Gaming machine
By integrating rotating reels with stop switches and a performance control unit that alters game outcomes based on simulated gameplay, the gaming machine addresses the lack of engaging gameplay elements, enhancing player interaction and excitement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- ENTERRISE CO LTD
- Filing Date
- 2024-11-21
- Publication Date
- 2026-06-02
AI Technical Summary
Conventional gaming machines lack innovative gameplay elements that require players to predict the order in which to press stop switches, leading to repetitive and unengaging experiences.
Incorporating multiple rotating reels with stop switches and a performance control unit that executes performances based on the operation sequence during a simulated game, making it impossible to determine the correct stop switch operation method during the simulated game, thereby influencing the subsequent actual game progression.
This approach enhances gameplay engagement by requiring players to predict the stop switch sequence, introducing a novel gameplay style that increases player interaction and excitement.
Smart Images

Figure 2026090139000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a gaming machine.
Background Art
[0002] Conventionally, there has been known a gaming machine provided with a winning push order combination that wins when the order in which a player presses a stop switch is the correct pressing order (see Patent Document 1).
[0003] In such a gaming machine provided with a winning push order combination, when the push order combination fails, for example, "???" is displayed on a liquid crystal screen to prompt the player to predict the push order.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] The inventor of the present application has conceived a new gaming element in a gaming machine having a gaming property that prompts a player to predict a push order.
[0006] An object of the present disclosure is to provide a gaming machine having a new gaming element in a gaming property that prompts a player to predict a push order.
Means for Solving the Problems
[0007] The present disclosure is a plurality of rotating reels each having a plurality of symbols arranged thereon, a plurality of stop switches corresponding to each of the plurality of rotating reels and capable of receiving an operation for stopping the rotation of the corresponding rotating reel, A game control unit capable of controlling the progress of the game, or a simulated game executed immediately before the game, A performance control unit capable of executing performances, Equipped with, The aforementioned performance control unit, When the aforementioned simulated game is being played, it is possible to perform the aforementioned effect in which it is not possible to determine the correct operation method for the stop switch, and Based on the manner in which the stop switch is operated during the simulated game, it is possible to change the subsequent performances that are executed. It is a gaming machine.
[0008] This disclosure is, Multiple spinning reels, each with multiple symbols arranged on it, Multiple stop switches, each corresponding to one of the multiple rotating reels and capable of receiving an operation to stop the rotation of the corresponding rotating reel, A game control unit capable of controlling the progress of the game, or a simulated game executed immediately before the game, A performance control unit capable of executing performances, Equipped with, The aforementioned performance control unit is capable of executing the performance in which it is not possible to determine the correct operation method for the stop switch when the simulated game is being executed. Based on the manner in which the stop switch is operated during the simulated game, the actual game that is executed thereafter may proceed in a favorable manner. It is a gaming machine. [Effects of the Invention]
[0009] According to this disclosure, it is possible to provide a gaming machine that incorporates novel gameplay elements in a gameplay style that requires players to predict the order in which to press buttons. [Brief explanation of the drawing]
[0010] [Figure 1] This is a front view of a slot machine. [Figure 2] It is a block diagram schematically showing the configurations of a slot machine and a card unit. [Figure 3] It is a diagram showing an example of the symbol arrangement of a rotating reel. [Figure 4] It is a diagram explaining the state transition of a game section. [Figure 5] It is a diagram explaining the state transition in the first game state. [Figure 6] It is a diagram explaining the state transition in the second game state. [Figure 7] It is a diagram explaining a range (MY) and a difference number of advantageous sections. [Figure 8] It is a diagram explaining the connection / communication relationship between a main control board and a sub-control board. [Figure 9] It is a diagram explaining a display screen during pseudo gaming. [Figure 10] It is a flowchart showing the flow of the operation process of a slot machine. [Figure 11] It is a flowchart showing the flow of pseudo game execution processing.
Mode for Carrying Out the Invention
[0011] [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present disclosure will be described with reference to FIGS. 1 to 11. Note that the embodiments described below are merely examples of the present disclosure, and the embodiments of the present disclosure can be appropriately changed without changing the gist of the present disclosure. Further, in the following description, "connection" includes both a case where connection targets are directly connected and a case where connection targets are indirectly connected via another board or device.
[0012] As shown in Figure 1, the slot machine 1 of this embodiment is a type of revolving game machine in which the quantity of game value is managed by electronic data (hereinafter referred to as "game value data") without using physically existing tokens. Figure 1 is a front view of the slot machine 1, and hereafter, the top, bottom, left, and right of Figure 1 will be referred to as the top, bottom, left, and right of the slot machine 1.
[0013] Unlike conventional slot machines, this slot machine 1 does not require the insertion of physical tokens, nor does it dispense physical tokens. Instead, in slot machine 1, a simulated game medium digitized as data is used to represent the game's value, and the game progresses based on this data. Such a slot machine 1 is also referred to as a tokenless machine, Smart Slot (registered trademark), or sealed-type reel game machine.
[0014] Below, we will first describe the card unit 7 connected to this slot machine 1.
[0015] <Composition of Card Unit 7> As shown in Figure 2, the card unit 7 is connected to the slot machine 1 externally and is capable of communicating with the slot machine 1.
[0016] Furthermore, the card unit 7 can store a card 70 inside which game value data is stored as electronic data, replacing physical tokens.
[0017] Regarding card unit 7, since it is the same as the card unit connected to conventional medalless machines, a detailed explanation will be omitted.
[0018] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medalless machine that allows the game to proceed without using physical tokens. In the slot machine 1 of this embodiment, the game is played using game value data as electronic data instead of physical tokens. In the following, in addition to "game value data," the term "game value" may also be used to refer to the conventional term "tokens."
[0019] As shown in Figure 1, the slot machine 1 comprises a casing 10. A front door 100 is provided on the front of the casing 10. This front door 100 is locked while the game is in progress.
[0020] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the player can see the multiple symbols displayed on the surface of each of the multiple rotating reels 20, which will be described later.
[0021] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (towards the back of the page in Figure 1). A key is inserted into the keyhole to lock or unlock the front door 100 and the housing 10.
[0022] Furthermore, since slot machine 1 is a coinless machine, there is no selector or hopper device inside the cabinet 10, and store staff do not need to replenish actual tokens during gameplay.
[0023] When store staff perform tasks such as changing settings, checking settings, or maintenance, the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10.
[0024] Above the reel window 200, there is an LCD screen 3 for displaying various effects during gameplay, a speaker 101 (an example of an effect device), and an illuminated section 102.
[0025] LCD screen 3 displays various animation videos (animation screens) while the player is playing.
[0026] Speaker 101 outputs predetermined background music (BGM), sound effects (SE), operation sounds, and character voices. In this embodiment, the player can adjust (set) the volume of BGM, SE, etc. from speaker 101 using a volume adjustment function that can be set, for example, on the menu screen.
[0027] The lighting unit 102 is made up of LEDs and the like, and lights up or turns off in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.
[0028] Below the reel window 200 are the control panel 4, the lower panel 103, and the front bottom 104. The lower panel 103 displays the title of the slot machine 1. The front bottom 104 is designed to allow players to place their personal belongings.
[0029] The control unit 4 includes multiple stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a counting button 44, a cancel button 45, a performance button 46, and a confirmation key 47.
[0030] Sensors are provided near each switch on the control unit 4 to detect the player's actions and output an operation signal to the control unit 6.
[0031] Each stop switch 40 (40a, 40b, 40c) is provided in correspondence with each rotating reel 20 (20a, 20b, 20c). Stop switches 40a, 40b, and 40c accept operation to stop the rotation of the corresponding rotating reel 20a, 20b, and 20c while the reels are rotating. That is, when stop switch 40a is operated, the rotation of reel 20a stops; when stop switch 40b is operated, the rotation of reel 20b stops; and when stop switch 40c is operated, the rotation of reel 40c stops.
[0032] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate, for example, that the stop switches 40a, 40b, and 40c are inoperable from the time the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a constant speed rotation state, using a different color of light (e.g., red).
[0033] Information regarding the pressing of stop switches 40a, 40b, and 40c (information about which stop switch 40 was pressed, in what order they were pressed, and at what timing they were pressed) is used in the rotating reel control unit 611, game result determination unit 612, game state control unit 615, media management unit 620, etc., as described later.
[0034] The bet switch 41 is used when a player places a bet on game value. The amount of game value credited and the amount of game value bet are managed by the slot machine 1 (media management unit 620). In the following, "game value credited" refers to the game value (game value data) managed by the media management unit 620.
[0035] Lever 42 functions as a start switch that accepts input to rotate the reels 20a, 20b, and 20c.
[0036] The digital counter 43 digitally displays the number of credits in game value, the number of payouts (acquired) of game value, and other information. Players can also check the digital counter 43 during gameplay to see how much game value they currently possess.
[0037] In this embodiment, "the number of game value payouts" does not refer to the actual action of dispensing tokens to the outside of the slot machine 1, but rather to "an increase in game value based on the winning combination determined by the internal lottery, corresponding to that combination." In other words, "the number of game value payouts" means "an increase in the numerical value of the digitized pseudo-game medium." Furthermore, for example, "a predetermined number of game value" is a concept equivalent to the conventional "predetermined number of tokens."
[0038] The counting button 44 can receive input from the player to transfer game value data from the media management unit 620 to the card unit 7. When the counting button 44 receives input from the player, a transfer signal is generated by the counting button 44.
[0039] In this embodiment, the counting button 44 is positioned in a location on the slot machine 1 that is visible to the player.
[0040] More specifically, as shown in Figures 1 and 2, the counting button 44 is located on the side of the operating unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1.
[0041] Furthermore, the counting button 44 may be equipped with a lamp inside or around it that changes its illuminated color before and after it is operated.
[0042] The cancel button 45 can accept an operation by the player to change the game value from a bet state (bet state) to an unbet state (non-bet state). When the cancel button 45 receives an operation from the player, the cancel button 45 generates a cancel signal. Subsequently, the media management unit 620, upon receiving the cancel signal, manages the game value data in the bet state as an unbet state.
[0043] For example, if the cancel button 45 is pressed while the game value during a bet is 1 or greater, the media management unit 620 updates the game value during the bet to "0" and adds the game value data that had been bet up to "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the game value data that had been bet. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process, which resets the game value during a bet back to the number of credits by transitioning from a bet state to a non-bet state.
[0044] The bet cancellation process based on pressing the cancel button 45 is effective when the player is in a bet state but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from the time the lever 42 is operated until the game based on the operation of the lever 42 is completed.
[0045] The performance button 46 is used by players to access various menu settings related to the game while playing. The performance button 46 may also be operated by the player during gameplay in response to the game's effects. If the performance button 46 is operated during gameplay, the game's effects will change.
[0046] Furthermore, the performance button 46 is equipped with a lamp that can emit light in various colors and patterns. The lamp lights up when the performance button 46 is operational and turns off when it is inoperable. In addition, when the performance button 46 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can also flash rapidly in a different color than when it is normally lit, such as red or rainbow.
[0047] As shown in Figure 1, the confirmation key 47 includes an up key 47a, a down key 47b, a left key 47c, a right key 47d, and a selection button 47e. The player can select one of the displayed items by operating one of the up key 47a, down key 47b, left key 47c, or right key 47d, and then operating the selection button 47e.
[0048] Furthermore, the confirmation key 47 is equipped with a lamp that can illuminate in various colors and patterns. The lamp lights up when the confirmation key 47 is operational and turns off when it is inoperable.
[0049] Furthermore, as shown in Figure 2, a reset button 51 and a setting change button 52 are provided inside the casing 10.
[0050] The reset button 51 is operated to clear various errors and to initialize the RAM that constitutes the control unit 6. For example, if the power to the slot machine 1 is switched from off to on while the reset button 51 is being operated, the amount of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to "general game state", and the game section is set to "normal section".
[0051] The setting change button 52 is a button operated by store staff when setting one of several setting values for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 52 becomes operational, and when the setting change button 52 is operated in this state, it becomes possible to set a setting value.
[0052] During gameplay or while waiting for gameplay, the cabinet 10 and the front door 100 are locked, so only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 51 and the setting change button 52.
[0053] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. Depending on the setting value, the probability of winning at least some of the potential winning combinations will differ. The setting value is set by the store staff before the store opens.
[0054] Furthermore, as shown in Figure 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are located inside the housing 10, along with a power supply (not shown) that turns the main power of the slot machine 1 on and off.
[0055] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200.
[0056] The surfaces of the rotating reels 20a, 20b, and 20c are arranged with symbols, for example, as shown in Figure 3. When the rotation of the rotating reels 20a, 20b, and 20c stops, the game proceeds when the game result determination unit 612 (described later) determines whether the combination of symbols displayed on the active line L (described later) is a predetermined combination of symbols.
[0057] The stepping motors 21a, 21b, and 21c are provided in accordance with the rotary reels 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.
[0058] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated while the rotating reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127 steps.
[0059] These rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotating reel control unit 611, which will be described later, to control their rotation and stopping.
[0060] <Explanation of this game> In this game, the player uses the credited game value to bet game value on slot machine 1 by operating the bet switch 41. When a predetermined number (for example, 3) of game value is bet on slot machine 1, the active line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing the game.
[0061] This embodiment describes an example in which a predetermined number (for example, 3) of game values, which allows for one game to be played, are automatically bet by pressing the bet switch 41 once.
[0062] Figure 1 shows an example where the active line L consists of a single downward-sloping line. The active line L is a virtual line used to determine winning combinations. In this embodiment, when a MAX BET of 3 (3 bets) is placed, one line L is activated. In the slot machine 1 of this embodiment, one game can be played by placing a bet of 3 and operating the lever 42.
[0063] In the following, "winning" refers not only to the alignment of symbols that produce payouts such as bells and watermelons on the active payline L, but also to the alignment of symbols corresponding to specific roles that do not produce payouts, such as replays, chance symbols, and special roles (bonuses), on the active payline L.
[0064] In this embodiment, one game (one play) of this game refers to a series of operations in which the player operates the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc., to obtain a predetermined game result, including internal drawing, prize determination processing, and processing to increase or decrease game value data, unlike during the simulated game described later.
[0065] Specifically, in this game, when the lever 42 is operated (lever on) while the game is ready to start, an internal lottery is held to determine the winning flag, and the reels 20a, 20b, and 20c begin to rotate. In this state, when any of the stop switches 40a, 40b, or 40c are operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) comes to a complete stop.
[0066] All spinning reels 20a, 20b, and 20c come to a complete stop, and a predetermined number of game values are paid out according to the combination of symbols (winning combinations) that lined up (won) on the active line L. This completes one game of the game.
[0067] Furthermore, at least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, in this game, the bet switch 41 was operated, the lever 42 was operated, the stop switch 40 was operated, an internal lottery was performed, a predetermined combination was won, the reels rotated, etc.) is managed by the main control unit 61.
[0068] <Explanation of simulated gameplay> In addition to the main game described above, the slot machine 1 of this embodiment also includes a simulated game. This simulated game is a simulated game that is executed immediately before the main game is executed, and does not involve betting or payout of game value.
[0069] Furthermore, the simulated gameplay is a type of so-called freeze effect, and is executed between the time the lever 42 is operated and the time when the rotating reels 20a, 20b, and 20c enter a state of constant speed rotation.
[0070] Simulated games are, for example, (1) When the predetermined game conditions (for example, when a pseudo-game lottery is won, when AT is being executed, etc.) are met, if a button sequence combination is won, (2) In the case of a game that has a feature in which the continuation of the AT (or CZ) is determined when a button sequence is hit in the final game of the AT (or CZ) and the stop switches 40a, 40b, and 40c are operated in the correct button sequence, the final game of the AT (or CZ) (3) If a designated winning combination is won after a designated winning combination has been won the designated number of times, It is executed in situations such as those mentioned above.
[0071] The following describes an example in which a simulated game is executed when a winning combination is achieved under the conditions of (1) a predetermined game.
[0072] In this embodiment, when predetermined game conditions are met and a winning combination is achieved, a simulated game is executed, and immediately thereafter the main game is executed.
[0073] In the simulated game, when the lever 42 is operated with the required amount of game value bet, the reels 20a, 20b, and 20c begin to rotate, and when the stop switches 40a, 40b, and 40c are operated, the reels 20a, 20b, and 20c corresponding to the operated stop switch 40 will oscillate without coming to a complete stop. However, if a replay was won in the previous game, the required amount of game value does not need to be bet in the next game.
[0074] In the slot machine 1 disclosed herein, during simulated gameplay, for example, as shown in Figure 9, "???" is displayed on the LCD screen 3, prompting the player to guess the correct sequence of button presses to win a specific combination. Specifically, this "???" is displayed to prompt the player to guess which of the left stop switch 40a, middle stop switch 40b, and right stop switch 40c should be operated first, second, and third. In this way, since the display corresponding to all stop switches 40a, 40b, and 40c is "?", the display is such that the player cannot determine the correct sequence of button presses. Therefore, this type of display can be considered a display that prompts the player to guess the correct sequence of button presses.
[0075] Then, during the simulated gameplay, if the player operates the stop switches 40a, 40b, and 40c in the correct order, a setting suggestion will be displayed.
[0076] In this case, the setting suggestion may be executed during a simulated game, or during the actual game immediately following it. Furthermore, the setting suggestion may be executed during a single game, or it may be executed over multiple games, for example, until the next simulated game is executed. In this embodiment, the setting suggestion is executed during the simulated game.
[0077] On the other hand, if the player operates stop switches 40a, 40b, or 40c in a sequence other than the correct one during simulated gameplay, the setting indication will not be performed.
[0078] Thus, in the simulated game, whether or not the performance mode is changed in the actual game immediately following is determined by whether the player operated the stop switches 40a, 40b, and 40c in the correct order, or whether the player operated the stop switches 40a, 40b, and 40c in an order other than the correct order. In other words, in this embodiment, the performance mode output thereafter is changed based on the order in which the stop switches 40a, 40b, and 40c are pressed in the simulated game.
[0079] In this embodiment, the correct button press sequence in the actual game and the correct button press sequence in the simulated game are the same. Therefore, players can benefit from being able to check their correct button press sequence in the actual game based on the sequence they pressed in the simulated game.
[0080] Then, in the actual game that is executed immediately after the simulated game, the correct button press sequence for winning the corresponding button press combination is displayed on LCD screen 3.
[0081] Furthermore, in the actual game that is executed immediately after the simulated game, if the player operates the stop switches 40a, 40b, or 40c, the rotating reel 20 corresponding to the operated stop switch 40 will come to a complete stop.
[0082] <Regarding the game status> During gameplay, the type of game section is set as shown in Figure 4, and one game state is set from among multiple game states as shown in Figures 5 and 6. Based on the set game section and game state, an internal lottery and a predetermined lottery are performed.
[0083] The gaming states include a first gaming state (see FIG. 5) and a second gaming state (see FIG. 6). Note that the first gaming state and the second gaming state are not gaming states that exclusively hold, but are merely classified states for convenience of explanation.
[0084] As shown in FIG. 5, the first gaming state includes a state where no special combination is carried over, a bonus internal state (a state where a special combination is carried over), and a state where a special combination is executed. The state where no special combination is carried over, the bonus internal state, and the state where a special combination is executed are in an exclusive relationship.
[0085] The state where no special combination is carried over refers to a state where no special combination (e.g., a one-kind BB, which is a device for continuous operation of symbols related to a first-kind special combination) is selected by internal lottery and no winning of the special combination is carried over. The state where no special combination is carried over is set, for example, when the set value described later is changed, when the RAM is initialized (an example of a specific condition), when more than a predetermined number of game values are paid out in the state where a special combination is executed, and the like.
[0086] The bonus internal state refers to a state where a special combination is selected by internal lottery but the winning of the special combination is carried over. That is, the bonus internal state refers to a state where, by internal lottery, the flag of the special combination is selected, but the symbols indicating the special combination are not aligned on the effective line L and the special combination has not yet won. Note that when the winning of a one-kind BB is carried over, no further lottery for a one-kind BB is performed.
[0087] The state where a special combination is executed refers to a state where the special combination selected by internal lottery has won and no more than a predetermined number of game values are paid out.
[0088] When the slot machine 1 is an AT machine as in the present embodiment, during the game of the slot machine 1, the player can continue the game with the first gaming state remaining in the state where a special combination is carried over without winning the carried-over special combination.
[0089] As shown in FIG. 6, the second gaming state is either a general gaming state, an AT, or a CZ (Chance Zone). In the second gaming state, the general gaming state, the AT, and the CZ are in an exclusive relationship.
[0090] The general gaming state is a state that is not an AT or a CZ, that is, a state in which an assist function (for example, push order navigation) does not occur (or occurs less frequently). For example, after RAM clearing or after the end of an AT (or CZ), until an AT draw (or CZ draw) is performed, the second gaming state is set to the general gaming state.
[0091] <Explanation of AT> AT is a state in which an assist function that notifies the correct operation mode (correct push order / correct operation timing) of the stop switches 40a, 40b, and 40c of the winning combination other than the special winning combination determined by internal drawing is operating via the liquid crystal screen 3, the speaker 101, the lighting decoration unit 102, etc.
[0092] The AT draw is performed according to the type of the winning combination determined by internal drawing or the number of times of winning of a predetermined winning combination, etc., when the second gaming state is the general gaming state or CZ and the gaming section is an advantageous section. When an AT is determined in the AT draw (an AT transition signal is generated), the second gaming state transitions from the general gaming state or CZ to the AT.
[0093] <Explanation of CZ> CZ, unlike the modes described later, is an example of a special gaming state and is a zone where it can stay temporarily when it is neither the general gaming state nor the AT, and is a period during which an AT draw is executed.
[0094] In the case of CZ, the AT winning probability becomes higher than in the general gaming state, and the second gaming state becomes more likely to transition to the AT.
[0095] In the present embodiment, every time a predetermined winning combination is determined in the general gaming state and the advantageous section, a CZ transition process (CZ draw, or CZ start process) is executed.
[0096] <About the gaming area> The aforementioned game interval is a state (interval) that determines whether or not processing related to the instruction function is performed. As shown in Figure 4, the game interval consists of a normal interval and an advantageous interval. The normal interval and the advantageous interval are mutually exclusive, and the game interval can be either a normal interval or an advantageous interval.
[0097] The processes related to the instruction function include, for example, the process of activating the instruction function (providing assistance), the mode lottery (a mode in which the probability of winning an AT is determined, or a mode in which the probability of winning an additional AT is determined), mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, and so on.
[0098] A "mode" refers to a zone in which a player can be in any of the following states: general gameplay, CZ (Chance Zone), or AT (Attack Time). For example, in Figure 6, modes (e.g., low probability mode, high probability mode, heaven mode) may be available in each of the general gameplay state, CZ, and AT states. Furthermore, it is not limited to general gameplay state, CZ, and AT; a player can remain in the same mode during the advantageous period.
[0099] The normal section is a section in which processing related to the instruction function cannot be executed, but when the conditions for transitioning to the advantageous section are met, the process for transitioning to the advantageous section is executed. Note that while the game section is in the normal section, the second game state is the general game state.
[0100] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period in which the second game state is in the general game state (including high probability mode and heaven mode), and the advantageous period in which the game is played in a CZ or AT. The state in which the game period is an advantageous period is maintained from the time the game period transitions to an advantageous period until the predetermined termination conditions are met.
[0101] The possible combinations of game time zones and second game state for slot machine 1 are summarized as follows: • A pattern where the game section is the normal section and the second game state is the general game state. • A pattern where the game section is a favorable section, and the second game state is a normal game state (including high probability mode and heaven mode). • A pattern where the game section is the advantageous section and the second game state is the CZ (Chance Zone). • A pattern where the game section is a favorable section and the second game state is AT (Automatic Trigger).
[0102] As mentioned above, when the game is in a normal game mode, no processing related to the instruction function is performed, so it can be said that there are few advantages for the player. On the other hand, when the game is in a favorable game mode, processing related to the instruction function becomes possible, which broadens the range of game progression and can be said to be advantageous for the player compared to a normal game mode.
[0103] <Configuration of Control Unit 6> The control unit 6 consists of a main control unit 61, a game value control unit 62, and a sub-control unit 63.
[0104] The main control unit 61, the game value control unit 62, and the sub-control unit 63 each consist of a microcontroller and a memory unit (ROM, RAM, RWM).
[0105] The connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained below with reference to Figure 8. In this embodiment, the main control unit 61 and the game value control unit 62 are mounted on the same control board, the main control board P1, while the sub-control unit 63 is mounted on a different board, the sub-control board P3.
[0106] The information and commands generated by the main control unit 61 of the main control board P1 include external terminal information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet button 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, and a transfer request for game value when the counting button 44 is operated.
[0107] Furthermore, the information and commands generated by the game value control unit 62 of the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the number of credits has reached the upper limit (a value used to prompt the player to transfer credits because the number of credits is too high), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, and various responses to requests from the main control unit 61.
[0108] The main control board P1 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication is performed from the main control board P1 to the sub-control board P3. The information and commands transmitted from the main control board P1 to the sub-control board P3 include game value data (e.g., bet / payout information for game value, total number of game values acquired during AT), information indicating the start / end of the game, information indicating the start / end of the mechanism operation, information regarding various errors, information regarding the number of replay wins, information regarding the game state, the range (MY) described later, information indicating the operation of the complete function, commands regarding advance notification before the complete function is activated, information regarding the transfer of game value (e.g., transfer start, transfer in progress, transfer complete, etc.), information indicating the number of credits or acquired, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.
[0109] <Description of Main Control Unit 61> The ROM of the main control unit 61, which is mounted on the main control board P1, stores programs and various data that are directly related to the progress of the game (for example, control of the rotating reels 20, payout control, and transfer requests).
[0110] The RAM and RWM of the main control unit 61 store game data (information related to the progress of the game) necessary for the game to proceed.
[0111] The main control unit 61 consists of a microcontroller mounted on the main control board P1 and functions as an internal lottery unit 610, a rotating reel control unit 611 (an example of a game control unit), a game result determination unit 612, a setting value control unit 613, a section control unit 614, a game state control unit 615 (an example of a game control unit), an RT state control unit 616, and an error determination unit 617.
[0112] In other words, in this embodiment, the main control unit 61 performs control that is directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game sections, various error monitoring such as monitoring of communication connection between the slot machine 1 and the card unit 7, and error processing.
[0113] Game data includes the current number of games played, the number of replay wins, and data indicating the game status (what state or section each game state and game section is in). In this embodiment, game data includes, for example, data indicating that the first game state is a state where no special role is carried over, or an internal bonus state.
[0114] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery during the game based on the operation of the lever 42, and selects one of the flags for multiple winning combinations as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery based on the first game state and RT state at the time the lever 42 is operated, according to the internal lottery table (not shown) and the random number obtained when the lever 42 is operated.
[0115] The internal lottery unit 610 then generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information related to the progress of the game) can be used by the reel rotation control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.
[0116] The internal lottery table shows information about the possible winning combinations through internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table, according to the combination of RT state and bonus type when the lever 42 is operated.
[0117] Furthermore, the information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols and the corresponding winning combinations. These winning combinations include not only losing combinations that do not pay out any game value, but also combinations that pay out game value if the stop switches 40a, 40b, and 40c are operated correctly (for example, cherries, watermelons, and push-order bells).
[0118] If a winning combination of operation patterns is selected and the stop switches 40a, 40b, and 40c are operated according to the correct operation pattern, the winning combination of operation patterns is awarded, and the player can win multiple game values (for example, 10) corresponding to that combination. If a winning combination of operation patterns is selected but the stop switches 40 are not operated according to the correct operation pattern, the winning combination of operation patterns is not awarded, or another combination (such as a single-coin combination) is awarded.
[0119] It should be noted that the "operation type" role can also be won and established during normal gameplay (for example, outside of AT, CZ, and special role implementation states). However, if the operation type role is won during normal gameplay, the correct operation type is generally not announced, so the operation type role may be missed or the number of game value payouts may be 1. On the other hand, during AT, the correct operation type is announced, so there is a higher possibility of paying out multiple (for example, 10) game values.
[0120] Furthermore, if the internal lottery unit 610 wins a button-pressing combination (for example, a button-pressing combination bell) among the operation combination combinations, it stores a signal to that effect in the RAM of the main control unit 61. The game state control unit 615 generates a pseudo-game signal if the predetermined game conditions are met and information indicating that a button-pressing combination has been won is stored in the RAM.
[0121] <Rotating reel control unit 611> During gameplay, the reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or the respective stop switches 40a, 40b, and 40c, and performs rotation start control to start the rotation of each reel 20a, 20b, and 20c, or rotation stop control to completely stop the rotation.
[0122] Specifically, if the lever 42 is operated while all the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 will start the rotation of all the rotating reels 20a, 20b, and 20c.
[0123] Furthermore, in the case of player-controlled reel stoppage during gameplay, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination drawn by the internal lottery and the positions of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is a control that stops the rotation of the reels 20 by pulling the symbols corresponding to the winning combination onto the active line L. Kick-out control is a control that stops the rotation of the reels 20 so that the symbols corresponding to non-winning combinations do not line up on the active line L.
[0124] Furthermore, if a special prize is won, the reel control unit 611 may, based on the operation of the lever 42 immediately before the special prize is won and the operation of the stop switch 40 immediately afterward, rotate and stop the reels 20, but prevent the special prize from being awarded.
[0125] These controls performed by the reel control unit 611 are referred to as "processing related to this game" in the following section.
[0126] In addition to the main game, the reel control unit 611 also executes a simulated game. Specifically, if predetermined game conditions are met and information indicating that a winning combination has been achieved is stored in the RAM, the reel control unit 611 executes processing related to the simulated game.
[0127] Specifically, the reel control unit 611 simulates stopping the rotation of the corresponding reels 20a, 20b, and 20c in response to the player's operation of the stop switches 40a, 40b, and 40c. More specifically, even when the stop switches 40a, 40b, and 40c are operated, the reel control unit 611 does not completely stop the reels 20a, 20b, and 20c, but allows them to oscillate.
[0128] This control, performed by the reel control unit 611, is the "processing related to simulated gameplay" described later.
[0129] <Explanation of the game result determination unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal and the symbols visible through the reel window 200 when the rotation of each reel 20 stops. The game result is determined based on whether or not a winning combination has been achieved, based on the symbols that lined up on the active line L.
[0130] Specifically, a winning combination is determined when the combination of symbols that stops on the active line L matches a predetermined combination of symbols. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal to the game value control unit 62 and the sub-control unit 63, etc.
[0131] <Explanation of the setting value control unit 613> The setting value control unit 613 sets one of several setting values (for example, 1 to 6) that have different advantages in controlling the progress of the game, based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine. The setting value information set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.
[0132] Depending on which setting value is used, at least one of the following will differ: the degree of advantage in gameplay, such as the payout rate, the probability of winning certain small wins (including the unassigned bell, also called the common bell), the probability of winning a chance zone (CZ), and the probability of winning an AT (Attack Time). For example, the higher the setting value (for example, the closer it is to 6), the greater the advantage in gameplay (for example, the higher the payout rate).
[0133] The setting value control unit 613 transmits setting value information indicating the current setting value to the performance control unit 630 at a predetermined timing. This enables the performance control unit 630 to perform setting suggestions.
[0134] The slot machine 1 may also be equipped with a setting key. The setting key is a key for switching to the setting change mode and is located inside the casing 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.
[0135] <Section Control Unit 614> As shown in Figure 4, the section control unit 614 sets one of several game sections (normal section and advantageous section) during gameplay.
[0136] The section control unit 614 sets (transitions) the game section to the advantageous section when the conditions for transitioning to the advantageous section are met, while the game section is in the normal section.
[0137] Furthermore, the section control unit 614 determines whether to maintain the advantageous section state or transition to a normal section (whether to end the advantageous section) if the game section is an advantageous section.
[0138] Specifically, the section control unit 614 forcibly transitions the game section from the advantageous section to the normal section when a forced termination condition is met, including when the difference in game value during the advantageous section (the advantageous section difference, described later), based on the quantity of game value at the time of transitioning to the advantageous section, reaches +2400 (it is not limited to +2400; for example, it may be +1000, +2000, etc.). The forced termination condition may be, for example, when the game section is in the advantageous section, the second game state transitions from AT to the general game state, or after the AT ends, the player enters a CZ, which is a pull-back zone, but fails to pull back AT in the CZ and transitions to the general game state.
[0139] For example, if the difference in the advantageous period becomes -1000 after entering the advantageous period, the player (especially the player) can acquire a maximum of 1000 + 2400 = 3400 in game value.
[0140] Furthermore, the section control unit 614 sets the game section to a normal section regardless of the previous game section, for example, when the RAM is cleared.
[0141] Furthermore, the section control unit 614 can transmit information regarding the game section (whether it is a normal section or a favorable section) to the performance control unit 630 and other units as information regarding the progress of the game.
[0142] <Game state control unit 615> Furthermore, the game state control unit 615 sets the first game state and the second game state during the game.
[0143] Specifically, the game state control unit 615 sets the first game state to one of the following: no special role carried over, bonus internal state, or special role implemented state, and sets the second game state to one of the following: general game state, AT, or CZ.
[0144] The game state control unit 615 sets the first game state to a state where no special roles are carried over, for example, immediately after the RAM of the main control unit 61 is cleared.
[0145] Then, if a special role is drawn through internal lottery but the special role is not awarded, the game state control unit 615 sets the first game state to the bonus internal state.
[0146] In the bonus internal state, if certain conditions are met (for example, if the RAM is cleared or if a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to the state where no special role is carried over.
[0147] In the state where no special role is carried over, if a special role is won (from this point until the special role is awarded, the game is in the bonus internal state), and a special role is awarded, the game state control unit 615 transitions the first game state from the state where no special role is carried over to the state where a special role is awarded, via the bonus internal state.
[0148] Furthermore, when a special role is achieved during the bonus internal state, the game state control unit 615 transitions the first game state from the bonus internal state to the special role execution state.
[0149] Furthermore, in the special prize implementation state, if specific conditions are met or if the game value exceeds a predetermined number, the game state control unit 615 transitions the first game state from the special prize implementation state to the special prize non-carryover state.
[0150] Returning to Figure 6, if the AT lottery is not won in the general game state or CZ, the game state control unit 615 sets the second game state to the general game state.
[0151] Furthermore, when the AT ends, the game state control unit 615 transitions the second game state from AT to a general game state or a CZ.
[0152] In this way, the game state control unit 615 can transition between the general game state and the CZ, between the CZ and the AT, and between the AT and the general game state to the second game state.
[0153] Furthermore, when the game state control unit 615 transitions the second game state to AT, it first starts AT preparation, and when the AT start role is won or awarded during AT preparation, it starts AT execution.
[0154] Furthermore, when in the advantageous period, the game state control unit 615 selects one of several modes related to the progress of the game for the second game state (for example, a normal mode where it is difficult to win the AT lottery, a high probability mode where it is easy to win the AT lottery). The game state control unit 615 then executes the AT lottery (or AT bonus lottery) with the AT winning probability (or bonus probability) associated with the selected mode.
[0155] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state to the performance control unit 630 and other units as information regarding the progress of the game.
[0156] These controls, executed by the game state control unit 615, are referred to as "processing related to this game" in the following section.
[0157] In addition, the game state control unit 615 executes a simulated game in addition to the main game described above.
[0158] First, the game state control unit 615 manages whether predetermined game conditions (for example, when a player wins a simulated game lottery) are met.
[0159] When the game state control unit 615 satisfies a predetermined game condition and the push order winning combination is won, it generates a pseudo game signal and starts a pseudo game. When the game state control unit 615 satisfies a predetermined game condition and the push order winning combination is won, the reel rotation control unit 611 executes a process related to a pseudo game for pseudo-stopping the reel drums 20a, 20b, and 20c.
[0160] Also, the game state control unit 615 stores the pseudo game signal in the RAM of the main control unit 61.
[0161] Also, the game state control unit 615 transmits the pseudo game signal to the effect control unit 630. Thereby, during the pseudo game, the effect control unit 630 causes "???" to be displayed on the liquid crystal screen 3.
[0162] Also, when the pseudo game ends, the game state control unit 615 generates a pseudo game end signal and transmits it to the effect control unit 630. Thereby, during the main game immediately after the pseudo game, the effect control unit 630 causes the correct push order to be displayed on the liquid crystal screen 3.
[0163] These controls executed by the game state control unit 615 are the "process related to the pseudo game" described later.
[0164] <RT state control unit 616> The RT state control unit 616 can carry out game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) in which the flag of the replay is established as a winning flag determined in advance, and the RT state control unit 616 can transition the RT state when a predetermined winning combination (for example, a special winning combination) is won.
[0165] In this embodiment, the specifications of the internal lottery process executed in response to the game start operation (operation on the lever 42) may differ in each RT state (for example, an internal lottery table that defines which role flags will be established / are likely to be established). Therefore, the RT state control unit 616 controls the RT state, which changes the internal lottery table used for the internal lottery in various ways, resulting in greater variety in gameplay.
[0166] Furthermore, information regarding the RT state (such as which RT state it is, RT0, RT1, etc.) can be used as information regarding the progress of the game in the game state control unit 615, the performance control unit 630, etc.
[0167] <Error detection unit 617> The error determination unit 617 determines whether or not various errors occur. Examples of various errors include backup failure, communication failure between the main control board P1 and the sub-control board P3, connection failure between the slot machine 1 and the card unit 7, and reaching the upper limit of the number of credits.
[0168] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that occurred is sent from the main control unit 61 to the game value control unit 62 and the sub-control unit 63, respectively, as information regarding the error.
[0169] As a result, the game value control unit 62 can perform processing according to the nature of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the details of the error that occurred to the LCD screen 3, speaker 101, and earphone 8.
[0170] <Explanation of the game value control unit 62> The ROM of the game value control unit 62, which is mounted on the main control board P1, stores programs and various data that are directly involved in managing game value.
[0171] The RAM and RWM of the game value control unit 62 store game data (information related to the progress of the game) necessary for managing the game value.
[0172] The game value control unit 62 consists of a microcontroller mounted on the main control board P1 and functions as a media management unit 620 and a function operation unit 621.
[0173] <Explanation from Media Management Department 620> The media management unit 620 manages the number of credits and bets for game value.
[0174] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.
[0175] Specifically, the media management unit 620 decreases the number of credits (an example of information related to the progress of the game) according to the number of game values bet when game values are bet based on the player's actions (when a betting request is made), and increases the number of credits when game values are credited based on the player's actions.
[0176] Furthermore, the media management unit 620 increases the number of credits according to the amount of game value paid out based on the type of winning combination, when a winning flag is established by an internal draw and a combination corresponding to the winning flag is awarded based on the player's actions (when a payout request is made).
[0177] Furthermore, as shown in Figure 7, the media management unit 620 calculates the difference in game value (an example of information related to the progress of the game), which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value. This difference in game value is used later to calculate the difference in the advantageous section and to determine whether the complete function is activated.
[0178] Furthermore, the media management unit 620 calculates the advantageous section difference, which is the difference in game value during the advantageous section (from the time the game section transitions from the normal section to the advantageous section until it transitions back to the normal section), as shown in Figure 7.
[0179] In this embodiment, when the difference in the advantageous section becomes +2400 (hereinafter referred to as +2400, but it is not limited to this and may be +1000, +2000, etc.), the media management unit 620 initializes the difference in the advantageous section to 0 (zero). For example, if the game transitions to AT when the difference becomes -300 after the start of gameplay in the advantageous section, the media management unit 620 initializes the difference in the advantageous section when 2700 is paid out thereafter (in this case, the difference in the advantageous section becomes +2400). The media management unit 620 also sends a signal to the section control unit 614 to that effect when the difference in the advantageous section becomes +2400. As a result, the section control unit 614 transitions the game section to the normal section.
[0180] Furthermore, the media management unit 620 can initialize the advantageous interval difference to 0 (zero) when the advantageous interval ends due to a predetermined termination condition being met, other than when the advantageous interval difference becomes +2400.
[0181] The media management unit 620 starts calculating the difference in the advantageous period when the game period transitions back to the advantageous period.
[0182] Furthermore, as shown in Figure 7, the media management unit 620 uses the difference in game value, which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value since the last time the slot machine 1 was powered on, to calculate the range (MY), which is the difference between the maximum and minimum values of the difference. Unlike the advantageous section difference and the difference in game value mentioned above, this range (MY) is calculated for all game sections (advantageous section and normal section), that is, it is calculated continuously as long as the slot machine 1 remains powered on.
[0183] Information regarding this range (MY) is used in the function operation unit 621 for the complete function, which will be described later.
[0184] The media management unit 620 resets the range (MY) when the power to slot machine 1 is turned off by store staff.
[0185] Furthermore, the number of bets, credits, and difference in game value calculated by the media management unit 620 are transmitted to the game state control unit 615, the performance control unit 630, and other units as information related to the progress of the game.
[0186] <Functional operating part 621> The functional operation unit 621 uses the range (MY) information generated by the media management unit 620 to perform processes related to prior notification.
[0187] The function activation unit 621 generates information regarding a pre-notification indicating that the complete function is about to be activated when the range (MY) becomes, for example, 18500 or higher.
[0188] This "complete function" is essentially a function that stops the game from going any further. When the complete function is activated, slot machine 1 will no longer accept any input related to gameplay, and players will be unable to continue playing unless the power is turned off and on by store staff (the game will be unplayable).
[0189] The operations related to gameplay referred to here mean the operations required to complete one game, and specifically include the operation of the bet switch 41 to bet game value as an operation to start the spinning reels 20. When the complete function is activated, such gameplay operations will not be accepted, so even if the bet switch 41 is operated while the complete function is activated, the bet processing for game value will not be performed.
[0190] Furthermore, information regarding the advance notification is transmitted to the performance control unit 630 for each game, for example, while this information is being generated in the function operation unit 621. As a result, the performance control unit 630 issues the advance notification.
[0191] Furthermore, when the range (MY) falls below the first range of 18500, the function operation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer issued by the performance control unit 630.
[0192] Furthermore, the information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, the information that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, the information that the flag is "off" is transmitted to the performance control unit 630. By using a flag format for the information regarding the advance notification in this way, it is possible to suppress an excessive amount of signals transmitted from the main control unit 610 to the sub-control unit 630.
[0193] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes 19000 or higher, which is the second range.
[0194] The function activation unit 621 deactivates the complete function when the store staff turns off the power to slot machine 1. When the power to slot machine 1 is turned on again, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no prior notification is given, and the conditions for the complete function to activate again are not met, making it possible to play slot machine 1.
[0195] <Explanation of Sub-control Unit 63> The ROM of the sub-control unit 63 stores programs and various data that are indirectly involved in the progress of the game (for example, controlling the effects on the LCD screen 3, controlling the LED illumination of the lighting unit 102, controlling the audio output of the speaker 101, and controlling the audio output from the earphone 8).
[0196] The RAM and RWM of the sub-control unit 63 store various data related to performance control.
[0197] The sub-control unit 63 consists of a microcontroller mounted on the sub-control board P3 and functions as the performance control unit 630.
[0198] <Performance Control Unit 630> In this game, the performance control unit 630 performs a performance lottery and determines at least one of the following as a performance pattern: a video / still image output on the LCD screen 3, a sound pattern output from the speaker 101, a light emission pattern of the LED or other lighting unit 102, or a light emission pattern of the performance button 46.
[0199] Specifically, the performance control unit 630 selects a performance lottery table based on game progress information (e.g., game state, stay mode) transmitted from the main control unit 61, and performs a performance lottery using the selected performance lottery table.
[0200] Furthermore, the performance control unit 630 notifies the correct button sequence if a button sequence is hit during a favorable period (for example, during a CZ or AT).
[0201] Furthermore, the performance control unit 630 executes a performance related to the simulated game when it receives a simulated game signal from the game state control unit 615. Specifically, the performance control unit 630 displays "???" on the LCD screen 3.
[0202] Furthermore, if the stop switches 40a, 40b, and 40c are operated in the correct order during simulated gameplay, the performance control unit 630 provides setting suggestions based on the setting value information.
[0203] Furthermore, upon receiving the pseudo-game termination signal, winning combination information, and the order in which to press the stop switches 40a, 40b, and 40c, the performance control unit 630 displays the correct button press order on the LCD screen 3 in the game that is immediately executed.
[0204] <Basic operation flow of slot machine 1> Figure 10 will be used to explain the basic operation flow of slot machine 1.
[0205] With the power to slot machine 1 turned on and the setting value changed, the function operation unit 621 determines whether or not slot machine 1 is playable (whether or not the complete function is active) (step S101).
[0206] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0207] On the other hand, if slot machine 1 is in a playable state (S101: YES), provided that game value data has been transmitted from card unit 7, the main control unit 61 and game value control unit 62 of slot machine 1 display the amount of credited game value on the digital counter 43 and accept operations from the player such as bet switch 41 and lever 42. As a result, slot machine 1 enters a play start state (step S102).
[0208] Next, the media management unit 620 starts calculating the range (MY) (step S103). After that, the media management unit 620 calculates the range (MY) for each game, regardless of whether it is a normal section or a favorable section.
[0209] Next, the section control unit 614 proceeds with the game in the normal section (step S104).
[0210] The game state control unit 615 proceeds with the game in the general game state (step S105).
[0211] Next, the section control unit 614 determines whether the game section has become an advantageous section because the conditions for transitioning to an advantageous section have been met, or whether the game section is an advantageous section because the state of the advantageous section is maintained (step S106).
[0212] If the game period is not a favorable period (S106: NO), the process returns to step S104.
[0213] On the other hand, if the game section is an advantageous section (S106:YES), the media management unit 620 counts the advantageous section difference (starts counting the advantageous section difference in games that have transitioned to an advantageous section) (step S107). From this point onward, the section control unit 614 continues to count the advantageous section difference as long as the game section is an advantageous section (whether in general game state, CZ, or AT).
[0214] Next, the game state control unit 615 determines whether or not to transition the second game state to AT (step S108).
[0215] If the second game state does not transition to AT (S108: NO), the process returns to step S105.
[0216] On the other hand, if the second game state transitions to AT (S108: YES), the game state control unit 615 proceeds with the game in AT mode (step S109).
[0217] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) has become 19000 or greater.
[0218] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.
[0219] On the other hand, if the complete function does not operate (S110: NO), the interval control unit 614 determines whether the difference in the advantageous interval is +2400 or more (step S111).
[0220] If the difference in the advantageous section becomes +2400 or more (S111: YES), the section control unit 614 transitions the game section to the normal section, the game state control unit 615 terminates the AT, and the media management unit 620 initializes the difference in the advantageous section to zero (0), after which the process returns to step S104.
[0221] On the other hand, if the difference in the advantageous section is not +2400 or more (S111: NO), the game state control unit 615 determines whether or not to terminate the AT (step S112).
[0222] If AT terminates (S112:YES), the process returns to step S105.
[0223] On the other hand, if AT does not terminate (S112:NO), the process returns to step S109.
[0224] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the game so that the player cannot proceed with playing the slot machine 1 (step S113).
[0225] Next, in response to the operation of the counting button 44, the media management unit 620 and the card unit 7 send and receive the necessary information to execute the transfer process (step S114).
[0226] Next, in response to the store staff's power-off operation, the power to slot machine 1 is turned off (step S115). In response, the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). If slot machine 1 is only restored after a power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous period and the difference in the advantageous period are retained.
[0227] Next, in response to the store staff's power-on operation, the power to slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the basic operation flow of slot machine 1.
[0228] <Flow of the simulated game execution process> Next, we will explain the simulated game execution process using Figure 11.
[0229] First, the flow branches based on whether or not the predetermined game conditions are met (step S201).
[0230] If the specified game conditions are not met (S201:NO), the simulated game execution process described in this disclosure will terminate.
[0231] On the other hand, if the predetermined game conditions are met (S201: YES), the flow branches based on whether or not the lever 42 has been operated (step S202).
[0232] If lever 42 is not operated (S202: NO), the process repeats step S202.
[0233] On the other hand, if lever 42 is operated (S202: YES), the flow branches based on whether or not a button-press combination was won as a result of the internal lottery (step S203).
[0234] If the button sequence combination is not selected (S203: NO), the process proceeds to step S202.
[0235] On the other hand, if a winning combination is achieved (S203: YES), the game state control unit 615 and the reel rotation control unit 611 execute processing related to the simulated game (step S204).
[0236] Furthermore, the performance control unit 630 executes processing related to the simulated game based on the simulated game signal and displays "???" on the LCD screen 3 (step S205).
[0237] Next, the flow branches based on whether or not the stop switches 40a, 40b, and 40c were operated in the correct order (step S206).
[0238] If stop switches 40a, 40b, and 40c are operated in a sequence other than the correct one (S206:NO), the process proceeds to step S208, which will be described later.
[0239] On the other hand, if the stop switches 40a, 40b, and 40c are operated in the correct order (S206: YES), the performance control unit 630 performs a setting suggestion based on the setting value information (step S207).
[0240] Next, the flow branches based on whether or not lever 42 has been operated (step S208).
[0241] If lever 42 is not operated (S208: NO), the process repeats step S208.
[0242] On the other hand, if lever 42 is operated (S208: YES), the game state control unit 615 and the reel rotation control unit 611 execute the processing related to this game (step S209).
[0243] Furthermore, the performance control unit 630 displays the correct button press sequence on the LCD screen 3 based on the pseudo-game termination signal (step S210). After that, the pseudo-game execution process of this disclosure is terminated. Following the above steps, the simulated game execution process will be performed.
[0244] In summary, the slot machine 1 disclosed herein is: Multiple rotating reels 20a, 20b, and 20c, each with multiple symbols arranged on them, Multiple stop switches 40a, 40b, 40c, each corresponding to one of the multiple rotating reels 20a, 20b, 20c, and capable of receiving operations to stop the rotation of the corresponding rotating reel 20a, 20b, 20c, A game state control unit 615 and a rotating reel control unit 611 are provided, which are capable of controlling the progress of the game, or a simulated game that is executed immediately before the game. A performance control unit 630 capable of executing performances, Equipped with, The performance control unit 630 is, It is possible to execute a sequence of actions during simulated gameplay in which the correct order of pressing stop switches 40a, 40b, and 40c cannot be determined, and furthermore, It is possible to change the subsequent effects executed based on the order in which the stop switches 40a, 40b, and 40c are pressed during the simulated gameplay.
[0245] <Effects of the invention> It has been known for some time that there are gaming machines that feature a special button-pressing mechanism that awards a prize if the player presses the stop switch in the correct order.
[0246] In gaming machines that feature a correct button-pressing sequence, when the button-pressing sequence is won, for example, "???" may be displayed on the LCD screen, prompting the player to guess the correct sequence.
[0247] The inventor of this application has devised a novel game element for a gaming machine that features a gameplay element that requires the player to predict the order in which to press buttons.
[0248] Specifically, the performance control unit 630 of the slot machine 1 of this disclosure performs a setting suggestion if the order in which the stop switches 40a, 40b, and 40c are pressed during the simulated game is the correct order, and does not perform a setting suggestion if the order in which the stop switches 40a, 40b, and 40c are pressed during the simulated game is not the correct order.
[0249] This allows the game to change the presentation based on the player's attempt to guess the correct button sequence while the simulated game is running. Therefore, it provides the player with the enjoyment of trying to guess the correct button sequence.
[0250] Furthermore, even if a player operates stop switches 40a, 40b, and 40c in a sequence other than the correct sequence during simulated gameplay, it will not affect the game results or payout performance in the actual game. Therefore, players can confidently predict the correct sequence of button presses.
[0251] Thus, according to this disclosure, it is possible to provide a gaming machine that incorporates novel gameplay elements in a gameplay style that requires players to predict the order in which to press the buttons.
[0252] [Second Embodiment] In this embodiment, when a button-pressing sequence is won, a simulated game is played immediately before the main game in which the player is asked to predict the correct button-pressing sequence. After the player operates the stop switches 40a, 40b, and 40c, the player is notified during the simulated game whether the player's button-pressing sequence of the stop switches 40a, 40b, and 40c was correct or not.
[0253] Furthermore, in this embodiment as well, the correct button press sequence in this game and the correct button press sequence in the simulated game are the same.
[0254] Furthermore, "???" is displayed on the LCD screen 3 not only during the simulated game but also in the main game that is played immediately afterward. However, the system informs the player whether the button press sequence in the preceding simulated game was correct or not, allowing the player to easily predict the correct button press sequence for the main game based on this notification. Thus, in this embodiment, the player can gain an advantage in the main game based on the results of the simulated game.
[0255] Furthermore, when notifying whether the button press sequence in the simulated game was correct or incorrect, it may also be indicated not only whether it was correct or incorrect, but also which stop switch 40 was operated in which order—correctly or incorrectly.
[0256] Thus, in this embodiment as well, whether or not the actual game becomes advantageous depends on whether the player operates the stop switches 40a, 40b, and 40c in the correct order during the simulated game, or whether the player operates the stop switches 40a, 40b, and 40c in an order other than the correct order. In other words, in this embodiment, the actual game executed thereafter may become advantageous based on the order in which the stop switches 40a, 40b, and 40c are pressed during the simulated game.
[0257] This allows players to predict the correct button sequence during the simulated game, and to gain an advantage in the actual game based on their prediction. Therefore, it provides players with the enjoyment of trying to guess the correct button sequence.
[0258] Furthermore, even if the player operates the stop switches 40a, 40b, and 40c in the correct order during the simulated game, or even if they operate them in an incorrect order during the simulated game, it is still possible to obtain a favorable result in the actual game. In other words, by being notified that the order of pressing buttons in the simulated game was incorrect, the player will know that the order was wrong and can then play the actual game using a different order, thereby gaining an advantage in the actual game. Therefore, the player can enjoy playing the simulated game.
[0259] Other configurations and effects are the same as in the first embodiment.
[0260] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of this disclosure, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the gist of this disclosure. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.
[0261] Furthermore, unless otherwise specified for each example, the various definitions used herein are used in common throughout the specification.
[0262] In the above-described embodiment, an example in the case where the push order winning combination is hit has been described, but the present disclosure is not limited to this. For example, a button-pushing winning combination that wins when the stop switch is operated at the correct operation timing, or a color button-pushing winning combination that wins when both the push order and the operation timing for the stop switch are correct, may execute a pseudo game when hit.
[0263] Furthermore, different from the above, in a winning combination (e.g., common bell, replay) that wins regardless of the push order and the operation timing, the player may be made to predict the correct push order determined by lottery. In this case, regardless of whether the stop switch is operated in the correct push order, the winning combination wins.
[0264] Also, in the first embodiment, an example in which a setting suggestion is always executed when the stop switch is operated in the correct push order has been described, but whether or not the setting suggestion is executed may be determined by lottery. In this case, when the stop switch is operated in the correct push order during the pseudo game, the setting value control unit or the effect control unit executes a setting suggestion lottery, and the setting suggestion is executed when winning the lottery.
[0265] Also, not limited to the first embodiment, points may be awarded when the player operates the stop switch in the correct push order in the pseudo game. Then, the setting suggestion may be executed when this point becomes a predetermined value or more.
[0266] In this case, 2 points may be awarded when the player operates the stop switch in the correct push order, but no points may be awarded when the player operates the stop switch in a different order than the correct push order. Also, differently, only 1 point may be awarded when some of the push orders are correct (e.g., only the first stop is correct).
[0267] Also, the player may be able to know how much of the points given above are accumulated.
[0268] Furthermore, the awarded points may be used for purposes other than setting suggestions. In this case, for example, the performance control unit may use the points to unlock costumes for the characters appearing in the game or to unlock performance patterns.
[0269] Furthermore, the embodiment is not limited to the above, and the number of times the simulated game is performed immediately before the main game can also be changed.
[0270] For example, if the main game is executed after two consecutive simulated game rounds, and the player operates the stop switch in the correct order during the first simulated game round, the remaining simulated game round may be omitted. In this case, the main game can be executed immediately after the first simulated game round, and the setting indication can be performed.
[0271] Furthermore, if the player fails to operate the stop switch in the correct sequence during the second simulated game, the system can either notify the player of the correct sequence or prevent the setting indication from being displayed.
[0272] Furthermore, the number of times the simulated game is played may be determined by the winning combination or by a draw.
[0273] Furthermore, although the above embodiment describes an example in step S208 of Figure 11 where the flow branches based on whether or not the lever has been operated, the disclosure is not limited to this. For example, even if the lever is not operated, the process may proceed to the next step.
[0274] In the above embodiment, an example was described in which "???" was displayed on the liquid crystal screen, but the present disclosure is not limited to this. For example, the user may be prompted to predict the second stop switch to be used, such as "1??". In this case, the "1" in "1??" indicates that the left stop switch should be pressed first. Alternatively, the user may be prompted to predict the color of the symbol to be stopped, such as the red 7 symbol or the blue 7 symbol.
[0275] Furthermore, although the above embodiment describes an example in which the bonus is a continuous mechanism for a Type 1 special mechanism, the present disclosure is not limited thereto. The bonus may be at least one of a Type 1 special mechanism, a continuous mechanism for a Type 1 special mechanism, a Type 2 special mechanism, and a continuous mechanism for a Type 2 special mechanism.
[0276] Furthermore, a signal indicating the type of game section may be transmitted from the section control unit to the digital counter, so that the digital counter can indicate whether or not the game section is a favorable section, for example, by whether or not a dot is displayed.
[0277] Furthermore, the embodiment is not limited to the above, and for example, when the AT ends, or when the number of games in the advantageous period reaches 3000, the period control unit may forcibly transition the game period from the advantageous period to the normal period.
[0278] Furthermore, while the range (MY) was used to activate the complete function in the above embodiment, the system is not limited to this, and the difference in game value may be used to determine whether or not to activate the complete function.
[0279] Furthermore, although the above embodiment describes an example where the slot machine is an AT machine, the slot machine may also be an ART (Assist Replay Time) machine, or it may be a slot machine that only provides bonuses without performing AT, ART, etc., or a slot machine that can perform both bonuses and AT (or ART).
[0280] Furthermore, although the above embodiment described an example in which the medal unit is connected to the slot machine in a communicative manner outside the slot machine, this disclosure is not limited to this. The medal unit may be integrally housed within the casing of the slot machine together with the main control unit, etc., or it may be incorporated into the main control unit, for example, and function as part of the media management unit. In other words, in this specification, "connected" means both a state in which there is no intervention between the slot machine and the medal unit and they are directly connected, and a state in which something is intervening between them and they are indirectly connected.
[0281] Furthermore, although the slot machine in the above embodiment was a coinless machine, the slot machine to which this disclosure applies does not have to be a coinless machine. If the slot machine is not a coinless machine, it will have components such as a coin slot, a coin payout slot, and a hopper.
[0282] Furthermore, although the above embodiments describe an example of a so-called smart slot machine, this disclosure is not limited thereto. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous period can be executed.
[0283] Furthermore, in the above embodiment, Figure 8 shows an example in which the main control unit and the game value control unit are mounted on the same control board, but the main control unit and the game value control unit may be mounted on separate control boards. Also, the main control unit and the game value control unit may be composed of separate microcontrollers, or they may be composed of the same microcontroller.
[0284] Furthermore, the configuration of this disclosure is not limited to slot machines, but can also be applied to so-called enclosed-type pachinko machines, i.e., smart pachinko (registered trademark) equipped with a handle, a pachinko launcher, an electric tulip, etc., or to casino machines used in casinos. [Explanation of Symbols]
[0285] 1 Slot machine (gaming machine) 61 Main control unit 610 Internal lottery unit 611 Rotating reel control unit (gaming control unit) 612 Gaming result determination unit 613 Set value control unit 614 Section control unit 615 Gaming state control unit (gaming control unit) 616 RT state control unit 617 Error determination unit 618 Power supply determination unit 62 Gaming value control unit 620 Medium management unit 621 Function activation unit 63 Sub control unit 630 Effect control unit
Claims
1. Multiple spinning reels, each with multiple symbols arranged on it, Multiple stop switches, each corresponding to one of the multiple rotating reels and capable of receiving an operation to stop the rotation of the corresponding rotating reel, A game control unit capable of controlling the progress of the game, or a simulated game executed immediately before the game, A performance control unit capable of executing performances, Equipped with, The aforementioned performance control unit, When the aforementioned simulated game is being played, it is possible to perform the aforementioned effect in which it is not possible to determine the correct operation method for the stop switch, and Based on the manner in which the stop switch is operated during the simulated game, it is possible to change the subsequent performances that are executed. Gaming machine.
2. Multiple spinning reels, each with multiple symbols arranged on it, Multiple stop switches, each corresponding to one of the multiple rotating reels and capable of receiving an operation to stop the rotation of the corresponding rotating reel, A game control unit capable of controlling the progress of the game, or a simulated game executed immediately before the game, A performance control unit capable of executing performances, Equipped with, The aforementioned performance control unit is capable of executing the performance in which it is not possible to determine the correct operation method for the stop switch when the simulated game is being executed. Based on the manner in which the stop switch is operated during the simulated game, the actual game that is executed thereafter may proceed in a favorable manner. Gaming machine.
3. The aforementioned performance control unit, It is possible to output whether the operation performed by the player in the simulated game was correct or not, While the aforementioned game is being played, it is possible to perform the same effects as the simulated game that was played immediately before. The gaming machine according to claim 2.
4. The performance control unit can change the performance in the actual game that is executed immediately afterward, based on the manner of operation of the stop switch in the simulated game. The gaming machine according to claim 1.
5. It further includes an internal lottery unit that performs an internal lottery and can determine which of the following roles will be awarded. The aforementioned role includes an operation mode role that is awarded when the operation mode of the multiple stop switches is the correct operation mode, The game control unit can execute the simulated game when the operation mode role is won. The gaming machine according to claim 1 or 2.
6. Depending on whether the operation performed by the player was the correct operation, the subsequent processing will differ. The gaming machine according to claim 1 or 2.
7. The correct operation method in the simulated game and the correct operation method in the actual game executed immediately after the simulated game are the same. The gaming machine according to claim 1 or 2.