Gaming Machines
The gaming machine dynamically manages advantageous sections using a section control unit and lottery-based game duration adjustments to prevent premature ends, enhancing gameplay and player engagement.
Patent Information
- Application Number
- JP2022140981
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-05
- Publication Date
- 2024-12-25
- Estimated Expiration
- 2042-09-05
AI Technical Summary
Existing gaming machines often end advantageous sections prematurely, wasting games and impairing playability due to fixed game counts that do not account for player engagement.
A gaming machine with a section control unit that manages advantageous sections by determining the end based on the number of games played, allowing for continuation or transition to normal sections using a lottery system to add or shorten the number of games, ensuring optimal gameplay duration.
Enhances gameplay by preventing premature ends of advantageous sections, maintaining player interest, and providing varied gameplay experiences through dynamic game duration management.
Smart Images

Figure 0007606107000001 
Figure 0007606107000002 
Figure 0007606107000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, as shown in Patent Document 1, a gaming machine is known in which a ceiling number of games for transitioning to an AT state is set according to the mode determined at the time of transition to a favorable zone. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2022-018553 DISCLOSURE OF THEINVENTION [Problem to be solved by the invention]
[0004] In Patent Document 1, depending on the mode, the advantageous zone ends before the ceiling number of games is reached, so that the number of games that have been played is wasted and the playability of the advantageous zone is reduced.
[0005] The present disclosure provides a gaming machine that improves playability while properly managing the end of advantageous zones. [Means for solving the problem]
[0006] The first aspect is a gaming machine having a normal zone in which processing related to the instruction function cannot be performed, and an advantageous zone to which a transition can be made from the normal zone and in which processing related to the instruction function can be performed, the advantageous zone having a first state and a second state which is more advantageous to the player than the first state to which a transition can be made when a predetermined condition in the first state is met, and having a zone control unit which can determine whether to terminate the advantageous zone currently in progress and transition to the normal zone based on the number of games played in the advantageous zone currently in progress at a predetermined timing during the advantageous zone and the predetermined number of games for the next transition from the first state to the second state.
[0007] In addition, in a first aspect, the interval control unit is a gaming machine that can add the specified number of games to the number of games played and determine whether to end the advantageous interval based on the calculated number of games resulting from the addition.
[0008] In addition, in a first aspect, in the gaming machine, the predetermined timing is the end of the second state.
[0009] In addition, in a first aspect, the interval control unit is a gaming machine that ends the advantageous interval when the calculated number of games is equal to or greater than a predetermined judgment value, and continues the advantageous interval when the calculated number of games is less than the judgment value.
[0010] In addition, in a first aspect, the gaming machine is such that the predetermined number of games is determined by a drawing.
[0011] In addition, in a first aspect, the gaming machine is provided with a plurality of modes related to game progress, and the predetermined number of games is determined by drawing lots according to the mode.
[0012] In addition, in a first aspect, the gaming machine is such that the lottery is conducted at a predetermined timing during the advantageous zone.
[0013] In addition, in a first aspect, the gaming machine has a plurality of modes related to game progress, and the predetermined number of games is a number of games that is determined in advance according to the mode.
[0014] In addition, in a first aspect, the specified number of games is a gaming machine in which a predetermined maximum number of games is set, and the specified number of games is determined by conducting a shortening lottery to determine whether to shorten the maximum number of games to a specified candidate value, or by conducting a shortening game number lottery to draw the number of games to shorten from the maximum number of games. Effect of the Invention
[0015] According to the present disclosure, it is possible to provide a gaming machine that improves playability while properly managing the end of advantageous zones. [Brief description of the drawings]
[0016] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 1 is a block diagram illustrating a configuration of a slot machine. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] FIG. 2 is a diagram illustrating state transitions in a first game state. [Diagram 5] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 6] A diagram explaining the state transition of a game area. [Figure 7] A flow chart showing the flow of the process for determining the continuation of a favorable zone of a slot machine. [Figure 8] 13 is an example of a lottery table with a ceiling number of games. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0017] [Embodiment] A slot machine 1 according to an embodiment of the gaming machine of the present disclosure will be described with reference to the drawings. In this specification, unless a definition of a direction is given in each description, the direction from the slot machine 1 toward the player facing the front of the slot machine 1 is the "front" direction, and the opposite direction is the "rear" direction. Similarly, left and right directions such as "left" and "right" and up and down directions such as "up" and "down" also mean the left and right directions, or the up and down directions, as seen from the player. Similarly, unless a definition of a direction is given in the description of each member, it means the direction as seen from the player when each member is fixed at a predetermined position on the slot machine 1.
[0018] <Slot machine configuration> 1, the slot machine 1 has a cabinet 10. A front door 100 is provided on the front side of the cabinet 10.
[0019] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, a player can see a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20, which will be described later.
[0020] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 102, and an illumination unit (not shown) for performing various effects during a game.
[0021] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.
[0022] The speaker 102 outputs predetermined BGM (background music), SE (sound effects), and voice.
[0023] The illumination unit lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.
[0024] An operation unit 4 is provided below the reel window 200. The operation unit 4 includes a plurality of stop switches 40, a medal insertion unit 41 with an insertion slot, a bet switch 42, a lever 43, a medal display unit 44, a settlement switch 45, and a performance button 46.
[0025] Each stop switch 40 is provided corresponding to each reel 20. Each stop switch 40 accepts an operation for stopping the rotation of each reel 20 while the reel 20 is rotating.
[0026] Medals as game value to be used in games are inserted into an insertion port of the medal insertion unit 41. A medal sensor is provided near the insertion port. The medal sensor detects insertion of a medal into the insertion port and outputs a detection signal to the control unit 6 (see FIG. 2) described later.
[0027] The bet switch 42 is used when placing a bet with medals.
[0028] The lever 43 functions as a start switch that receives an operation for spinning each of the reels 20 .
[0029] The medium display section 44 displays the number of medal credits, the number of medals paid out, the number of medals bet, etc., and is composed of, for example, a plurality of seven segments.
[0030] The settlement switch 45 is used when the player finishes playing and medals are paid out from the payout outlet 51.
[0031] The effect button 46 is a button used by the player to set the volume, check game data, etc., when playing a game. The effect button 46 may be pressed by the player during a game depending on the effect. When the effect button 46 is pressed during a game, a change occurs in the effect.
[0032] Near each switch of the operation unit 4, a sensor is provided for detecting the operation by the player and outputting an operation signal to the control unit 6.
[0033] Within the housing 10, below the operation unit 4, there are provided a medal payout outlet 51 and a lower tray 52 for storing medals paid out from the payout outlet 51. Also, within the housing 10, there is provided a hopper unit 50 for receiving and paying out medals (see FIG. 2).
[0034] 2, the slot machine 1 includes a reel unit 2, a control unit 6, a RAM clear button 71, and a setting change button 72. The reel unit 2, the control unit 6, the RAM clear button 71, and the setting change button 72 are disposed inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.
[0035] As shown in Fig. 1 and Fig. 2, the reel unit 2 includes three reels 20 and three stepping motors 21. The reel units 2 are arranged inside the housing 10 in correspondence with the positions of the reel windows 200. As shown in Fig. 3, each reel 20 has a plurality of symbols arranged at intervals along the circumferential direction of the reel 20. A stepping motor 21 is provided corresponding to each reel 20, and drives the corresponding reel 20.
[0036] The stepping motor 21 stops the rotation of the reel 20 corresponding to the operated stop switch 40 within 190 ms after the stop switch 40 is operated while the reel 20 is rotating. The stepping motor 21 makes one rotation in 504 steps. As a result, the reel 20 rotates at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.
[0037] The rotation and stopping of the reel 20 and the stepping motor 21 are controlled by a reel control unit 611 (described later) in the control unit 6.
[0038] The RAM clear button 71 is a button for accepting an operation for initializing the RAM constituting the control unit 6. The setting change button 72 is a button that is pressed by a store staff member when setting one of multiple setting values in the slot machine 1.
[0039] The setting value is a value that represents the payout rate, which indicates the ratio of the total number of medals paid out from the hopper unit 50 to the total number of medals inserted into the slot machine 1. The set setting value affects the internal lottery. This is because the probability of winning various roles, such as replays and bells, differs depending on the setting value. The setting value is set by the store staff before the store opens.
[0040] <The flow of play by the player> The player presses the effect button 46 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3, as necessary.
[0041] A player inserts medals into the medal insertion slot 41 or operates the bet switch 42 to use medals stored (credited) to bet medals on the slot machine 1. When a predetermined number of medals are bet on the slot machine 1, the pay line L is activated. After that, the lever 43 can be operated, i.e., the game can start.
[0042] FIG. 1 illustrates an example in which the active lines L are composed of three lines: a line sloping downward to the right, a line sloping upward to the right, and a middle line. The active lines L are virtual lines for determining winning combinations. In this embodiment, when a MAX BET (3 coins bet) is made, the three lines L are activated.
[0043] In the following, "winning" is not only when a combination that pays out medals, such as bells or watermelons, lines up on the winning line L, but also when symbols corresponding to specific combinations, such as special replays, chance symbols, and bonuses, line up on the winning line L.
[0044] In this embodiment, one game (one play) refers to a series of actions in which the player operates the bet switch 42, the lever 43, and the stop switch 40 to obtain a game result, including the process of paying out medals.
[0045] Specifically, when the lever 43 is operated (lever on) in a state in which a game can be started, an internal drawing is performed to determine a winning flag, and each reel 20 starts to rotate. In this state, when any of the stop switches 40 is operated, the reel 20 corresponding to the operated stop switch 40 stops. When all the reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (winning combination) that is aligned (winning) on the pay line L. This ends one game.
[0046] The player repeats the above game. As the game is repeated, the game progresses, and the display on the liquid crystal screen 3 and the sound output from the speaker 102 change in accordance with the progress of the game.
[0047] <About game status> During the game, the game zones and game states are set, and an internal lottery is performed based on the set game zones and game states. The game states include a first game state and a second game state, as shown in Figures 4 and 5. Note that the first game state and the second game state are not exclusively established game states, but are merely classified states for the purpose of distinction for the sake of convenience.
[0048] The first game state includes a special role non-carryover state, a special role carryover state, and a special role implementation state, as shown in Fig. 4. The special role non-carryover state, the special role carryover state, and the special role implementation state are in an exclusively established relationship.
[0049] The special role non-carryover state refers to a state in which the winning of the special role (Type 1 BB and Type 2 BB) won by the internal lottery is not carried over. The special role non-carryover state is set when a predetermined condition is met, such as when the RAM is initialized using the RAM clear button 71, or when the number of medals paid out after transitioning to the special role implementation state exceeds a predetermined number (for example, 180 medals). When a special role is won in the special role carryover state (i.e., when the predetermined condition is met), the first game state is temporarily set to the special role non-carryover state.
[0050] The special role carryover state refers to a state in which a special role has been won by the internal lottery, but the winning of the special role has been carried over. In other words, the special role carryover state refers to a state in which the flag of the special role has been won by the internal lottery, but the pattern indicating the special role has not been aligned on the valid line L, and therefore the special role has not yet won.
[0051] Here, the first type BB is a device that operates consecutively with respect to a first type special role, such as a big bonus. The second type BB is a special role that may be won when three coins are bet. The second type BB is a device that operates consecutively with respect to a second type special role, such as a special role that may be won when two coins are bet. In the case of special roles, if the winning of any special role (for example, the first type BB) is carried over, the drawing of other special roles (for example, the second type BB) is not conducted.
[0052] When a special role is won while the first gaming state is a special role non-carry-over state, the first gaming state transitions from the special role non-carry-over state to a state in which the winning of the special role that has been won is carried over (special role carry-over state).
[0053] When the winning special role is won, the first game state transitions from the special role carryover state to the special role implementation state, temporarily passing through the special role non-carryover state. When the first game state transitions to the special role implementation state due to the winning of the first type BB or the second type BB, the special role implementation state is maintained until the number of medals paid out by the first type BB or the second type BB exceeds a predetermined number.
[0054] In more detail, the special role implementation state includes a type 1 BB implementation state, a type 2 BB implementation state, and an RB implementation state. If an RB is won by an internal lottery during a type 1 BB implementation state in which a type 1 BB is being implemented, the special role implementation state transitions from the type 1 BB implementation state to the RB implementation state. If 12 games are played or a specific role is won 8 times in the RB implementation state, the special role implementation state transitions to the type 1 BB implementation state.
[0055] The second gaming state is a state for determining the effects performed during the game, and includes the normal gaming state and the AT state as shown in Fig. 5. The normal gaming state and the AT state are mutually exclusive. The normal gaming state is an example of the first state, and the AT state is an example of the second state.
[0056] The general game state is a state that is not an AT state, that is, a state in which the assist function does not occur as a process related to the instruction function. For example, the second game state is set to the general game state from after the RAM is cleared or after the AT ends until the AT lottery is won. As an example, when the game zone is an advantageous zone, the AT lottery is performed according to the winning combination (such as a rare combination) by the internal lottery.
[0057] The AT state is a state in which an assist function (AT function) is operating, which notifies the player of the correct pressing order (correct operation order) of the stop switch 40 for a role other than a special role won by an internal lottery, via the liquid crystal screen 3 or the speaker 102. If an AT is won by AT lottery while the game zone is an advantageous zone, the second game state transitions from the general game state to the AT state. If a predetermined number of games have elapsed since the start of play in the AT state, or if the total number of medals paid out since the start of play in the AT state reaches a predetermined number, the second game state transitions from the AT state to the general game state. This ends the AT state.
[0058] <About the game area> The above-mentioned game zone is a zone for determining whether or not the process related to the assist function is performed as the process related to the instruction function. As shown in FIG. 6, the game zone has a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.
[0059] The normal zone is a zone where assist function processing and AT lottery cannot be executed as processing related to the instruction function, but a lottery for zone transition to the advantageous zone is performed. As a result of playing in the normal zone, the game zone transitions from the normal zone to the advantageous zone according to the internal winning hand. Note that while the second game state is the general game state, the game zone can be the normal zone.
[0060] The advantageous zone is a zone in which the assist function-related processing and AT lottery can be executed as processing related to the instruction function. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a general gaming state and an advantageous zone in which the second gaming state progresses in an AT state. The advantageous zone is maintained as the advantageous zone from the time the gaming zone transitions to the advantageous zone until a predetermined end condition is satisfied.
[0061] <Control Unit Configuration> 2, the control unit 6 mainly includes a main control unit 61 and a sub-control unit 63. The main control unit 61 performs control for progressing the game, such as control of the internal lottery and the spinning reel 20. The sub-control unit 63 performs control related to the presentation, based on a signal transmitted from the main control unit 61 or the pressing of the presentation button 46.
[0062] The main control unit 61 and the sub-control unit 63 each include a CPU, a RAM, and a ROM. The ROM of the main control unit 61 and the sub-control unit 63 stores programs necessary for game progress. The RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, data indicating which game state and game zone each state or zone is in, the results of an internal lottery, etc. The RAM of the sub-control unit 63 stores various data related to presentation control, etc.
[0063] When the CPU reads out and executes the programs in the ROM, the main control unit 61 functions as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a medium management unit 613, a game progress control unit 614, a section control unit 615, and a game state control unit 616. The sub-control unit 63 functions as a performance control unit 630.
[0064] - Internal lottery section - The internal lottery unit 610 performs an internal lottery based on the operation of the lever 43, and sets one flag of a plurality of role flags as a winning flag to win. Specifically, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number acquired when the lever 43 is operated, based on the first game state when the lever 43 is operated, etc. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal is transmitted from the internal lottery unit 610 to the reel control unit 611, the game progress control unit 614, etc.
[0065] The internal lottery table shows information on roles that may be awarded by an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to a combination of the RT state at the time of operating the lever 43, whether or not a special role (bonus) is in progress, and the setting value. The role information shown in the internal lottery table includes one or more combinations of symbols associated with roles corresponding to the combinations. The roles include losing roles that do not result in the payout of medals, as well as push order roles that result in the payout of medals.
[0066] When playing in the AT state, the push order role may be won by an internal lottery. If the push order role is won and the stop switch 40 is pressed in the correct push order, the push order role wins and multiple medals (e.g., 8 medals) according to the role are paid out. If the stop switch 40 is not pressed in the correct push order even though the push order role is won, the push order role will not win or another role (such as a 1-coin role) will win.
[0067] In addition, the push order role can be won even during the normal game mode. If the push order role is established during the normal game mode, the correct push order is not announced, so the push order role may be missed or only one medal may be paid out. During the AT state, the correct push order is announced, so multiple medals (for example, 8 medals) are paid out.
[0068] -Rotary reel control unit- The spinning reel control unit 611 controls the driving of the stepping motor 21 based on the operation of the lever 43 or each stop switch 40, and performs rotation start control to start the rotation of each spinning reel 20 or rotation stop control to stop the rotation.
[0069] Specifically, when the lever 43 is operated while all of the reels 20 have stopped spinning, the reel control unit 611 starts the rotation of all of the reels 20. When the stop switch 40 corresponding to at least one reel 20 is operated while the reel 20 is spinning, the reel control unit 611 stops the rotation of the reel 20 corresponding to the operated stop switch 40.
[0070] In the spin stop control, the spin reel control unit 611 can stop the spin of the spin reel 20 based on the operation of the stop switch 40 so that the combination of symbols corresponding to the role indicated by the winning flag is placed on the pay line L of the spin reel 20, thereby winning the role.
[0071] In addition, in the spin stop control, the spin reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the spin reel 20 at the time of operation of each stop switch 40. Pull-in control is control that stops the spin of the spin reel 20 by pulling in the symbols corresponding to the winning combination onto the pay line L. Kick-out control is control that stops the spin of the spin reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.
[0072] -Game result judgment section- The game result determination unit 612 determines the game result based on the results of the internal lottery and the spin stop control of the spin reel 20. The game result means the result of determining whether or not the winning combination has been awarded based on the symbols that have lined up on the pay line L. Specifically, when the combination of symbols that have stopped on the pay line L matches a predetermined combination of symbols, the game result determination unit 612 determines that the winning combination has been awarded.
[0073] -Media Management Department- The medium management unit 613 controls the increase and decrease of the number of credits, and controls the medal payout operation by the hopper unit 50.
[0074] Specifically, when medals are bet, the medium management unit 613 decreases the number of credits according to the number of medals bet, and when medals are credited, the medium management unit 613 increases the number of credits.
[0075] When a winning combination obtained by an internal lottery is won based on the player's operation, the media management unit 613 increases the number of credits based on the number of medals paid out based on the type of winning combination.
[0076] Furthermore, the medium management unit 613 controls the hopper unit 50 based on the game result determined by the game result determination unit 612 as well as an operation signal output by operating the settlement switch 45 .
[0077] Specifically, medals obtained by winning a winning combination are first stored as credits. If the number of credits exceeds the upper limit (for example, 50 medals) as a result of storing medals, the medals exceeding the upper limit are paid out from the hopper unit 50. Also, if the settlement switch 45 is operated when there is one or more medals stored, at least a part of the stored medals are paid out from the hopper unit 50.
[0078] Furthermore, the medium management unit 613 calculates the difference in number of medals, which is the cumulative value of the number of medals paid out minus the number of medals bet, during the advantageous zone, and / or the range (MY), which is the difference between the maximum and minimum values of the difference in number of medals. The difference in number of medals and / or the range (MY) are transmitted to the zone control unit 615. The medium management unit 613 resets the difference in number of medals and / or the range (MY) after the advantageous zone ends.
[0079] -Game progress control unit- The game progress control unit 614 controls the game progress based on the operation of the player. At that time, the game progress control unit 614 controls the game progress by the player based on the setting value set by the store staff.
[0080] Furthermore, when the RAM clear button 71 is pressed, the game progress control unit 614 resets the game data by initializing the RAM of the main control unit 61. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.
[0081] -Section Control Unit- The zone control unit 615 sets one of a plurality of game zones (normal zone and advantageous zone) when the player plays.
[0082] Specifically, when the gaming zone is a normal zone, the zone control unit 615 performs a zone transition drawing to determine whether to maintain the normal zone state or transition to an advantageous zone. When a specific lottery target role is won, a drawing is performed to determine whether to perform a zone transition drawing, and if the result is a win, a zone transition drawing is performed. When the zone transition drawing is won, the zone control unit 615 sets (transitions) the gaming zone to an advantageous zone.
[0083] The winning probability of the section transition lottery may be different depending on the set value. For example, the winning probability of the predetermined lottery target role may be different depending on the set value, or the winning probability of the section transition lottery performed when the predetermined winning target role is won may be different.
[0084] Furthermore, when the game zone is set as an advantageous zone, the zone control unit 615 can determine the ceiling game number for transitioning to the AT state by drawing lots. Furthermore, at the end of the AT state, the zone control unit 615 determines the ceiling game number for transitioning from the general game state to the AT state next time when the game zone is an advantageous zone by drawing lots. The drawing of the ceiling game number will be described later. Furthermore, the ceiling game number is an example of a predetermined game number.
[0085] In addition, the interval control unit 615 can determine whether to end the currently executing advantageous period and transition to the normal period based on the number of games played in the currently executing advantageous period at a predetermined timing during the advantageous period and the ceiling number of games required for the next transition from the general gaming state to the AT state.
[0086] Specifically, as described above, the section control unit 615 determines the ceiling number of games to transition from the general game state to the AT state by drawing lots when the AT state ends. Then, the ceiling number of games is added to the number of games played in the currently active advantageous section, and if the calculated number of games resulting from this addition is equal to or greater than a predetermined judgment value, the advantageous section is terminated, and if it is less than the predetermined judgment value, the advantageous section is continued. In other words, after the AT state ends, there are cases where the advantageous section transitions to the normal section, and cases where the advantageous section is continued.
[0087] Here, the predetermined judgment value is a value that is determined in advance for each model of the slot machine 1 based on the expected value of the medal payout of the slot machine 1, the performance related to the medal payout in the slot machine 1 that does not depend on the setting value, the expected value of the number of medals that can be acquired per game in the AT state (net increase in number of medals), etc. For example, in the case of a model that requires 800 games as the number of games required to acquire 2400 medals, which is the end condition of the advantageous zone described later, in the AT state, the predetermined judgment value is 3200 games, which is the upper limit number of games, 4000 games, which is the end condition of the advantageous zone, minus 800 games. In other words, even if the next ceiling number of games is played and the state transitions to the AT state, whether the advantageous zone is ended or continued is determined depending on whether the number of games remaining is sufficient to acquire 2400 medals. For example, if the number of games played in the advantageous zone is 1000, the ceiling game number is 999, and the predetermined judgment value is 3200, the calculated number of games is 1000+999=1999, which is smaller than the predetermined judgment value of 3200, so the AT state ends but the advantageous zone continues. Also, if the number of games played in the advantageous zone is 2500, the ceiling game number is 800, and the predetermined judgment value is 3200, the calculated number of games is 2500+800=3300, which is greater than the predetermined judgment value of 3200, so the advantageous zone ends with the end of the AT state and a transition to the normal zone occurs.
[0088] Next, the drawing of the ceiling game number executed by the section control unit 615 will be described. In the drawing of the ceiling game number in this embodiment, a drawing of the shortening game number is performed to determine whether or not to shorten the maximum number of games in the ceiling game number, and a drawing of the shortening game number is performed to draw the number of games to be shortened if the shortening game number is won. Specifically, in the drawing of the shortening game number performed if the shortening game number is won, the candidate values of the shortening game number are "50G", "100G", "200G", and "500G", and the shortening game number is determined by drawing how much to shorten from these candidate values. For example, if "100G" is determined as the shortening game number, "899G" obtained by subtracting "100G" from "999G", the maximum number of games in the ceiling game number, is determined as the ceiling game number.
[0089] In addition, the ceiling number of games determined by the drawing of the ceiling number of games at the end of the AT state is set as the ceiling number of games for the next transition to the AT state if the advantageous zone is continued. On the other hand, if the advantageous zone is not continued and a transition to the normal zone is made, the ceiling number of games determined by the drawing is initialized, and the ceiling number of games is set as determined by the drawing of the ceiling number of games performed when the normal zone is transitioned to the advantageous zone. Therefore, when transitioning from the advantageous zone to the normal zone, the ceiling number of games determined by the drawing of the ceiling number of games at the end of the AT state is a provisional value for determining whether or not to measure the advantageous zone.
[0090] In addition, the interval control unit 615 forcibly transitions the play interval from the advantageous interval to the normal interval when the number of games played in the advantageous interval reaches the upper limit of 4,000 games, or when the difference in the number of medals during the advantageous interval reaches 2,400.
[0091] In addition, when the game data is reset, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.
[0092] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.
[0093] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to a general game state or an AT state.
[0094] 4, when a predetermined condition such as clearing the RAM of the main control unit 61 is satisfied, the game state control unit 616 sets the first game state to a special role non-carryover state. Immediately after a special role is won by an internal lottery, the game state control unit 616 sets the first game state to a special role carryover state. When the special role is won, the game state control unit 616 sets the first game state to a special role implementation state.
[0095] Also, as shown in FIG. 5, the game state control unit 616 judges whether or not to set the second game state to the AT state (i.e., whether or not the AT has been won) based on the result of the AT drawing. If the AT drawing is won during the advantageous zone, the game state control unit 616 sets the second game state to the AT state. Conversely, if the AT drawing is not won, the game state control unit 616 can set the second game state to the general game state. Also, when the AT ends, the game state control unit 616 transitions the second game state from the AT state to the general game state. Also, when the number of games played in the general game state when the game zone is an advantageous zone reaches the ceiling number of games, the game state control unit 616 confirms the transition from the general game state to the AT state. Note that the game state control unit 616 resets the number of games played by transitioning to the AT state.
[0096] -Direction Control Department- The performance control unit 630 displays a performance image selected from a plurality of types of performance images on the liquid crystal screen 3 based on the progress of the game, and outputs sound effects and background music corresponding to the performance image from the speaker 102. For example, when an AT or a bonus is won, the performance control unit 630 selects a performance pattern for displaying that fact on the liquid crystal screen 3, and controls the display on the liquid crystal screen 3 and the sound output of the speaker 102 according to the performance pattern.
[0097] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to announce the correct push order for each successive winning push order role (assist function).
[0098] In addition, when the notification conditions for the effect suggesting the setting value are met during play, the effect control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the effect. The player can use this effect as one of the materials to understand the setting value of the slot machine 1 currently being played. Notification conditions include when a rare combination is won, when a bonus game ends, when an AT ends, etc.
[0099] The process of determining whether the slot machine 1 is in a favorable zone or not will be described with reference to Fig. 7. The process described below is performed by the CPU of the main control unit 61 executing a predetermined program during the AT state. The process of determining whether the slot machine 1 is in a favorable zone or not will be performed between the last game in the AT state and the start of the next game.
[0100] First, in step st1, the section control unit 615 judges whether the AT state ends. In this embodiment, the AT state ends when the end condition of the AT state is satisfied, for example, when the number of games in the AT state is exhausted, or when the AT continuation lottery for whether to continue the AT is not won after the number of games in the AT state is exhausted. If it is judged that the AT state ends (YES in step st1), proceed to the next step st2.
[0101] In step st2, the section control unit 615 determines the ceiling number of games by drawing lots. Then, the process proceeds to the next step st3.
[0102] In step st3, the section control unit 615 calculates the calculated number of games. Specifically, the number of games played in the advantageous section at the end of the AT state is added to the ceiling number of games determined in step st2 to calculate the calculated number of games. Then, proceed to the next step st4.
[0103] In step st4, the section control unit 615 compares the calculated number of games calculated in step st3 with a predetermined judgment value. If the calculated number of games is less than the predetermined judgment value (YES in step st4), the process proceeds to the next step st5.
[0104] In step st5, the section control unit 615 does not end the advantageous section, but continues it as it is. Then, the process ends.
[0105] On the other hand, in the above-mentioned step st4, if the calculated number of games is equal to or greater than the predetermined judgment value (NO in step st4), the process proceeds to the next step st6.
[0106] In step st6, the zone control unit 615 ends the advantageous zone and transitions to the normal zone. That is, the zone transitions from the next game to the normal zone, and the operation of the lever 43 in the next game triggers a zone transition lottery. Then, the process ends.
[0107] To summarize the above, the slot machine 1 (gaming machine) has a normal zone in which processing related to the instruction function cannot be performed, and an advantageous zone to which it can be transitioned from the normal zone and in which processing related to the instruction function can be performed, and the advantageous zone has a general gaming state (first state) and an AT state (second state) which is more advantageous to the player than the general gaming state (first state) and to which it can be transitioned when a predetermined condition is met in the general gaming state (first state), and is equipped with a zone control unit that can determine whether to end the advantageous zone currently in progress and transition to the normal zone based on the number of games played in the advantageous zone currently in progress at a predetermined timing during the advantageous zone and the ceiling number of games for the next transition from the first state to the second state.
[0108] <Effects of the Invention> According to this embodiment, it is possible to provide a gaming machine that improves playability while properly managing the end of the advantageous zone.
[0109] In addition, in this embodiment, the number of games played is added to the ceiling number of games, and it is possible to determine whether to end the advantageous period based on the calculated number of games of the addition result. This makes it possible to determine whether to end or continue the advantageous period depending on whether the number of games played and the ceiling number of games are large or small.
[0110] In addition, in this embodiment, when the AT state ends, it is possible to determine whether to end the advantageous zone and transition to the normal zone, or to continue the advantageous zone. This allows the advantageous zone to be continued rather than uniformly ending the advantageous zone and transitioning to the normal zone after the AT state ends, thereby improving gameplay. That is, since the advantageous zone may continue even after the AT state ends, it is possible to prevent the player's interest from decreasing due to the end of the AT state, and by preventing such a decrease in the player's interest, it is possible to prevent the end of the AT state from being a trigger for stopping the game. Furthermore, for the player, if the game zone is not notified that it is an advantageous zone, even if the AT state ends, it is not clear whether the advantageous zone has ended, and it is possible to motivate the player to continue playing even after the AT state ends, rather than stopping the game because the AT state has ended.
[0111] In addition, in this embodiment, it is possible to determine whether to end or continue the advantageous zone by comparing the calculated number of games calculated by adding the ceiling number of games to the number of games played in the advantageous zone currently being executed with the judgment value. This makes it possible to prevent the advantageous zone from being ended before the ceiling number of games is reached. For example, by setting the judgment value to a value that takes into account the minimum number of games required to acquire 2400 coins, which is the condition for ending the advantageous zone, even if the AT state is transitioned to by reaching the ceiling number of games, the profit of the AT state can be sufficiently awarded, and the playability can be improved.
[0112] In addition, in this embodiment, by determining the ceiling number of games by lottery, it is possible to provide more variety in the gameplay than when the calculated number of games is calculated by adding a fixed ceiling number of games to the number of games played.
[0113] In addition, in this embodiment, the ceiling game number is determined by drawing lots when deciding whether to end or continue the advantageous zone. This makes it possible to decide whether to end the advantageous zone based on the most recent number of games played, compared to when the ceiling game number is determined in advance. Also, the drawing of the ceiling game number and the decision of whether to end or continue the advantageous zone can be processed by the same trigger, reducing CPU processing.
[0114] In the present embodiment, the ceiling number of games is determined in a direction decreasing from the maximum number of games, which makes it possible to add interest to shortening the ceiling number of games.
[0115] [Other embodiments] The various control means and processing procedures described in the above embodiment are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without departing from the spirit of the present invention.
[0116] In the above embodiment, the explanation of the transition of the RT state is omitted. In the AT machine, the game is played in the AT under the condition that the predetermined combination is won but not won, and under that condition, the RT state does not transition. However, it goes without saying that the RT state can transition under the condition that the predetermined combination is not carried over.
[0117] In the above embodiment, the case where the bet switch 42 is provided is illustrated, but the bet switch 42 may be omitted.
[0118] The general game state of the embodiment may include a CZ. Therefore, an example of the first state may be a CZ. In this case, it is possible to transition from the CZ to the AT state. In the embodiment, an example of the second state is the AT state, but this is not limited thereto, and an example of the second state may be a CZ. In this case, it is possible to transition to the CZ by consuming the ceiling number of games from a general game state other than the CZ. In the embodiment, the AT and the bonus are exemplified as advantageous game states, but the advantageous game state may include an ART. The CZ is a game state in which the probability of entering the AT and the probability of replaying are higher than in the case of not being a CZ. The ART is a game state in which the probability of replaying is higher than in the general game state and the correct push order of the push order role is notified. And, the probability of entering at least one of the AT, CZ, and ART may change depending on the set value. The performance of the AT, CZ, and ART may change depending on the set value.
[0119] Depending on the specifications of the model of slot machine 1, the advantageous game state or advantageous zone, such as an AT, may end at any timing before the advantageous zone reaches the upper limit of 4,000 games, or before the difference in the number of medals during the advantageous zone reaches 2,400.
[0120] In addition to images, the effects suggesting the setting value may also include special patterns that can be seen through the reel window 200 when the rotation of the reel 20 is stopped.
[0121] In the above embodiment, the gaming machine is an AT type slot machine. However, the gaming machine may be any slot machine equipped with an advantageous zone, and may be any machine other than the AT machine, such as an ART type slot machine.
[0122] In addition, in the above embodiment, at the end of the AT state, it is determined whether to continue or end the advantageous zone, but the end of the AT state does not necessarily include the case where the advantageous zone is ended when the advantageous zone is exhausted to the maximum number of games, 4000, or the case where the advantageous zone is ended by reaching the maximum difference of 2400, or the case where the AT state ends after transitioning to the ending state in which the ending performance is executed. Here, the ending state is a state to which the state transitions when the number of games remaining reaches 50 games to the maximum number of games, 4000, of the advantageous zone, or when the number of games exceeds 2200, which is before the maximum difference of 2400. In other words, when the AT state is ended by transitioning to the ending state, the advantageous zone has been played up to the upper limit at the end of the AT state, and there is little need to determine whether to continue or end the advantageous zone in the above embodiment.
[0123] In addition, when the gaming zone is an advantageous zone and a specific condition is satisfied, the medium display unit 44 may display that the gaming zone is an advantageous zone. Specifically, a part of the seven segments on the medium display unit 44 may be lit to notify that the gaming zone is an advantageous zone.
[0124] In the above embodiment, the drawing of the ceiling number of games at the end of the AT state is not limited to being performed at the end of the AT state, but may be performed at any other time from the start of the AT state to the end of this AT state.
[0125] Furthermore, the drawing of the ceiling number of games is not limited to the above-mentioned shortened drawing and shortened number of games drawing.
[0126] For example, if the shortened lottery is won, the initial ceiling number of games may be shortened to a predetermined ceiling number of games. In this example, for example, if the initial ceiling number of games is 999 games and the shortened lottery is won, it is shortened to 500 games.
[0127] Also, a lottery may be held to determine whether the maximum number of games in the ceiling number of games is to be shortened to a predetermined candidate value. In this example, the predetermined candidate values are "0G", "50G", "100G", "200G", and "500G", and the shortened number of games is determined by lottery from these candidate values. For example, if "0G" is determined by the lottery, the maximum number of games, "999G", is set as the ceiling number of games, and if "100G" is determined, "899G", which is the maximum number of games minus "100G" from "999G", is set as the ceiling number of games.
[0128] The ceiling number of games may be selected by drawing a lottery from among a number of ceiling numbers of games. In this example, the candidate values for the ceiling number of games are "100G", "200G", "500G", and "999G", and the ceiling number of games is determined by drawing a lottery from among these candidate values. For example, if "500G" is determined as the ceiling number of games, this "500G" is set as the ceiling number of games.
[0129] In addition, the ceiling game number is not limited to being determined by drawing lots, and may be determined to be a fixed number of games. In addition, the ceiling game number determined by drawing lots may be a fixed value, or a value corresponding to each set value may be determined.
[0130] In addition, the drawing of the ceiling number of games conducted at the transition from the normal zone to the advantageous zone and the drawing of the ceiling number of games conducted at the end of the AT state may be the same drawing or different drawings.
[0131] In addition, in the general game state, a plurality of modes related to game progress may be provided, and the ceiling game number may be determined according to the mode. Specifically, after the end of the AT state, the mode to which the game will be transferred is determined by drawing before drawing the ceiling game number, and the probability of winning the shortened drawing and the probability of drawing the candidate value of the shortened game number to be drawn in the shortened game number drawing may differ depending on the determined mode. Here, the mode is related to the game progress, and in this embodiment, it is a state in which the probability of winning the AT continuation drawing for whether or not to continue the AT is different. Specifically, the general game state is composed of four modes, "mode A", "mode B", "mode C", and "mode D". In addition, in the general game state in which the advantageous zone is continued after the end of the AT state, the game is played in one of the four modes determined by drawing. On the other hand, in the case where the advantageous zone is not continued after the end of the AT state and the game is transferred to the normal zone, the mode determined by the drawing is initialized, and the game is played in the mode determined by the drawing performed when the game is transferred from the normal zone to the advantageous zone. Therefore, when transitioning from the advantageous zone to the normal zone, the mode determined by the lottery conducted at the end of the AT state becomes a temporary mode for drawing the ceiling number of games.
[0132] For example, the probability of winning the shortened lottery for the ceiling game number is "10%" in "mode A", "30%" in "mode B", "50%" in "mode C", and "90%" in "mode D". In addition, in "mode A", the candidate value of the shortened game number "50G" is "50%, "100G" is "25%, "200G" is "15%, "500G" is "10%", and in "mode D", the candidate value of the shortened game number "50G" is "10%, "100G" is "15%, "200G" is "25%, "500G" is "50%". In this modified example, the ceiling game number increases or decreases depending on the mode. As a result, it is possible to change whether the advantageous zone is terminated or continued depending on the ceiling game number that changes under the influence of the mode, thereby improving the playability.
[0133] The ceiling game number may be a predetermined number of games depending on the mode. In this example, the ceiling game number may be predetermined as "999G" for "Mode A", "500G" for "Mode B", "200G" for "Mode C", and "100G" for "Mode D".
[0134] Also, the degree of advantage of drawing the ceiling number of games may differ depending on the setting value. That is, when the setting value is high, a short ceiling number of games may be determined, and when the setting value is low, a long ceiling number of games may be determined. Specifically, as shown in FIG. 8(A), the probability of drawing the mode in which the player stays is set differently for each setting value. For example, when the setting value is low at "1", the probability of winning "mode A" is set high (50%) and the probability of winning "mode D" is set low (10%), and when the setting value is high at "6", the probability of winning "mode A" is set low (10%) and the probability of winning "mode D" is set high (50%). And, as shown in FIG. 8(B), the probability of winning the ceiling number of games is set differently depending on the mode in which the player stays. For example, mode A is set to be easily awarded with a long ceiling number of games, and mode D is set to be easily awarded with a short ceiling number of games. As described above, mode A is a mode in which the probability of winning is high when the set value is low, and mode D is a mode in which the probability of winning is high when the set value is high, so when the set value is low, a relatively long ceiling game number is likely to be determined, and when the set value is high, a relatively short ceiling game number is likely to be determined. The higher the set value, the more advantageous it is for the player in terms of ball output, so the ceiling game number is relatively short. Conversely, the lower the set value, the less advantageous it is for the player in terms of ball output, so the ceiling game number is relatively long (high). By configuring in this way, the set value can affect the ceiling game number, and ultimately the set value can also affect whether the advantageous zone ends or continues.
[0135] In addition, the degree of advantage of the drawing of the ceiling number of games may differ depending on the type of the internal drawing role. That is, when the winning role by the internal drawing of the game when drawing the ceiling number of games is a predetermined role, for example, a rare role such as a cherry role or a watermelon role, the probability of winning a short ceiling number of games or winning a lottery for a long game may be set to be higher than when winning other roles.
[0136] In addition, the predetermined judgment value is not limited to the fixed value of the above embodiment, and may change depending on the setting value, the state of the advantageous zone during the stay, the type of mode during the stay, etc. For example, when the setting value is high, the predetermined judgment value is smaller than when the setting value is low, the predetermined judgment value is smaller depending on the progress of the game in the advantageous zone, such as when the AT state is transferred to the CZ when the advantageous zone is continued after the end of the AT state, and when the mode in which the player stays when the advantageous zone is continued after the end of the AT state is a mode advantageous to the player, the predetermined judgment value may be smaller than that of an unfavorable mode. In other words, the judgment value may vary depending on the degree of advantage for the player and the expected value of medal payout.
[0137] In the above embodiment, the slot machine 1 is exemplified as a type in which medals, which are physical media, are inserted and paid out. However, medals are not inserted and paid out, and the number of game values corresponding to the number of medals may be provided to a type of slot machine (medalless machine) that manages the number of game values corresponding to the number of medals on data. In such a medalless machine, the number of game values owned is managed for each player, and when the bet button is pressed, a bet is made from the number of medals owned. Therefore, the hopper unit 50 may not be included. The game values owned by the player may be managed on the slot machine, or may be managed on a game value lending machine electrically connected to the slot machine. The medalless machine may be called a "smart pachislot" (registered trademark), a "managed game machine", or an "enclosed game machine".
[0138] Even when these other embodiments are adopted, the effects of this embodiment are exhibited. In addition, this embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. Furthermore, among the multiple embodiments of this embodiment, one embodiment alone can be implemented. Note that the slot machine 1 according to this embodiment can be implemented with only the content described in claim 1 in the claims, and can also be implemented with the content of claim 1 combined with other claims. [Explanation of symbols]
[0139] 1. Slot machines (amusement machines) 615 Section Control Unit
Claims
1. A normal section in which processing related to the instruction function cannot be performed, and an advantageous section in which a transition can be made from the normal section and in which processing related to the instruction function can be performed, The advantageous section includes a first state and a second state that is more advantageous to a player than the first state and that can be entered when a predetermined condition is satisfied in the first state; A gaming machine equipped with a zone control unit that adds a predetermined number of games required to transition from the first state to the second state to the number of games played in the currently executing advantageous zone at a predetermined timing within the advantageous zone, and determines whether to terminate the currently executing advantageous zone and transition to the normal zone based on whether the calculated number of games required to transition from the first state to the second state is equal to or greater than a judgment value that is set based on the number of games required to acquire the difference in the number of medals, which is the condition for forcibly terminating the advantageous zone.
2. An amusement machine as described in claim 1, wherein the judgment value changes depending on at least one of the set value, the state of the advantageous zone during the stay, and the type of mode during the stay.
Citation Information
Patent Citations
Game machine
JP2020081167A
Game machine
JP2021062000A
Game machine
JP2021176353A
Game machine
JP2022018553A
Game machine
JP2022049089A
