game state can be controlled to make it easier to transition to the second specific game state with a higher probability than the first normal game state, A determination means capable of determining the number of game values ​​used in a single game based on the game usage information output from the output means, When the determination means determines that the number of game values ​​used in one game is the second number of game values, the determination means is capable of identifying that the game has been controlled to the second normal game state, A gaming device characterized by being equipped with the following.

2. The output means is The system can output specific game information as game information across the first specific game state, the second normal game state, and the second specific game state. The aforementioned specifying means is, Based on the specific game information output from the output means, it is possible to determine that the game has been controlled to a specific specific game state. The gaming device according to feature 1.

3. The aforementioned specifying means is, Based on the game usage information output from the output means, it is possible to determine that the game has been controlled to the second normal game state. The gaming device according to feature 1.

4. The system includes a predetermined determination means capable of determining when the game information used, output from the output means, The aforementioned specifying means is, Based on the determination result of the predetermined determination means, it is possible to determine that the game has been controlled to the second normal game state. The gaming device according to feature 1.

5. A rotary game machine comprising: a normal game state including a first normal game state in which a first game value is used in one game and a second normal game state in which a second game value is used in one game; a specific game state including a first specific game state that is controlled when predetermined conditions are met in the first normal game state and a second specific game state that is controlled when predetermined conditions are met in the second normal game state; control means that can be controlled to return to the second normal game state after the end of the first specific game state and control means that can be controlled to return to the first normal game state after the end of the second specific game state; output means that can output game information which is game information that can identify the number of game values ​​used in the game; and determination means that can determine the number of game values ​​used in one game based on the game information output from the output means of the rotary game machine, which can be controlled so that the second normal game state is more likely to transition to the second specific game state than the first normal game state. When the determination means determines that the number of game values ​​used in one game is the second number of game values, the determination means is capable of identifying that the game has been controlled to the second normal game state, A gaming system equipped with the following features.

Citation Information

Patent Citations

  • Game parlor device and game parlor system

    JP2012034993A