Gaming Machines
The gaming machine addresses player boredom by managing performances in fixed transition orders with shared performance categories across cut sets, achieving diverse presentations efficiently.
Patent Information
- Application Number
- JP2022139674
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-02
- Publication Date
- 2025-02-12
- Estimated Expiration
- 2042-09-02
AI Technical Summary
Existing gaming machines provide limited types of performances, leading to player boredom and reduced desire to continue playing, while increasing data capacity to support a wide variety of presentations is cumbersome.
A gaming machine with a performance control unit that manages performances in fixed transition orders, associating cuts with performance categories and contents, allowing selection from multiple performance categories based on transition order, and sharing performance categories across different cut sets to reduce data capacity.
The solution enables a variety of presentations while maintaining manageable data capacity, enhancing player engagement by providing diverse performances without excessive data storage.
Smart Images

Figure 0007628988000001 
Figure 0007628988000002 
Figure 0007628988000003
Abstract
Description
[Technical field]
[0001] The present disclosure relates to gaming machines. [Background technology]
[0002] The gaming machine executes effects according to the progress of the game. For example, Patent Document 1 discloses that a series of effects is divided into multiple cuts, and the effects are output on a cut-by-cut basis (see paragraphs 0204 and 0205). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-181652 A Summary of the Invention [Problem to be solved by the invention]
[0004] Patent Document 1 states that only one type of series of effects is provided, but if the number of types of effects is small, players may become bored with the effects and lose motivation to continue playing. However, in order to make it possible to execute a wide variety of series of effects, the data capacity will become enormous.
[0005] The present disclosure provides a gaming machine capable of executing a wide variety of effects while reducing data capacity. [Means for solving the problem]
[0006] The first aspect is a gaming machine comprising a game control unit that controls the progress of the game, and a presentation control unit capable of executing presentation on a cut-by-cut basis among a plurality of cuts in which a transition order that transitions as the game progresses is predetermined, wherein each of the plurality of cuts is associated with one of a plurality of presentation categories, and each of the plurality of presentation categories is associated with a plurality of presentation contents, and the presentation control unit is capable of executing presentation with one presentation content selected from the plurality of presentation contents that corresponds to the presentation category of a cut that has transitioned among the plurality of cuts in accordance with the transition order.
[0007] Also, in the first aspect, it is preferable that there are multiple types of cut sets consisting of the multiple cuts, the transition order of the multiple cuts is set for each of the multiple types of cut sets, and each of the multiple cuts included in each of the multiple types of cut sets is associated with one of the multiple presentation categories.
[0008] Also, in a first aspect, it is preferable that the multiple types of cut sets include a first cut set and a second cut set, and at least one of the multiple presentation categories corresponds to at least one of the multiple cuts that constitute the first cut set, and also corresponds to at least one of the multiple cuts that constitute the second cut set.
[0009] In addition, in the first aspect, it is preferable that the presentation category associated with the cut that makes the Nth transition (N is a natural number greater than or equal to 1) based on the transition order in the first cut set is the same as the presentation category associated with the cut that makes the Nth transition based on the transition order in the second cut set.
[0010] In addition, in the first aspect, it is preferable that the presentation category associated with the cut that transitions Mth (M is a natural number greater than or equal to 1) based on the transition order in the first cut set is different from the presentation category associated with the cut that transitions Mth based on the transition order in the second cut set.
[0011] Furthermore, in the first aspect, it is preferable that the presentation category associated with the cut that makes the Nth transition (N is a natural number greater than or equal to 1) based on the transition order in the first cut set is the same as the presentation category associated with the cut that makes the Nth transition based on the transition order in the second cut set, and that the presentation category associated with the cut that makes the Mth transition (M is a natural number greater than or equal to 1 and is a number different from N) based on the transition order in the first cut set is different from the presentation category associated with the cut that makes the Mth transition based on the transition order in the second cut set.
[0012] In addition, in a first aspect, the system has associated data in which the performance category is associated with the multiple performance contents, and the performance control unit is capable of using the associated data to determine the performance content to be performed from among the multiple performance contents corresponding to the performance category of the cut to be performed, and it is preferable that the same associated data is used when determining the performance content for cuts in different cut sets to which the same performance category is associated.
[0013] In addition, in the first aspect, it is preferable that the performance control unit is capable of determining the performance content to be performed by a lottery process from among the plurality of performance contents corresponding to the performance category of the cut for which the performance is to be performed.
[0014] In addition, in the first aspect, it is preferable that the production control unit is capable of executing a process of determining an image to be output for the production of the cut based on a combination of the production content and the cut set.
[0015] In addition, in a first aspect, it is preferable that the game control unit is capable of performing a process of progressing a game in at least one of a plurality of sections including a first section and a second section which is a game state more advantageous to the player than the first section, and that the transition expectation degree for transitioning from the first section to the second section is set differently for each of the plurality of types of cut sets.
[0016] The second aspect is a gaming machine comprising a game control unit that controls the progress of the game, and a presentation control unit that can execute presentation on a cut-by-cut basis among a plurality of cuts whose transition order as the game progresses is predetermined, wherein a plurality of types of cut sets consisting of the plurality of cuts are provided, and each of the plurality of cuts included in each of the plurality of types of cut sets is associated with one of a plurality of presentation categories that are commonly associated across the plurality of types of cut sets, and the presentation control unit determines the presentation content to be presented using the presentation category of the cut included in the cut set to which the transition occurs as the game progresses. Effect of the Invention
[0017] According to the present disclosure, it is possible to provide a gaming machine capable of executing a wide variety of effects while reducing data volume. [Brief description of the drawings]
[0018] [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]This is a diagram to explain the possible winning roles for each push order on the internal lottery table. [Figure 8] FIG. 2 is a diagram showing a game flow of the slot machine of the present embodiment. [Figure 9] A diagram showing multiple cuts that make up the production stage and the order of their transitions. [Figure 10] 13 is a diagram showing a representation table in which representation categories are associated with representation contents. FIG. [Figure 11] 13 is a diagram showing a representation table in which representation categories are associated with representation contents. FIG. [Figure 12] 13 is a flowchart showing a production process of a production stage. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0019] [Embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present disclosure will be described with reference to the drawings.
[0020] <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.
[0021] 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.
[0022] A liquid crystal screen 3, a speaker 102, and an illumination unit (not shown) for performing various effects during a game are provided above the reel window 200. The liquid crystal screen 3, the speaker 102, and the illumination unit correspond to a notification unit.
[0023] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.
[0024] A sub-liquid crystal display 30 capable of displaying various effects related to the game is provided to the side of the reel window 200.
[0025] The speaker 102 outputs predetermined BGM (background music), SE (sound effects), and voice.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] A medal corresponding to a game medium is inserted into the insertion slot of the medal insertion unit 41. A medal sensor is provided near the insertion slot. The medal sensor detects insertion of a medal into the insertion slot and outputs a detection signal to the control unit 6.
[0030] The bet switch 42 is used when placing a bet with medals.
[0031] The lever 43 functions as a start switch that receives an operation for spinning each of the reels 20 .
[0032] The medium display unit 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. In addition, the medium display unit 44 may display that the gaming zone is an advantageous zone when the gaming zone is an advantageous zone and a specific condition is satisfied. Specifically, a part of the seven segments in the medium display unit 44 lights up to notify that the gaming zone is an advantageous zone.
[0033] The settlement switch 45 is used when the player finishes playing and medals are paid out from the payout outlet 51.
[0034] 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.
[0035] 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.
[0036] 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).
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] 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.
[0042] The set value is a value that represents the expected value of 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 set value affects the internal lottery. This is because the probability of winning various roles, such as replays and bells, differs depending on the set value. The set value is set by the store staff before the store opens. In other words, the set value can be said to determine the degree of advantage for the player, specifically the benefit in terms of the number of medals paid out to the player.
[0043] <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.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] 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 medal payout process.
[0048] 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.
[0049] The player repeats the above game. As the game progresses, the display on the liquid crystal screen 3 and the sub-liquid crystal screen 30 and the sound output from the speaker 102 change according to the progress of the game.
[0050] <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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] Here, the first type BB is a device that operates consecutively as a special role related to the first type, such as a big bonus. The first type BB is a special role that can be won when three coins are bet. The second type BB is a device that operates consecutively as a special role related to the second type, such as a special role that can 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.
[0055] 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).
[0056] 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.
[0057] 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 predetermined role is won 8 times in the RB implementation state, the special role implementation state transitions to the type 1 BB implementation state.
[0058] The second gaming state is a state for determining the effects to be performed during the game, and includes a normal gaming state and a special gaming state. The special gaming state includes an AT state and a special winning state. FIG. 5 illustrates an example in which the second gaming state is switched between a normal gaming state, a chance zone, and an AT state as a special gaming state. The normal gaming state, the chance zone, and the special gaming state (AT state) are mutually exclusive.
[0059] The general game state is a state that is not a special game state such as an AT state or a special role implementation state, and is not a chance zone, that is, a state in which the assist function does not occur. For example, the second game state may be set to a 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 role (such as a rare role) by the internal lottery.
[0060] The AT state is a state in which an assist function (AT function) is working, which informs 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 through the liquid crystal screen 3 or the speaker 102. If the AT is won by the AT lottery while the game zone is an advantageous zone, or if the number of games in the advantageous zone reaches a predetermined number of games (ceiling number of games) or the points accumulated during the game reach a predetermined number (ceiling point), and thus the AT is decided to be performed, the second game state transitions from the general game state or the chance zone to the AT state. If the number of games after the transition to the advantageous zone reaches a specified number of games, or if the difference in the number of medals paid out (the cumulative value of the number of medals paid out minus the number of medals inserted) since the transition to the advantageous zone reaches a predetermined number in the advantageous zone (both of these are conditions for the forced termination of the advantageous zone), the second game state transitions from the AT state to the general game state. In addition, even if the conditions for the forced termination of the advantageous zone are not met, if the play period in the determined AT has elapsed but the extension of the play period of the AT has not been decided, the second play state will transition from the AT state to the general play state. This ends the AT state. The AT state is one of the special play states that is a play state that is more advantageous to the player than the general play state. Opportunity zones will be discussed later.
[0061] <About the game area> The above-mentioned game zone is a zone for determining whether or not a process related to the assist function is performed. The process related to the assist function includes a process for performing the assist function (i.e., a process for assisting the push order), as well as a process for determining whether or not to perform the assist function, such as a CZ (chance zone) described later. 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.
[0062] The normal zone is a zone where assist function-related processing and AT lottery cannot be performed, but a lottery for 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 depending on the internal winning hand. Note that while the second game state is the general game state, the game zone can be the normal zone.
[0063] The advantageous zone is a zone in which processing related to the assist function and AT lottery can be executed. The advantageous zone includes an advantageous zone in which the second gaming state proceeds in a general gaming state, and an advantageous zone in which the second gaming state proceeds in a special gaming state such as an AT state. The gaming zone remains an advantageous zone from the time the gaming zone transitions to the advantageous zone until a specified termination condition is met. When the AT is continuing in the advantageous zone and the forced termination condition of the advantageous zone is met, the gaming zone transitions from the advantageous zone to the normal zone. At this time, the AT ends, and the second gaming state transitions from the AT state to the general gaming state.
[0064] <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.
[0065] Each of the main control unit 61 and the sub-control unit 63 is composed of a CPU, a RAM, and a ROM. The ROM of each 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, which is included in the data related to the game described above. The game data includes the current number of games, as well as data indicating which game state and game section each state or section is in. The RAM of the sub-control unit 63 stores various data related to presentation control.
[0066] 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.
[0067] - 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 roles as a winning flag. Specifically, the internal lottery unit 610 performs an internal lottery according to the internal lottery table and the random number acquired when the lever 43 is operated, based on the first game state when the lever 43 is operated. The internal lottery unit 610 simultaneously performs various lotteries, which will be described later. Examples of the various lotteries include a lottery for determining whether to transition to an AT state, a lottery for determining whether to continue the AT state, and a lottery for determining whether to activate an assist function. 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 spinning reel control unit 611, the game progress control unit 614, and the like.
[0068] 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.
[0069] 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 (for example, 13 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.
[0070] The push order role is also awarded during the general game mode. If the push order role is established during the general game mode, the correct push order is not announced, so unless the correct push order is pressed by chance, the push order role will be missed or only one coin will be paid out. During the AT mode, the correct push order is announced, so the stop switch 40 can be pressed according to the announced correct push order, and as a result, multiple coins (for example, 13 coins) will be paid out.
[0071] Next, an example of the internal lottery table will be described. As shown in FIG. 7, the flags of the roles stored in the internal lottery table include a push order role flag that wins when the stop switch 40 is operated in a predetermined order, and a push order-independent role flag that can win regardless of the push order. As shown in FIG. 7, the minor roles include a role or replay of a combination of symbols that will pay out a certain number of medals if it wins. Also, a replay is a combination of symbols that allows the next game without betting medals if it wins, and is a replay role. A pure loss is when no role is won in the internal lottery.
[0072] In the example shown in Fig. 7, the push order role flag is a role flag related to "push order bell 1 to 6". As shown in Fig. 7, the push order role information includes identification information of the set push order role flag and information related to the push order of the corresponding stop switch 40.
[0073] In FIG. 7, the order of pressing the stop switches 40 that allows the pressing sequence role to be won is shown by three letters at the top of the table. For example, "left, center, right" indicates that the stop switches 40 are operated in the order of the left stop switch 40, the middle stop switch 40, and the right stop switch 40. In FIG. 7, for the part below "left, center, right" where the name of the role is written without the notation "spill marks", if the stop switches 40 are operated in the order of "left, center, right", the symbols of the role written will be stopped and displayed in the reel window 200, and the role of the corresponding flag will be won (i.e., the correct pressing order). The pressing order of the pressing sequence role (specifically, the correct pressing order) is assisted when a predetermined condition is met (for example, when the game zone is an advantageous zone, the second game state is an AT state, or when an assist lottery is won during the AT state).
[0074] The role flag "Push Order Bell 1-6" is composed of a middle bell, which pays out multiple medals (for example, 13 medals) when one correct push order of the stop switch 40 is performed, and a bell spill, which pays out, for example, one medal when five incorrect push orders of the stop switch 40 are performed. The payout numbers described in this specification are examples, and the payout numbers can be set to appropriate values depending on the specifications of the gaming machine. In addition, if you win the push order role, but the actual push order is incorrect, you will not receive a payout (0 coins will be paid out) and the push order role may not win (it may be a loss).
[0075] Rare roles such as cherries and watermelons may or may not win depending on the timing of the player's pressing of the stop switch 40, and are so-called winning roles that require careful eye contact (eye contact roles). Rare roles are roles that may or may not win depending on the timing of the player's pressing of the stop switch 40. Roles other than rare roles, such as common bells, are roles in which bell symbols are arranged downward to the right on the rotating reel 20 visible through the reel window 200, without the need for careful eye contact.
[0076] -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 spin start control to start the rotation of each spinning reel 20 or spin stop control to stop the rotation.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] -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.
[0081] -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.
[0082] 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.
[0083] 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.
[0084] 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 .
[0085] 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.
[0086] 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 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 the range (MY) are transmitted to the zone control unit 615. The medium management unit 613 resets the difference in number of medals and the range (MY) after the advantageous zone ends.
[0087] -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.
[0088] 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.
[0089] -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.
[0090] 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.
[0091] In addition, the winning probability of the section transition lottery may be different depending on the setting degree. As an example, the winning probability of the predetermined lottery target role is different depending on the setting value, or the winning probability of the section transition lottery performed when the predetermined winning target role is won is different.
[0092] In addition, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or to transition to a normal zone. For example, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether or not it has been determined that the second gaming state is to transition from the AT state to the general gaming state. If it is determined that the state is to transition to the general gaming state, the zone control unit 615 transitions the gaming zone from the advantageous zone to the normal zone.
[0093] 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 a specified number of games (e.g., 3,000 games), or when the difference in the number of medals during the advantageous interval reaches a predetermined number (e.g., 2,400 medals) (i.e., when the conditions for forced termination of the advantageous interval are met).
[0094] 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.
[0095] The section control unit 615 may transmit a signal indicating the type of the section to which the section has been set (shifted) to the medium display unit 44. That is, the medium display unit 44 may display whether or not the section is advantageous.
[0096] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.
[0097] 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 a special game state (e.g., an AT state).
[0098] As an example, as shown in Fig. 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 (special game state).
[0099] 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 by the internal drawing unit 610. 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 (special game 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 or the chance zone. Also, when the AT ends, the game state control unit 616 shifts the second game state from the AT state to the general game state or the chance zone. That is, the game state control unit 616 decides whether the second game state is to be the general game state, the chance zone, or the special game state.
[0100] -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 or the sub liquid crystal screen 30 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 or the sub liquid crystal screen 30, and performs display control of the liquid crystal screen 3 or the sub liquid crystal screen 30 and sound output control of the speaker 102 according to the performance pattern.
[0101] 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). The performance control unit 630 exerts the assist function in response to a signal from the main control unit 61. Note that the main control unit 61 can cause a display unit such as a 7-segment display to exert the assist function at the same time as the performance control unit 630 exerts the assist function or at a different timing.
[0102] <Setting suggestion production> In addition, when the notification conditions for a presentation suggesting a setting value (hereinafter also referred to as a setting suggestion presentation) are met during play, the presentation control unit 630 causes at least one of the liquid crystal screen 3, the sub liquid crystal screen 30, and the speaker 102 to notify the presentation. This presentation can be used by the player as one of the means for understanding the setting value of the slot machine 1 currently being played. The notification conditions include when a rare combination is won in a general game state or a special game state, regardless of whether it is a normal zone or an advantageous zone, when a bonus game ends, when an AT ends, when a predetermined game zone (for example, a set) or other zone begins, and the like.
[0103] -Game flow- 8 is a diagram showing a game flow of the slot machine 1 of this embodiment. In this embodiment, the slot machine 1 is configured to be able to play in a general game state in a normal zone, a general game state in an advantageous zone (sometimes referred to as a first zone), a chance zone (CZ) in an advantageous zone (sometimes referred to as a second zone), and an AT state in an advantageous zone.
[0104] The CZ (chance zone) is a second game state in which the expectation of transition to the AT state (special game state) is higher than that of the normal game state. The high expectation of transition to the AT state includes direct things such as a high probability of transition from the CZ to the AT state, and indirect things such as increasing the probability of transition to the AT state after that. Therefore, the CZ can be said to be a state in which the game is more advantageous for the player than the normal game state. Although the CZ and the AT state are common in that they are more advantageous for the player than the normal game state, the AT state can be said to be even more advantageous than the CZ. This is because in the AT state, the number of medals held by the player is more likely to increase than in the CZ. In the AT state, the bonus such as the first type BB or second type BB is internally won, but the game proceeds in a non-winning state (special role carryover state).
[0105] As shown in FIG. 8, if the condition for transition to the advantageous zone is met during the general gaming state in the normal zone, the gaming zone transitions from the normal zone to the advantageous zone.
[0106] In the general game state (first zone) in the advantageous zone of this embodiment, it is possible to proceed with the game in one of a plurality of (four in this embodiment) presentation stages with different transition expectancies to CZ. Each presentation stage is linked to a transition expectancy to CZ. In the general game state in the advantageous zone, the CZ transition determination process and the presentation stage change process are configured to be executable. Since the CZ transition expectancy linked to the presentation stage is used in the CZ transition determination process, the player progresses the game during the general game state while changing the presentation stage by ranking up the presentation stage to one with a higher CZ transition expectancy or, conversely, by ranking down the presentation stage to one with a lower CZ transition expectancy. The multiple production stages include "Production Stage 1 (CZ transition expectation: low)" with the station building as the field (scene, stage, background, scenery), "Production Stage 2 (CZ transition expectation: medium)" with the underground facility as the field, "Production Stage 3 (CZ transition expectation: high)" with the commercial facility as the field, and "Production Stage 4 (CZ transition expectation: highest)" with the tower as the field. When moving from the normal area to the favorable area, the initial value of the multiple types of production stages, production stage 1, is selected.
[0107] The CZ transition decision process is a process that determines whether or not to transition to the CZ based on the CZ transition expectation corresponding to the ongoing presentation stage, and the higher the CZ transition expectation, the higher the probability that a transition to the CZ will be determined. As a specific example, a CZ transition table used in the CZ transition decision process is linked to each presentation stage. The CZ winning probability (corresponding to the CZ transition expectation) of the CZ transition table differs for each CZ transition table. A lottery process is performed using the CZ transition table corresponding to the current presentation stage to determine whether the CZ will be won or not. If it is decided to transition to the CZ, transition to the CZ will occur. If it is decided not to transition to the CZ, the current state, i.e., the general game state, is maintained.
[0108] The CZ transition determination process is executed when a predetermined condition is met during the normal game state. The predetermined condition may be, for example, winning or winning a rare role, or a periodic condition such as a predetermined number of games such as 50 games being played, or the points accumulated during the game reaching a predetermined point.
[0109] The production stage change process includes a process of increasing the production stage by one rank when a change determination condition is met, such as winning or winning a rare role, and a process of decreasing the production stage by one rank when the CZ transition determination process does not determine a transition to CZ (non-winning CZ). In principle, the number of rack-ups or rank-downs is one, but this is not limited to this, and the number of rack-ups or rank-downs may be determined by a lottery process.
[0110] In the CZ of this embodiment, a game is executed to determine whether the transition condition to the AT state is satisfied. If it is determined in the CZ to transition to the AT state, the game transitions to the AT state, and if it is determined not to transition to the AT state, the game transitions to the general game state in the advantageous zone.
[0111] -Stage production control- The performance control unit 630 is configured to be able to execute performance in units of one cut as the game progresses. In this embodiment, performance is executed in units of one cut per game. A cut unit is the smallest unit of performance. FIG. 9 is a diagram showing a plurality of cuts constituting a performance stage (sometimes referred to as a cut set) and the transition order of the cuts. As shown in FIG. 9, one cut set is composed of a plurality of cuts, and one cut set corresponds to one performance stage. It can also be said that a series of performances in the performance stage is divided into cut units. The transition order of the plurality of cuts constituting one cut set as the game progresses is predetermined. For example, as shown in FIG. 9, "performance stage 1 (station building)" is linked to cut set 1, which is composed of eleven cuts, cuts 1 to 11, and each cut transitions in the order of the numbers. Each time the lever 43 is operated to consume one game, the cuts transition in the order of the numbers. The games are played in order starting from cut 1, and in the game following the one in which the production of cut 11 has been output, if the production stage has not changed, it will return to the beginning, cut 1, and loop. There are multiple types of cut sets, each linked to production stages 1 to 4. "Production Stage 2 (Underground Facility)" is linked to cut set 2, which consists of 10 cuts, cuts 1 to 10, and after cut 10 it returns to cut 1 and loops. "Production Stage 3 (Commercial Facility)" is linked to cut set 3, which consists of 6 cuts, cuts 1 to 6, and after cut 6 it returns to cut 1 and loops. "Production Stage 4 (Tower)" is linked to cut set 4, which consists of 3 cuts, cuts 1 to 3, and after cut 3 it returns to cut 1 and loops.
[0112] The number of cuts constituting the production stages 1 to 4 is 11, 10, 6, and 3, in that order. In this embodiment, the number of cuts constituting the production stage (cut set) is set to be smaller as the CZ transition expectation of the production stage (cut set) is higher. This is because the period of staying in a production stage with a high CZ transition expectation is relatively shorter than the period of staying in a production stage with a low CZ transition expectation, so that the player is less likely to get bored even if the production stage with a high CZ transition expectation does not have as many diverse productions as the production stage with a low CZ transition expectation, and the data capacity is reduced. In other words, the multiple production stages may include a first production stage and a second production stage with a higher CZ transition expectation than the first production stage, and the number of cuts constituting the second production stage may be smaller than the number of cuts constituting the first production stage.
[0113] As shown in FIG. 9, each of the multiple cuts is associated with one of multiple production categories (1 to 6). The production category is a concept that classifies the production contents, and at least one production content is linked to each cut (see FIG. 10 and FIG. 11). Specifically, the multiple production categories include "production category 1 (window)" to which production contents related to windows are linked, "production category 2 (entrance)" to which production contents related to entrances inside and outside the building are linked, "production category 3 (shopping)" to which production contents related to shopping stores are linked, "production category 4 (restaurant)" to which production contents related to restaurants that provide meal services are linked, "production category 5 (elevator)" to which production contents related to elevators are linked, and "production category 6 (scenery)" to which production contents related to scenery are linked. "Production categories 1 to 5" are associated with at least one cut that constitutes "production stages 1 to 3" and are shared. "Production category 6" is associated only with the cut that constitutes "production stage 4".
[0114] The production category of all the cuts constituting the production stage may be the same (unified), as in production stage 4, but it is preferable to include production stages in which the production categories of all the cuts are not the same (non-unified), as in production stages 1 to 3. In other words, although the stages, which can be said to be the foundations of the production, are different between production stages 1 to 3, namely "station building," "underground facility," and "commercial facility," respectively, common production categories 1 to 5 are used in each cut. This is to ensure variety in the production. It is also preferable that the order of cuts in which the same production category appears is different in different production stages. Specifically, the production category 2 of cut 2, which is the second transition based on the transition order in "production stage 1 (station building)," is different from the production category 4 of cut 2, which is the second transition based on the transition order in "production stage 2 (underground facility)." In addition, the presentation category 1 of cut 1 which transitions first based on the transition order on "presentation stage 1 (station building)" may be the same as the presentation category 1 of cut 1 which transitions first based on the transition order on "presentation stage 2 (underground facility)."
[0115] 10 and 11 are diagrams showing the performance tables 1 to 6 in which the performance category and the performance content are associated with each other. As shown in FIG. 10 and FIG. 11, there are the performance tables 1 to 6 (sometimes referred to as related data) in which two or more performance contents are associated with one performance category. In addition, in the performance tables 1 to 6, the winning probability of the performance content is set for each performance content. In this embodiment, the winning probability of each performance content is the same, but may be different. As a specific example, the "performance category 1 (window)" of the "performance table 1 (related data 1)" is linked to three performance contents related to windows, namely, "one large window," "two small windows," and "many windows." The "performance category 2 (entrance)" of the "performance table 2 (related data 2)" is linked to three performance contents related to entrances, namely, "two entrances," "suspicious entrance," and "luxurious entrance." Three production contents related to shopping, namely, "clothing store," "general store," and "electronics retail store," are linked to "production category 3 (shopping)" in "production table 3 (related data 4)." Three production contents related to restaurants, namely, "yakiniku restaurant," "Japanese restaurant," and "Western restaurant," are linked to "production category 4 (restaurant)" in "production table 4 (related data 4)." Three production contents related to elevators, namely, "golden elevator," "normal elevator," and "dirty elevator," are linked to "production category 5 (elevator)" in "production table 5 (related data 5)." Three production contents related to scenery, namely, "view seen with the naked eye," "view seen through a telescope," and "360-degree panoramic view," are linked to "production category 6 (scenery)" in "production table 6 (related data 6)." Data for outputting videos and images is linked to each production content.
[0116] The performance control unit 630, when the game is started by the lever 43, specifies the cut to which the player will transition based on the transition order (see FIG. 9) in the current performance stage. The performance control unit 630 specifies the performance category of the cut to which the player will transition from the current cut according to the transition order in the current performance stage, and determines one of the performance contents corresponding to the specified performance category using performance tables 1-6 (related data 1-6). In this embodiment, the performance content to be selected is determined by a lottery process using the winning probability in the performance table. The performance control unit 630 executes a process of determining an image to be output in the performance of the cut based on a combination of the determined performance content and the cut set (current performance stage). For example, even if the determined performance content is "normal elevator," if the performance stage during the player's stay is "station building," an image of an elevator extending from a platform in the station building is used, and if the performance stage during the player's stay is "underground facility," an image of an elevator moving in a dimly lit underground space is used.
[0117] -Game flow:Details- Next, the operation of the game progress processing in the first zone (general game state in the advantageous zone) and the game progress processing in the second zone (CZ) will be described using a flowchart.
[0118] FIG. 12 is a flowchart showing the production process of the production stage. First, in step ST1, it is determined whether one game (one play) has been started by operating the lever 43. If one game (one play) has been started (ST1: YES), in the next step ST2, the production control unit 630 specifies the next cut based on the transition order in the current production stage. For example, if the previous game (previous play) executed the production of cut 1 in production stage 1, the production control unit 630 specifies that the next cut is "cut 2" in production stage 1. In step ST3, the production control unit 630 determines one of the multiple production contents corresponding to the production category 2 of cut 2 in production stage 1 using the production table 2. In the next step ST4, the production control unit 630 determines the image or video of the production by combining the production content determined in step ST3 with the current production stage (cut set) where the player is staying when the lever 43 is operated. In the next step ST5, the production control unit 630 produces one cut of the image or video of the determined production.
[0119] Since the number of combinations of performance contents determined by lottery based on the number of stages x cut transition order x performance table is enormous, if multiple cuts are generated as a series of performance data, the amount of data will be enormous. On the other hand, as in this embodiment, if there are cuts in a cut set and their transition order, data linking the cuts to performance categories, and data linking the performance categories to performance contents, a variety of performances can be executed.
[0120] To summarise the above, as in this embodiment, the slot machine 1 (gaming machine) comprises a game control unit (a collective term for the internal lottery unit 610, game result determination unit 612, media management unit 613 and game progress control unit 614) that controls the progress of the game, and a performance control unit 630 that can execute performance on a cut-by-cut basis among a plurality of cuts whose transition order as the game progresses is pre-determined, each of the plurality of cuts being associated with one of a plurality of performance categories 1 to 6, each of which being associated with a plurality of performance contents, and the performance control unit 630 can execute performance with one performance content selected from a plurality of performance contents corresponding to the performance category of a cut that has transitioned in accordance with the transition order among the plurality of cuts.
[0121] <Effects of the Invention> According to this embodiment, the effects to be executed in the game progress are executed on a cut-by-cut basis, and one effect content selected from a plurality of effect contents corresponding to the effect category of the cut that has transitioned in the transition order as the game progresses is executed. Therefore, data can be reduced compared to the case where effect data for all combination patterns of cuts is prepared in advance.
[0122] [2] In the gaming machine described in [1] above, there may be multiple types of cut sets (presentation stages 1 to 4) consisting of multiple cuts, a transition order of the multiple cuts is set for each of the multiple types of cut sets (presentation stages 1 to 4), and each of the multiple cuts included in each of the multiple types of cut sets (presentation stages 1 to 4) may be associated with one of multiple presentation categories 1 to 6. According to this configuration, by having multiple types of cut sets, it is possible to realize a variety of presentations while reducing the data volume.
[0123] [3] In the gaming machine described in [1] or [2] above, the multiple types of cut sets may include a first cut set (e.g., presentation stage 1: cut set 1) and a second cut set (e.g., presentation stage 2: cut set 2), and at least one of the multiple presentation categories (1 to 5) may correspond to at least one of the multiple cuts that make up the first cut set, and may also correspond to at least one of the multiple cuts that make up the second cut set. In this way, the presentation category is associated with the cuts in both the first cut set and the second cut set, and is commonly used. Therefore, data reduction is possible by sharing the presentation category.
[0124] [4] In the gaming machine described in [3] above, the presentation category 1 associated with the cut 1 that transitions Nth (e.g., N=1) based on the transition order in the first cut set (e.g., presentation stage 1: cut set 1) may be the same as the presentation category 1 associated with the cut 1 that transitions Nth based on the transition order in the second cut set (e.g., presentation stage 2: cut set 2). In this way, even if the cut sets (stage effects) are different, the same performance category is set for cuts that appear in the same order, so that the performance can be varied. Note that although N=1 is used as an example, N can be any natural number greater than or equal to 1.
[0125] [5] In the gaming machine described in [3] above, the presentation category 2 associated with the cut 2 that transitions Mth (e.g., M=2) based on the transition order in the first cut set (e.g., presentation stage 1: cut set 1) may be different from the presentation category 4 associated with the cut 2 that transitions Mth based on the transition order in the second cut set (e.g., presentation stage 2: cut set 2). In this way, even if cuts appear in the same order between cut sets, different presentation categories are set, so that presentation can be varied. Note that although M=2 is used as an example, M may be any natural number equal to or greater than 1.
[0126] [6] In the gaming machine described in [3] above, the presentation category 1 associated with the cut 1 that transitions to the Nth position (e.g., N=1) based on the transition order in the first cut set (e.g., presentation stage 1: cut set 1) may be the same as the presentation category 1 associated with the cut 1 that transitions to the Nth position based on the transition order in the second cut set (e.g., presentation stage 2: cut set 2), and the presentation category 2 associated with the cut 2 that transitions to the Mth position (e.g., M=2) based on the transition order in the first cut set (e.g., presentation stage 1: cut set 1) may be different from the presentation category 4 associated with the cut 2 that transitions to the Mth position based on the transition order in the second cut set (e.g., presentation stage 2: cut set 2). This configuration allows for a variety of presentations. Although N=1 is used as an example, N may be any natural number equal to or greater than 1. Although M=2 is used as an example, M may be any natural number equal to or greater than 1, different from N.
[0127] [7] In any of the gaming machines [2] to [6] above, there is provided associated data (performance tables 1 to 6) in which a performance category (1 to 6) is associated with a plurality of performance contents, and the performance control unit 630 can use the associated data (performance tables 1 to 6) to determine the performance content to be performed from among a plurality of performance contents corresponding to the performance category of the cut to be performed, and the same associated data may be used when determining the performance content for cuts in different cut sets to which the same performance category is associated. Since the same related data is used, the data volume can be reduced.
[0128] [8] In any of the gaming machines [2] to [6] above, the performance control unit 630 may be able to determine the performance content to be performed by a lottery process from among a plurality of performance contents corresponding to the performance category of the cut to be performed. Since the performance content is determined by lottery, even if a scene with the same performance stage and performance category appears multiple times, different performance contents may be output depending on the lottery result. Therefore, the gaming machine can output a performance that the player will not tire of.
[0129] [9] In any of the gaming machines [2] to [8] above, the performance control unit 630 may be capable of executing a process of determining an image to be output for a performance in a cut, based on a combination of the performance content and the cut set. This allows the gaming machine to output a variety of performances compared to a case in which performance data for a series of all cuts in a cut set (performance stage) is prepared in advance.
[0130]
[10] In any of the gaming machines [2] to [9] above, the performance control unit 630 may execute a process to progress the game in at least one of a plurality of sections including a first section (general game state of an advantageous section) and a second section (CZ) which is a game state more advantageous to the player than the first section, and the transition expectation rate (CZ transition expectation rate) of transitioning from the first section to the second section may be set differently for each of the plurality of types of cut sets (performance stages 1 to 4). This allows the player to play the game while estimating the transition expectation rate from each cut set to the second section.
[0131]
[11] As in this embodiment, the slot machine 1 (gaming machine) includes a game control unit (a collective term for the internal lottery unit 610, the game result determination unit 612, the medium management unit 613, and the game progress control unit 614) that controls the game progress, and a performance control unit 630 that can execute performance on a cut unit basis among a plurality of cuts whose transition order is predetermined as the game progresses, and a plurality of cut sets (performance stages 1 to 4) consisting of a plurality of cuts are provided, and each of the plurality of cuts included in each of the plurality of cut sets is associated with one of a plurality of performance categories (1 to 5) that are commonly associated across the plurality of cut sets, and the performance control unit 630 may determine the performance content to be performed using the performance category of the cut included in the cut set that transitioned with the game progress. According to this configuration, by having a plurality of cut sets, it is possible to realize a variety of performances while reducing the data capacity.
[0132] [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.
[0133] (A) In the above embodiment, the effects are executed in units of one cut per game (one play), but one or more cuts may be produced collectively per game.
[0134] (B) In the above embodiment, the number of cuts in all production stages is decreased as the CZ transition expectation increases, but this is not limited to this. The number of cuts in at least two production stages may be the same,
[0135] (C) In the above embodiment, two or more rendering contents are associated with one rendering category, but this is not limiting. Only one rendering content may be associated with one rendering category.
[0136] (D) In the above embodiment, the process of determining one of the multiple presentation contents corresponding to the presentation category is determined by a lottery process using the presentation tables 1 to 6 (related data 1 to 6), but this is not limited to this. It may be determined according to a predetermined execution order of the presentation contents without a lottery process.
[0137] (E) In the above embodiment, the normal game state and the chance zone are separated, but if the special game state is the AT, the CZ may be a part of the normal game state. In other words, the state in which the instruction function occurs (the state in which the navigation occurs) may be the special game state, and the state other than the special game state may be the normal game state. Also, when the CZ is in the general gaming state, navigation (instruction function) may be executed in the CZ. In this case, it can be said that the CZ is in a state where the expectation of transition to a more advantageous state (AT state) than the non-CZ in the general gaming state is higher than that of the CZ. In that case, the more advantageous AT state is an area that is advantageous to the player in some way, such as a high frequency of navigation, a large variety of navigated hands, or a longer navigated area.
[0138] (F) A presentation category in which the probability of drawing multiple presentation contents is uniform and a presentation category in which the probability of drawing multiple presentation contents is biased may be included.
[0139] (G) The production control unit 630 may generate a production image by synthesizing an image of the character with an image of the production stage. This is effective for reducing data.
[0140] (H) In the above embodiment, when the normal zone is switched to the advantageous zone, the presentation stage 1 is selected as the initial value, but this is not limited to this. For example, the initial value of the presentation stage may be determined by lottery processing from among presentation stages 1 to 4. As another example, when there are multiple types of modes with different ceiling game numbers (modes with different AT transition expectations) that determine the transition to the AT state, the initial value of the presentation stage may be determined according to the mode in which the player is staying. For example, when the player is staying in a mode with a low ceiling game number that determines the transition to the AT state, a presentation stage with a high CZ transition expectation may be more likely to be determined. As another example, the initial value of the performance stage may be determined according to the setting value. For example, the more advantageous the setting value set by the store staff is for the player, the more likely it is that a stage with a high CZ transition expectation will be determined as the initial value of the performance stage. In the above embodiment, the presentation stage is selected as the initial value when the normal zone is switched to the advantageous zone, but the timing of selecting the presentation stage as the initial value is not limited to this. For example, if the transition to the CZ is made but the transition to the AT state is failed and the game returns to the normal game state, the presentation stage may be selected as the initial value again.
[0141] (I) In the stage change process, the number of stages that rank up may tend to vary depending on the setting value (there may be a difference in the setting). For example, when a strong cherry is won, the probability that the stage will rank up by two may be higher when the setting value is set to an odd number than when the setting value is set to an even number. Similarly, in the stage change process, the number of stages that rank down may tend to vary depending on the setting value.
[0142] (J) In the stage change process, if there are multiple types of modes with different ceiling game numbers (modes with different AT transition expectations) that determine the transition to the AT state, the number of stages that will rank up may be determined according to the mode you are in. For example, if you are in a mode with a low ceiling game number that determines the transition to the AT state, the probability of ranking up by two may be higher than in other modes.
[0143] (K) In the above embodiment, the performance control unit 630 outputs an image based on a combination of the performance content and the cut set, but is not limited to this. For example, when the lever 43 is operated, another image may be superimposed on the image based on the combination of the performance content and the cut set and output. The other image may be, for example, an image suggesting a winning combination internally in response to the operation of the lever 43, an image showing the AT winning expectation rate or the CZ winning expectation rate, an image suggesting a setting value, an image suggesting a stay mode, an image encouraging the operation of a specific operation unit such as the performance button 46 (e.g., press "PUSH!"), or a navigation image. When outputting an image based on a combination of the production content and a cut set and superimposing another image on it, the layer of the image based on the combination of the production content and the cut set may be placed at the bottom and the layer of the other image may be placed at the top, with the image on the top layer being displayed in front (displayed with priority).
[0144] In the above embodiment, the medium management unit 613 calculates the range (MY), but this is not limiting. For example, the medium management unit 613 may not calculate the range (MY).
[0145] In the above embodiment, the machine is a machine in which medals are inserted, but is not limited to this. For example, the machine may be a medal-less machine (a machine without physical media). Since the medal-less machine does not use physical media, the hopper unit 50 may not be provided. The medal-less machine is a machine in which data on the number of medals owned is stored, and a game can be played by placing a bet from that data. The gaming machine is electrically connected to a device that accepts bills inserted for playing, and it is possible to add a gaming value without using medals, or to withdraw a paid-out gaming value from the gaming machine.
[0146] Data relating to games, such as the number of wins in special games (number of AT wins, number of bonus wins, etc.), the difference in payout, and the cumulative number of coins bet up to now, may be output from the gaming machine to an external device, such as a hall computer, a data counter, or a device that displays a gaming history. The main control unit 61 can output data to an external device. The gaming machine may also be provided with a communication interface for outputting information obtained from the main control unit 61 to an external device. The main control unit 61 can output data, but cannot input data. The timing of data transmission may be triggered by the time of data update. The updated data is written and stored in an RWM (read-write memory) or register inside the main control unit 61.
[0147] 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.
[0148] In the above embodiment, the case where the bet switch 42 is provided is illustrated, but the bet switch 42 may be omitted.
[0149] In the above embodiment, AT and bonus are exemplified as the special game state, but the special game state may include ART. In this case, CZ is a game state in which the replay probability is higher than that in the non-CZ state. ART is a game state in which the replay probability is higher than that in the normal game state and the correct push order of the push order role is announced. In addition, 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.
[0150] Depending on the specifications of the slot machine 1 model, a special game state such as an AT or an advantageous zone may end at any time before the advantageous zone reaches a maximum of 3,000 games or before the number of balls won by the player reaches 2,400.
[0151] 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.
[0152] In the above embodiment, the gaming machine is an AT type slot machine. However, the gaming machine can be realized as a machine other than the AT machine, such as an ART type slot machine, a normal type slot machine equipped with only a bonus, or a type of slot machine that does not have an advantageous zone or a normal zone. In addition, the gaming machine is not limited to a slot machine, and can be realized as a pachinko machine.
[0153] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]
[0154] 610 Internal lottery unit (game control unit) 612 Game result determination unit (game control unit) 614 Game progress control unit (game control unit) 630 Production Control Unit
Claims
[Claim 1] The present invention includes a game control unit that controls the game progress, and a performance control unit that can execute performance on a cut unit basis among a plurality of cuts whose transition order is predetermined as the game progresses, Each of the plurality of cuts is associated with one of a plurality of presentation categories; A plurality of performance contents are associated with each of the plurality of performance categories, There are a plurality of types of cut sets each consisting of the plurality of cuts, the transition order of the plurality of cuts is set for each of the plurality of types of cut sets, and each of the plurality of cuts included in each of the plurality of types of cut sets is associated with one of the plurality of presentation categories; the production control unit is capable of executing a production with one production content selected from the plurality of production contents corresponding to the production category of a cut that has transitioned in the transition order among the plurality of cuts, The presentation category and the plurality of presentation contents are associated with each other in association data, The production control unit is capable of determining the production content to be produced from among the plurality of production contents corresponding to the production category of the cut to be produced, using the related data; The gaming machine uses the same associated data when determining the content of presentation for cuts associated with the same presentation category in different cut sets.
Citation Information
Patent Citations
Slot machine
JP2008067798A
Game machine
JP2014064750A
Game machine
JP2015181652A
Reel type game machine
JP2018192157A
Game machine
JP2020195593A