Gaming Machines

JP7636676B2Active Publication Date: 2025-02-27ENTERRISE CO LTD
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Patent Information

Application Number
JP2022089896
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-01
Publication Date
2025-02-27
Estimated Expiration
2042-06-01

AI Technical Summary

Benefits of technology

【0007】 前記遊技機によれば、遊技者を驚かせることなく、遊技の進行が不可能な状態に制御される可能性を事前に通知可能な遊技機を実現できる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of notifying a player in advance of the possibility that a game state is controlled to the one in which the progress of a game is impossible without surprising the player.SOLUTION: A game machine can control a game state from a state in which the progress of a game is possible to a state in which the progress of a game is impossible when a parameter related to put-out balls reaches a first value, and can execute advance notification for notifying a player of the possibility that a game state is controlled to the one in which the progress of a game is impossible when the parameter reaches a second value smaller than the first value. The advance notification is notified with a higher priority than a performance executed as the game progresses, and / or is notified so that at least a part thereof does not overlap with the performance to be notified.SELECTED DRAWING: Figure 11
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Patent Document 1 discloses a pachislot machine capable of executing control to bring a player into a stop state in which it is impossible to continue playing the game while maintaining the current control state. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-001336 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the gaming machine of Patent Document 1, if the value of the difference number counter exceeds 14,500 during play, a stoppage state may suddenly occur, which may surprise the player.

[0005] An object of the present invention is to provide a gaming machine that can notify a player in advance of the possibility that the game will be controlled to a state in which progress in the game is impossible, without surprising the player. [Means for solving the problem]

[0006] The gaming machine according to one aspect of the present invention comprises: When a parameter related to the paid-out balls reaches a first value, it is possible to control the progress of the game from a possible state to an impossible state, A prior notification can be executed to notify a player of a possibility that the game will be controlled to a state in which the game cannot proceed when the parameter reaches a second value smaller than the first value, The advance notification is notified with a higher priority than the effects executed as the game progresses, and / or is notified so that at least a part of the advance notification does not overlap with the notified effects. Effect of the Invention

[0007] According to the gaming machine, it is possible to realize a gaming machine that can notify the player in advance of the possibility that the game will be controlled to a state in which progress in the game is impossible, without surprising the player. [Brief description of the drawings]

[0008] [Figure 1] 1 is a front view of a slot machine which is a gaming machine according to an embodiment of the present invention; [Diagram 2] FIG. 2 is a block diagram of the slot machine of FIG. 1. [Diagram 3] FIG. 2 shows the arrangement of the spinning reels of the slot machine of FIG. 1. [Figure 4] FIG. 2 is a schematic diagram showing the pay lines of the slot machine of FIG. 1. [Diagram 5] 2 is a diagram for explaining a first gaming state of the slot machine of FIG. 1; [Figure 6] 1. FIG. 4 is a diagram for explaining a second gaming state of the slot machine of FIG. [Figure 7] 1. FIG. 4 is a diagram for explaining a third gaming state of the slot machine of FIG. [Figure 8] FIG. 2 is a diagram for explaining a play zone of the slot machine of FIG. 1. [Figure 9] FIG. 2 is a diagram for explaining the contents of an internal lottery table of the slot machine of FIG. 1. [Figure 10] 6 is a flowchart for explaining an example of a process for controlling the slot machine of FIG. 1 so that progress of a game is disabled. [Figure 11] 13 is a flowchart for explaining an example of a notification process of a prior notification executed in the slot machine of FIG. [Figure 12] 1. FIG. 4 is a first schematic diagram showing an example of a case where advance notification is controlled in the form (A) in the slot machine of FIG. [Figure 13] 1. FIG. 4 is a second schematic diagram showing an example of a case where advance notification is controlled in the (A) mode in the slot machine of FIG. [Figure 14]1. FIG. 4 is a third schematic diagram showing an example of a case where advance notification is controlled in the (A) mode in the slot machine of FIG. [Figure 15] 1. FIG. 4 is a first schematic diagram showing an example of a case where advance notification is controlled in the manner of (B) in the slot machine of FIG. [Figure 16] 1. FIG. 4 is a second schematic diagram showing an example of a case where advance notification is controlled in the (B) mode in the slot machine of FIG. [Figure 17] 1. FIG. 4 is a third schematic diagram showing an example of a case where advance notification is controlled in the (B) mode in the slot machine of FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] The gaming machine according to an embodiment of the present invention is, for example, a gaming medium-less gaming machine. The gaming medium-less gaming machine is a gaming machine that can be played without using a physical gaming medium such as an actual medal or an actual gaming ball, and is equipped with a display unit that displays the number of gaming values ​​and has a function that can output various information about the gaming machine to the outside.

[0010] As an example, a medal-less gaming machine (hereinafter referred to as a slot machine 1) is shown in FIG. 1. A medal-less gaming machine does not use physical medals to play, but rather the game progresses based on information regarding the number of medals held by the player (hereinafter referred to as credit data). For example, when medals are bet, the number of medals bet is subtracted from the credit data, and when medals are paid out as a result of playing, the number of medals paid out is added to the credit data. Such an increase / decrease process of the credit data is performed on the control device 100 side of the slot machine 1, and the credit data is transmitted to an external device (not shown) that also functions as a medal lending device after, for example, the end of a game.

[0011] The external device is connected to the slot machine 1, and can also be connected to a management computer of the game center and a computer of a card unit organization or the like. The external device performs communication processing with the slot machine 1, processing of lending medals to the slot machine 1, and processing of recording credit data to a card. For example, when a player performs an operation of lending medals, the external device outputs a signal related to the lending of medals to the slot machine 1 and receives a lending receipt result from the slot machine 1. When a settlement process is performed in the slot machine 1 and a signal related to a count indicating that at least one medal has been settled is output from the slot machine 1, the external device receives this and performs processing such as writing the number of settled medals to a card and discharging the card from the external device.

[0012] In the following description, "medals are paid out" may mean that the number of medals held by the player is increased by adding credit data.

[0013] The slot machine 1 includes a housing 10 having a substantially rectangular parallelepiped shape, as shown in Fig. 1. The housing 10 includes an opening (not shown) on the front side (for example, the surface on the front side in the penetrating direction of the paper in Fig. 1) and a plate-like front door 20 that can open and close the opening.

[0014] The front door 20 has a light-transmitting display window 21 provided in the approximate center thereof, and is attached in a lockable manner to the housing 10. The display window 21 is arranged so that a plurality of symbols arranged on the surfaces of each of the rotating reels 41, 42, and 43, which will be described later, can be seen when the opening of the housing 10 is closed by the front door 20.

[0015] The housing 10 includes a liquid crystal display device 22, an illumination device 23, and a speaker 24, which are an example of a display device. The liquid crystal display device 22, the illumination device 23, and the speaker 24 are each located above the display window 21 of the front door 20. During a game, various effects executed as the game progresses are performed, for example, using the liquid crystal display device 22, the illumination device 23, and the speaker 24. For example, the liquid crystal display device 22 displays various effect images (effect videos) during a game, displays predetermined information, etc. Furthermore, the illumination device 23 turns on or off in a predetermined pattern when a predetermined condition is met, and the speaker 24 outputs a predetermined sound when a predetermined condition is met.

[0016] The cabinet 10 includes an operation unit 30 located below the display window 21 in the front door 20. The operation unit 30 has a bet switch 32, a start switch 33, stop switches 34, 35, 36, an operation switch 37, an adjustment switch 38, and a medal display unit 39.

[0017] The bet switch 32 is configured to be operated to bet a plurality of medals (for example, three medals) as an example of a game medium at once. The start switch 33 is configured to be operated to rotate the stopped spinning reels 41, 42, 43. The stop switches 34, 35, 36 are configured to be operated to stop the spinning reels 41, 42, 43 corresponding to the operated stop switches 34, 35, 36. The operation switch 37 is configured to be operated to call up predetermined information and display it on the liquid crystal display device 22. The settlement switch 38 is configured to be operated to settle medals stored in the slot machine 1 and output information on the settled medals to an external device. Specifically, the settlement switch 38 is disposed near the medal storage display unit 39, and when pressed, at least a part of the number of medals electromagnetically recorded and displayed on the medal storage display unit 39 can be output to an external device. If the adjustment switch 38 is pressed for a short time, the medals are counted in units of one medal, and if the adjustment switch 38 is pressed for a long time, the medals are counted in units of more than one medal (for example, in units of 50 medals) depending on the timing of pressing the switch. However, if there are less than 50 medals stored, the adjustment switch 38 counts all medals. The stored medal display unit 39 is configured to be able to electromagnetically record and display the number (total number) of medals stored in the slot machine 1 and available for play. The stored medal display unit 39 may be configured to be able to display that a play zone, which will be described later, is an advantageous zone.

[0018] It should be noted that the number of medals (total number) that can be displayed on the medal storage display unit 39 does not include the number of medals inserted (bet), but may include it.

[0019] Although not shown, the operation unit 30 may be provided with a 1-bet button for making it possible to bet one medal, and a return button for returning medals inserted from the medal storage display unit 39. The 1-bet button allows one medal to be inserted (i.e., bet) by pressing it once, but can also be used as an input device for an insertion switch signal during a type test of the slot machine 1. The return button fulfills the function of returning medals inserted immediately before the operation to the medal storage display unit 39 by operating the button during the period from when one or more medals are inserted (i.e., bet) until the start switch 33 is pressed to start a game. When the function of the return button is fulfilled, the display of the number of medals (i.e., the total number of medals) in the medal storage display unit 39 increases by the number of medals returned.

[0020] 2, the slot machine 1 includes a control device 100 for controlling the entire slot machine 1, a reel unit 40, a reel position detection sensor 44, a setting operation unit 45, and a power switch (not shown). The control device 100, the reel unit 40, the reel position detection sensor 44, the setting operation unit 45, and the power switch are located inside the cabinet 10.

[0021] The reel unit 40 is located approximately in the center of the inside of the casing 10, and has a plurality of reels (three reels 41, 42, 43 in this embodiment) and stepping motors 61, 62, 63 for driving the reels 41, 42, 43. Each reel 41, 42, 43 is approximately cylindrical, and has a plurality of symbols arranged at intervals along the circumferential direction of each reel 41, 42, 43 on its surface, as shown in Fig. 3, and a reference point (not shown). The reference point is located, for example, at the center of the zero symbol (bell A) of the reels 41, 42, 43.

[0022] After the rotation of the reels 41, 42, 43 is started, the reel position detection sensor 44 detects the passage of the reels 41, 42, 43 through a reference point at the detection position. In this embodiment, for example, a position on a line L (see FIG. 4) located at the middle of the display window 21 in the vertical direction is set as the detection position. The power switch is configured to be able to switch the main power of the slot machine 1 on / off. The setting operation unit 45 is configured to be able to set a setting value, which will be described later, by operating it. The setting operation unit 45 is mainly operated by an administrator of the slot machine 1.

[0023] Here, an overview of the game played on the slot machine 1 will be described with reference to FIGS.

[0024] When playing a game on the slot machine 1, medals (also called credits) stored in the slot machine 1 are bet by operating the bet switch 32. When a preset number of medals (e.g., three medals) are bet, the pay line 70 is activated, and the game can be started by operating the start switch 33.

[0025] As shown in Fig. 4, the pay line 70 is a virtual line for determining winning combinations, and each of the symbols on the reels 41, 42, and 43 displayed in the display window 21 is connected by the pay line 70. The pay line 70 is, for example, a line sloping downward to the right, and is activated when a predetermined number of medals (for example, three medals) are bet. For example, three symbols are displayed on each reel in the display window 21 of the slot machine 1.

[0026] When the start switch 33 is operated in a state where a game can be started, a lottery (hereinafter referred to as an internal lottery) is performed by an electronic computer in the slot machine 1, and each of the rotating reels 41, 42, 43 starts to rotate. When any of the stop switches 34, 35, 36 is operated in this state, the rotating reels 41, 42, 43 corresponding to the operated stop switch 34, 35, 36 stop, and a pattern corresponding to the winning combination is displayed in the display window 21. When all the rotating reels 41, 42, 43 stop, a predetermined number of medals are paid out according to the winning combination, and one game ends. For example, when all the rotating reels 41, 42, 43 stop, if the combination of patterns set for each winning combination by the internal lottery is located on the pay line 70, it is determined that the winning combination by the internal lottery has won.

[0027] A game is defined as a series of actions to obtain a game result by operating the bet switch 32, the start switch 33, and the stop switches 34, 35, and 36. The unit of a game is a game, and one game is called a unit game.

[0028] During play, one play area is set from among a plurality of play areas, and one play state is set from among a plurality of play states. Then, an internal lottery is performed based on the set play area and play state. The play states include a first play state, a second play state, and a third play state, as shown in Figs. 5 to 7.

[0029] The first game state is a game state for determining the type of flag such as replay (see Figure 9) and the probability of winning among the roles (hereinafter referred to as winning roles) that will be won by internal lottery, and as an example, it is composed of RT0 and RT1 as shown in Figure 5.

[0030] RT0 is set when the second game state transitions from a special role implementation state to a special role non-carryover state, or when the game state is initialized (reset) (for example, when the RAM is cleared). The first game state immediately after the slot machine 1 is installed in an amusement facility or the like is also set to RT0. In other words, the first game state is always set to RT0 except when a type 1 BB is implemented.

[0031] RT1 is set when the second game state transitions from a special role non-carryover state to a special role implementation state. As shown in FIG. 9, in RT1, there is no possibility of winning the replay role and the first type BB.

[0032] The second game state includes a special role non-carry-over state in which the winning type 1 BB won by internal drawing is not carried over, a special role carry-over state in which the winning type 1 BB won by internal drawing is carried over, and a special role implementation state for implementing the winning type 1 BB.

[0033] The special role non-carryover state is set when the number of medals paid out since the transition to the special role implementation state exceeds a predetermined number (e.g., 280 or 2 medals), or when a predetermined condition such as initialization of the game state is met.

[0034] The special role carryover state is set when a type 1 BB is won by an internal lottery and the won type 1 BB does not win in the game in which it was won. The type 1 BB is a role continuous operation device (so-called big bonus) related to a type 1 special role, and is an example of a special role. If the type 1 BB is carried over, the type 1 BB is not drawn. The carried over type 1 BB is configured so that it will not disappear even if the setting value is changed, but it may be configured so that it disappears.

[0035] The special role implementation state is set when a special role is won and a prize is won by an internal lottery, and includes a type BB implementation state (= BB general in FIG. 6), an RB carryover state (= inside JAC in FIG. 6), and an RB implementation state (= during JAC in FIG. 6). BB general is set when a special role is won. BB general is an example of a non-internal role state, and is set when an example of a special role, RB (= JAC in FIG. 9), is not won by an internal lottery. Inside JAC is an example of an internal role state, and is set when an RB (= JAC in FIG. 9) is won by an internal lottery and the RB is not won when the second game state is BB general. During JAC is an example of a role implementation state, and is set when a winning RB wins a prize. During JAC, for example, the state transitions to BB general when 12 games are played from the time of transition to during JAC, or when some role is won 8 times during JAC.

[0036] The third gaming state is a state for determining the effects to be performed during the game, and is composed of a general gaming state and an AT, as shown in Fig. 7. The AT is an example of an advantageous gaming state.

[0037] The general game state is a state in which no instruction function occurs, and is set, for example, after a setting value is changed, after the RAM is cleared, and after the AT ends, until the AT lottery is won. In the slot machine 1, the general game state includes a normal state and a high probability state (for example, a so-called chance zone (CZ)) in which the probability of winning the AT lottery is higher than in the normal state. As an example, the AT lottery is performed according to the winning hand by the internal lottery when the first game state is RT0 and the game zone is an advantageous zone. The transition from the normal state to the high probability state is performed, for example, by winning the high probability state transition lottery that is performed when the internal lottery is performed when the first game state is RT0 and the game zone is an advantageous zone, and the result is that the AT lottery is not won. In addition, the transition from the normal state to the high probability state is performed when the number of games reaches a predetermined range when the first game state is RT0 and the game zone is an advantageous zone.

[0038] The AT is an example of a favorable game state in which the instruction function occurs, and is set until the number of games that have elapsed since the third game state transitioned to the AT reaches the number of games that can be played in the AT (= the number of AT games). In the AT, the push order of the push order role with the payout of medals is announced, and the expected value of medals to be acquired is configured to be higher than in the general game state (for example, the normal state).

[0039] The play area is a state for determining whether or not processing related to the instruction function is performed, and is composed of an advantageous area and a normal area, as an example, as shown in Figure 8. Processing related to the instruction function refers to direct processing related to instruction rights such as adding on instruction functions and continuing, indirect processing such as the lottery state and transition of the state (subtracting the number of plays, etc.), and processing to end the advantageous area.

[0040] The advantageous zone is a zone in which processing related to the instruction function and lottery can be executed, and is set until the game zone meets the condition for terminating the advantageous zone after winning the zone transition lottery based on the result of the internal lottery performed in the normal zone. The advantageous zone includes an advantageous zone in which the third game state progresses in a general game state, and an advantageous zone in which the third game state progresses in an advantageous game state (for example, AT). The advantageous game state may be any state that suggests an advantageous operation mode when there is an advantage or disadvantage depending on the operation mode. The advantageous game state is not limited to AT, and may be, for example, ART.

[0041] The normal section is a section in which processing related to the instruction function and lottery cannot be executed, and is set when a favorable section is not set as a game section. In other words, in the normal section, it is not possible to navigate (also called assist) information on the operation of the stop switches 34, 35, 36 (for example, the operation mode of the stop switches 34, 35, 36 set in the operation mode role (for example, the push order of the push order role), to a favorable game state (AT in the slot machine 1), or to move to the favorable game state. In the normal section, the third game state proceeds as a general game state.

[0042] The instruction function is a function that instructs the player on the operation procedure (for example, the push order of a push order combination) or operation method that affects the ball output by some method, such as a function that instructs the push order of a winning combination by operating the stop switches 34, 35, 36 in a predetermined operation procedure, or a function that instructs the operation position of a winning combination when the positions of the rotating reels 41, 42, 43 when the stop switches 34, 35, 36 are operated are predetermined operation positions. In other words, the AT is set as the third game state only when the game zone is an advantageous zone.

[0043] Next, a description will be given of the control device 100. The control device 100 is made up of a main control unit 110 and a sub control unit 120, as shown in FIG.

[0044] Each of the main control unit 110 and the sub-control unit 120 includes a CPU for performing calculations, a storage device (e.g., ROM and RAM) for storing programs or data required for game progress, etc. The CPU and storage device constituting the main control unit 110 are mounted on an electronic board, and this mounting board is referred to as the "main board." On this main board, a display unit for displaying the tally results related to the game (including the ratio of the state of the game objects, the ratio of the advantageous zone, etc.), a game medal clear number button operated when clearing the number of game medals displayed on the medal storage display device 39 (i.e., a part of the credit data), an interface for communication with the sub-board, etc. are mounted. The CPU and storage device constituting the sub-control unit 120 are mounted on an electronic board separate from the main board, and the board corresponding to the sub-control unit 120 is referred to as the "sub-board." On the sub-board, an interface for communication with the main board, etc. are further mounted.

[0045] The main control unit 110 has an internal lottery unit 111, a reel control unit 112, a game result determination unit 113, a section control unit 114, a game state control unit 115, a measurement unit 116, a set value control unit 117, and a game progress limiting unit 118, and performs control for progressing the game. The sub-control unit 120 has a performance control unit 121, and performs control for performing various performances, etc. Each unit of the main control unit 110 and the sub-control unit 120 described below is realized, for example, by a CPU executing a predetermined program.

[0046] The internal lottery unit 111 has a plurality of internal lottery tables, and performs an internal lottery in response to the acceptance of the operation of the start switch 33. For example, the internal lottery unit 111 determines the first game state (= RT state) when the operation of the start switch 33 is accepted, and selects an internal lottery table based on the determined RT state. Then, the internal lottery unit 111 performs an internal lottery based on the selected internal lottery table and a random number acquired when the operation of the start switch 33 is accepted.

[0047] For example, the winning combination is determined based on the internal drawing table shown in Fig. 9. This internal drawing table is provided for each RT state and has information about the winning area that may be won by the internal drawing. At least one combination of symbols is set in this winning area.

[0048] 9, for each of the RT state and the second game state, the winning area with a possibility of winning is indicated by "○", and the winning area with no possibility of winning is indicated by "×". That is, each internal lottery table is provided with a plurality of number-placement areas in which combinations corresponding to random numbers obtained when the start switch 33 is operated are stored, and each of these areas is associated with a winning area indicated by "○" in FIG.

[0049] The spinning reel control unit 112 controls the stepping motors 61, 62, and 63 of the spinning reel unit 40 in response to operation of the start switch 33 or each stop switch 34, 35, and 36, to start or stop the rotation of each spinning reel 41, 42, and 43 (i.e., controls the rotation of the spinning reels 41, 42, and 43).

[0050] For example, when the start switch 33 is operated while all the reels 41, 42, 43 are stopped, the reel control unit 112 spins all the reels 41, 42, 43. When the stop switch 34, 35, 36 corresponding to the spinning reel 41, 42, 43 is operated while any of the reels 41, 42, 43 is spinning, the reel control unit 112 stops the reel 41, 42, 43 corresponding to the operated stop switch 34, 35, 36.

[0051] When stopping each of the reels 41, 42, 43, the reel control unit 112 performs pull-in control or kick-off control according to the winning combination obtained by the internal drawing and the timing at which each of the stop switches 34, 35, 36 was operated (in other words, the position of the corresponding reel 41, 42, 43 when the operation of each of the stop switches 34, 35, 36 was accepted). The pull-in control is a control that stops the rotation of each of the reels 41, 42, 43 so that the symbols corresponding to the winning combination are pulled onto the pay line 70. The kick-off control is a control that stops the rotation of the reels 41, 42, 43 so that the symbols corresponding to the non-winning combination are not aligned on the pay line 70.

[0052] The game result determination unit 113 determines the game result based on the result of the internal lottery and the result of the stop control of the rotating reels 41, 42, and 43. The game result includes, for example, a determination of whether or not the winning combination has been awarded based on the symbols aligned on the pay line 70.

[0053] The game result determination unit 113 increases or decreases information on the number of medals including medal payout (i.e., part of credit data) based on the determined game result, and performs settlement processing based on the acceptance of the operation of the settlement switch 38. Information on the number of medals to be paid out is managed as credit data, and is output to an external device during settlement processing. For example, medals paid out based on the game result (i.e., medals obtained by winning a winning combination or winning a prize) are added to the number of medals held immediately before, and the credit data is updated. Also, for example, when the settlement switch 38 is operated when there is one or more medals saved, the number of medals saved is subtracted (in other words, counted) according to the pressing time of the settlement switch 38, and at the same time, the display of the saved medal display unit 30 is subtracted, and the credit data on the saved medals is transferred to the external device.

[0054] For example, when the third gaming state has shifted to the AT, the gaming result determination unit 113 outputs a signal indicating that the third gaming state has shifted to the AT to the hall computer to notify the manager.

[0055] The interval control unit 114 sets a game interval from among a plurality of game intervals (in the slot machine 1, a normal interval and an advantageous interval).

[0056] For example, the zone control unit 114 sets the gaming zone to an advantageous zone when the gaming zone is a normal zone and the zone transition condition is satisfied (for example, when a zone transition lottery is won). The winning or losing of the zone transition lottery is determined, for example, by whether or not the lottery held when the hand for which the zone transition lottery is performed (i.e., the hand to be drawn) is won by an internal lottery. The zone transition lottery may or may not have a difference in winning probability depending on the setting value of the slot machine 1. When a difference is set in the winning probability of the zone transition lottery, for example, this may be realized by setting a set difference in the winning probability in the internal lottery for the hand to be drawn, or by setting a set difference in the winning probability of the lottery held when the hand to be drawn by an internal lottery is won.

[0057] When the game zone is an advantageous zone, the zone control unit 114 determines whether to leave the game zone as an advantageous zone or to set it to a normal zone. For example, the zone control unit 114 determines whether the third game state has transitioned from the AT to a normal state of the general game state, and when it is determined that the third game state has transitioned to the normal state, sets the game zone from the advantageous zone to the normal zone.

[0058] For example, the slot machine 1 has multiple advantageous zone end conditions. When one of the multiple end conditions is satisfied, the zone control unit 114 transitions the game zone from the advantageous zone to the normal zone and ends the advantageous zone. An example of the end condition is shown below. When the difference in the number of medals reaches a predetermined value (e.g., 2,400 medals) greater than or equal to zero after the game zone is set to the favorable zone. The difference in the number of medals may be the difference between the number of medals paid out and the number of medals inserted when the game zone transitions to the favorable zone, or it may be the difference between the maximum and minimum values ​​of the difference in the number of medals (= the difference between the number of medals paid out and the number of medals inserted) in the favorable zone. When the number of games played since the game zone was set to the favorable zone (= the number of games played in the favorable zone) reaches a predetermined value (for example, 4,000 games).

[0059] The predetermined value for the difference in the number of medals and the predetermined value for the number of games can be set appropriately based on the ball output specifications of the slot machine 1, etc.

[0060] When the game zone transitions to a favorable zone, the zone control unit 114 may display that the zone is favorable through a display unit provided in the operation unit 30 only when the instruction function is activated during the favorable zone and the average payout rate when the game is played so as to pay out the maximum number of small winning coins excluding the reels (e.g., RB or CT) and the reel continuous operation device (e.g., type 1 BB) exceeds 100%.

[0061] The gaming state control unit 115 has an advantageous gaming state selection unit 1151, and controls the transition between the first gaming state, the second gaming state, and the third gaming state.

[0062] For example, the game state control unit 115 sets one RT state in which an internal lottery is performed from among a plurality of RT states (for example, RT0 and RT1). Specifically, as described above, when the second game state transitions to a special role non-carryover state, the game state control unit 115 sets the first game state to RT0, and when the second game state transitions to a special role implementation state, the game state control unit 115 sets the first game state to RT1. In addition, when a predetermined condition is satisfied, the game state control unit 115 transitions the second game state to each of the game states of BB general, inside JAC, and during JAC.

[0063] When a preset lottery condition (hereinafter simply referred to as the lottery condition) is satisfied, the advantageous game state drawing unit 1151 draws a lottery for an advantageous game state to determine whether or not to transition the game state to an advantageous game state that is more advantageous to the player than the normal state.

[0064] The drawing of advantageous game states includes the drawing of AT and the drawing of AT extension. For example, the drawing of AT is performed when the first game state is RT0, the third game state is the general game state, and the game zone is an advantageous zone, and a predetermined role (for example, a so-called rare role such as cherry or watermelon) is won by the internal drawing. Also, for example, the drawing of AT extension is performed when the first game state is RT0, and the third game state is AT, and a predetermined role (for example, a so-called rare role such as cherry or watermelon) is won by the internal drawing.

[0065] The measurement unit 116 measures the following parameters based on the game result determined by the game result determination unit 113, for example. Parameters related to paid-out balls. The parameters related to paid-out balls include, for example, the difference between the maximum and minimum values ​​of the difference in the number of medals from the start of the game to the present (so-called MY value). The number of games played since the game zone was set to the favorable zone (i.e., the number of games played in the favorable zone). The number of games played in the favorable zone is reset when the favorable zone is reset. The difference in the number of medals based on the time of transition to the favorable zone (= the difference between the "number of medals paid out" and the "number of medals inserted"), and / or the difference between the maximum and minimum difference in the number of medals in the favorable zone. The difference in the number of medals based on the time of transition to the favorable zone is reset when the favorable zone is reset. The time elapsed from the set starting point after all reels 41, 42, and 43 have started to rotate steadily.

[0066] The parameters related to the paid-out balls may or may not be reset to zero by, for example, turning off the main power of the slot machine 1. If the parameters related to the paid-out balls are not reset to zero by turning off the main power, the slot machine 1 may be provided with a function for manually resetting the parameters related to the paid-out balls. In this case, the slot machine 1 may be provided with a function for checking whether the parameters related to the paid-out balls have been reset to zero, or may be provided with a function for displaying or suggesting the parameters related to the paid-out balls.

[0067] The function of confirming whether or not the balls have been zero-reset and the function of displaying or suggesting the parameters related to the paid-out balls are preferably realized by performing a specific operation on the slot machine 1. For example, the slot machine 1 may be configured such that, by pressing and holding the bet switch 32 with the front door 20 open, a game center menu screen is displayed on the liquid crystal display device 22, and the game center menu screen can be configured to select a mode in which the game center menu screen can confirm whether or not the balls have been zero-reset and a mode in which the parameters related to the paid-out balls are displayed or suggested. The game center staff can select a preferred mode from the screen to confirm whether or not the balls have been zero-reset, or to confirm the parameters themselves or the state (suggestion) related to the paid-out balls. Alternatively, by performing the specific operation as described above, confirmation of whether or not the balls have been zero-reset or notification or suggestion of the parameters related to the paid-out balls may be immediately performed using images, sounds, LED light colors, etc. via the liquid crystal display device 22, speaker 24, illumination device 23, etc. of the slot machine 1.

[0068] The set value control unit 117 sets one of multiple set values ​​(e.g., six) with different degrees of advantage for the game (e.g., machine odds) in response to the operation of the setting operation unit 45. The difference in the degree of advantage is realized, for example, by setting a difference in the probability of winning the internal lottery for a specified role. In addition, the set value control unit 117 sets the degree of advantage related to the ball output, such as the transition rate to the advantageous zone, the AT lottery, and the AT additional lottery, in response to the set value that has been set.

[0069] An example of a method for setting the setting value is shown below. This method is carried out in the order of (1) to (7). (1) Open the front door 20. (2) Turn off the main power of the slot machine 1. By turning off the main power of the slot machine 1, all of the rotating reels 41, 42, and 43 that are rotating stop, but the winning determination based on the stopping of the rotating reels 41, 42, and 43 is not performed. (3) The setting change key is inserted into a predetermined position of the setting operation unit 45, and the setting change mode is changed from OFF to ON. (4) The main power of the slot machine 1 is turned on. (5) The current setting value is displayed, for example, on the medal display unit 39 of the operation unit 30. By operating a predetermined button, the setting value displayed on the medal display unit 39 is adjusted to a desired setting value. (6) Operate the start switch 33. By operating the start switch 33, the setting value of the slot machine 1 is changed to the setting value displayed on the medal display unit 39. (7) Change the setting change mode from on to off and remove the setting change key.

[0070] The game progress limiting unit 118 is configured to be able to control the game progress from a possible state to an impossible state when a parameter related to the paid out balls reaches a first value (for example, 19000). The impossible state of the game includes, for example, a state in which insertion of a medal and / or operation of the start switch 33 are not accepted. Therefore, in a state in which the game progress is impossible, the rotating reels 41, 42, 43 do not start rotating, and the slot machine 1 is in effect in a state in which the main power is on but the game cannot be played.

[0071] The performance control unit 121 determines the performance to be executed as the game progresses for each game based on the game state when the internal lottery was performed and the result of the internal lottery. The determined performance is executed using, for example, the liquid crystal display device 22, the illumination device 23, and the speaker 24, and is notified to the player. In other words, the notification includes a visual display using the liquid crystal display device 22 and / or the illumination device 23, and an auditory display using the speaker 24.

[0072] The performance control unit 121 is configured to be able to execute a pre-notification that notifies the player of the possibility that the game will be controlled to a state where progress in the game is impossible when the parameter related to the paid-out balls reaches a second value (for example, 18500) that is smaller than the first value. The pre-notification according to this embodiment includes a message type such as "500 balls remaining and game progress will be impossible." The message type pre-notification may be displayed on the liquid crystal display device 22. The content of the message type pre-notification may be, for example, a message output by voice via the speaker 24, or the number of balls remaining until the game progress is impossible may be notified through the light emission color of the illumination device 23. Note that the difference between the parameter related to the paid-out balls and the second value changes successively according to the progress of the game (for example, for each game), so the number notation portion of "500 balls remaining" included in the message type pre-notification changes successively according to the progress of the game.

[0073] The advance notification is configured to be capable of being controlled in at least one of the following modes (A) and (B): "Priority" includes "priority of certainty of notification." (A) The advance notification is notified with a higher priority than the effects, or is notified so that at least a part of the advance notification does not overlap with the effects to be notified, or is notified with a higher priority than the effects and at least a part of the advance notification does not overlap with the effects to be notified. The effects include, for example, the notification of the number of game media paid out in a specific period (for example, the number of medals paid out during the AT) and images (including videos and still images) using characters. When the advance notification notification control is not performed in the following mode (B), the effects may include game information described later. In this case, the game information may be notified with a higher priority than other effects (for example, information that is not essential for progressing the game), or may be notified with the same priority as other effects. Information that is not essential for progressing the game includes, for example, information accompanying the progress of the game, such as animation images of characters and the number of medals acquired during the AT. (B) The advance notification is notified with a lower priority than information on the progress of the game (hereinafter referred to as the game information), and / or is notified so that at least a part of the advance notification does not overlap with information on the progress of the game. The game information is essential information for progressing the game. The game does not progress if the game information is simply output, and the game does not progress unless the player performs an operation according to the game information in addition to the output of the game information. The game information includes, for example, information on the operation mode of the operator that the player can operate (for example, the operation mode of the stop switches 34, 35, 36 set as the operation mode combination). The operator includes any configuration that the player can operate among the configurations provided in the slot machine 1. Specifically, these operators preferably include operators that are essential for the progress of the game, such as the bet switch 32, the start switch 33, the stop switches 34, 35, 36, etc., and do not include operators that are operated to advance or develop the performance of the operation switch 37, etc., and that do not require operation to progress the game. In this case, the presentation does not include game information essential for the game to proceed, such as the operation mode of the stop switches 34, 35, and 36, but includes information that is not essential for the game to proceed (i.e., information accompanying the progress of the game), such as notification of the number of game media paid out in a specific period (for example, the number of medals paid out during the AT). In other words, in the (B) mode, the presentation is composed of images and / or sounds that are unilaterally output from the gaming machine, so that after the output, no response from the player is required to proceed with the game. If the slot machine 1 does not have game information, the notification control of the advance notification is not performed in the (B) mode.

[0074] When the advance notification is controlled in the manner (A) and both the advance notification and the performance are displayed on the same liquid crystal display device 22, an example of processing for giving the advance notification a higher priority than the performance is shown below. The advance notice is displayed superimposed on the display of the effect (see FIG. 12). In FIG. 12, the screen of the liquid crystal display device 22 is indicated by 221, the advance notice is indicated by 300, and the effect is indicated by 400. The advance notice may or may not change the display mode other than "500 coins remaining", for example. Changing the presentation The change in presentation includes, for example, at least one of a change in the size of the presentation displayed on the liquid crystal display device 22, a change in the hue used in the presentation, and a change in the content of the presentation.

[0075] An example of a change mode when changing the presentation is shown below. The change mode to be executed may be determined randomly, for example, or may be determined by the presentation to be changed and / or the game state (for example, the third game state). The size of the effect is changed to be smaller than normal so that at least a part of the advance notification display does not overlap with the display of the effect to be executed (see FIG. 13). In FIG. 13, the advance notification is indicated by 300, the effect before the size change is indicated by 400, and the effect after the size change is indicated by 401. The advance notification may or may not change the display mode other than, for example, "500 remaining." To make advance notices easier to see, the hue used to display the effects will be changed to a less noticeable hue (for example, a lighter hue) than the hue used to display advance notices. When an effect that includes the display of letters (including numbers), such as a conversation between characters or an explanation (tutorial) about the game, is announced, the position of the letters displayed during the effect will be changed so that they do not overlap with the advance notification (i.e., the content of the effect will be changed).

[0076] For example, when the game state is "AT" and a presentation (hereinafter referred to as "ending presentation") is executed via the liquid crystal display device 22 to notify the player that the "ending state" indicating that the conditions for the end of the advantageous zone are close to being met, if a pre-notification is displayed on the liquid crystal display device 22, the content of the presentation can be changed as follows. During the ending performance, when information regarding the end of the ending performance is displayed, the display position of the information regarding the end of the ending performance is changed in relation to the display position before the advance notice is displayed. Information regarding the end of the ending performance includes, for example, at least one of the remaining number of medals, the remaining number of games, and the remaining number of navigations until the end condition of the advantageous zone is met. If this information is located near the advance notice or overlaps with the advance notice, the message of the advance notice will be difficult to convey to the player. Also, as described above, information regarding the end of the ending performance is mainly composed of a combination of letters and numbers, while the advance notice is also mainly composed of a combination of letters and numbers such as "500 medals remaining and game progress will no longer be possible", so if the advance notice and the information regarding the end of the performance are located near each other or overlap, the player will not be able to understand what the displayed information indicates, and confusion may occur. During a favorable game state (e.g., AT or special role implementation state) that is more favorable to the player than the general game state, when the end condition of the favorable game state is displayed on the display device (e.g., liquid crystal display device 22) as a performance, the display of the end condition of the favorable game state is changed to match the contents of the advance notice, or the display of the advance notice is changed to match the end condition of the favorable game state. As an example, when it is determined that a parameter (MY value, etc.) related to the paid-out balls reaches the first value, the display of the end condition of the favorable game state is changed to match the contents of the advance notice, or the display of the advance notice is changed to match the end condition of the favorable game state. The display of the end condition of the favorable game state is mainly composed of a combination of letters and numbers, such as "〇 games remaining," "〇 coins remaining," and "〇 navi remaining," as with the information regarding the end of the ending performance, while the advance notice is mainly composed of a combination of letters and numbers, such as "500 coins remaining and game progress will no longer be possible." Therefore, if the advance notification and the condition for ending the advantageous game state are composed of different combinations of letters and numbers, the player may not be able to understand what the displayed information indicates, which may lead to confusion.

[0077] In particular, when it is determined that a parameter (such as MY value) related to the paid-out balls will reach a first value before the original end condition of the advantageous game state is satisfied, it is preferable that the display of the end condition of the advantageous game state is changed according to the contents of the advance notice. This is because, even if the end condition of the advantageous game state is not satisfied, when the parameter reaches the first value, the game progress control unit 118 forcibly controls the game progress from a possible state to an impossible state, and the advantageous game state is also terminated accordingly. The advance notice displayed in such a case is a message showing the number of remaining winning coins until the game progress is forcibly controlled from a possible state to an impossible state in relation to the parameter (such as MY value) and the first value. However, if the information indicates that the end condition of the advantageous game state will be displayed in the future compared to the remaining number of winning coins, the player feels that he is losing out, and his distrust of the game increases. Therefore, if it is determined that a parameter related to the paid-out balls (such as the MY value) will reach a first value before the condition for terminating the advantageous gaming state is satisfied, it is preferable that the display of the condition for terminating the advantageous gaming state be changed to match the content of the advance notification.

[0078] On the other hand, if the conditions for terminating the advantageous game state are met before the parameters (MY value, etc.) related to the paid-out balls reach the first value, it is preferable that the display of the advance notice is changed to match the conditions for terminating the advantageous game state according to the difference between the parameters predicted at the time the advantageous game state ends and the first value. For example, if the difference between the parameters predicted at the time the advantageous game state ends and the first value is very small, if a combination with a payout is won and won in succession after the advantageous game state ends, the parameters will reach the first value, and the game will be forcibly controlled from a state in which the game can proceed to a state in which the game cannot proceed. In other words, it can be said that the timing at which the advantageous game state ends and the timing at which the game is forcibly controlled to a state in which the game cannot proceed are very close. Therefore, if the conditions for terminating the advantageous game state are met before the parameters (MY value, etc.) related to the paid-out balls reach the first value, and the difference between the parameters predicted at the time the advantageous game state ends and the first value is small, it is preferable that the display of the advance notice is changed to match the conditions for terminating the advantageous game state.

[0079] Whether the display of the conditions for terminating the advantageous gaming state is changed in accordance with the contents of the advance notification, or whether the display of the advance notification is changed in accordance with the conditions for terminating the advantageous gaming state, is determined, for example, according to the gaming situation.

[0080] The following is an example of a case where the display of the conditions for ending the advantageous game state is changed according to the contents of the advance notice when it is determined that the parameter related to the paid-out balls reaches the first value. In the following example, the advantageous game state is "AT", the parameter related to the paid-out balls is "MY value", and the information regarding the end of the ending performance is "remaining difference number". When it is determined that the ending performance will be executed, it is determined that the MY value will reach the first value, and the game is controlled to a state in which progress is disabled earlier than the ending performance ends. For example, when the ending performance starts, if the remaining difference to the first value is 500 coins, and the remaining difference to the end condition of the advantageous zone is 600 coins, the liquid crystal display device 22 displays "500 coins remaining" as information regarding the end of the ending performance. When the remaining difference until the end of the AT exceeds the first value due to the addition during the AT, it is confirmed that the MY value will reach the first value. In this case, for example, the performance executed from the next game onwards is switched to an ending performance that is different from the normal performance, and the remaining difference until the first value is displayed as information regarding the end of the ending performance. When it is confirmed that the MY value will reach the first value, if a special role (for example, a role continuous operation device such as a type 1 BB or a first type special role) is won and the MY value reaches the first value during the special role implementation state. In this case, for example, the performance executed during the implementation of the special role is switched to an ending performance, and the remaining difference number to the first value is displayed as information regarding the end of the ending performance (i.e., the end of the special role implementation state).

[0081] If the MY value reaches the first value during a type 1 BB, it is possible to control the game so that progress is not possible after the type 1 BB ends. In this case, the display of the advance notice is changed to match the end condition of the type 1 BB. For example, suppose that the number of medals that can be won in a type 1 BB is 252, and the MY value at the time of winning the type 1 BB is 18,900. In this case, the display of the advance notice during the type 1 BB is changed from "100 medals" to "252 medals."

[0082] The following is an example of a process for controlling the advance notification in the manner (A) so that at least a portion of the advance notification does not overlap with the notified effect. When both the advance notification and the effect are displayed on the same liquid crystal display device 22, the display of the advance notification and / or the effect is changed. For example, when the display position of the effect before the advance notification is executed overlaps with the display position of the advance notification, the display position of the effect is changed so that the display of the advance notification does not overlap with the display of the effect to be notified. (See FIG. 14). In FIG. 14, 221 indicates the screen of the liquid crystal display device 22, 300 indicates the advance notification, 400 indicates the effect before the change, and 401 indicates the effect after the change. For example, the advance notification may or may not change the display mode other than "500 coins remaining". Displaying the advance notice and the effects on different display devices. For example, a liquid crystal display device other than the liquid crystal display device 22 is provided, the effects are displayed on the liquid crystal display device 22, and the advance notice is displayed on the other liquid crystal display device. When both the advance notification and the performance are displayed on the same liquid crystal display device 22, the advance notification is displayed at a predetermined position regardless of the performance being executed, or the display position of the advance notification is changed according to the performance being executed. When the advance notification is displayed at a predetermined position regardless of the performance being executed, the content of the performance to be notified may be changed depending on the content of the performance. When the remaining number of medals that can be acquired during a specific period (for example, type 1 BB) and a prior notification are displayed on the medal display unit 39, the prior notification and the remaining number are displayed in different areas of the medal display unit 39. Also, the prior notification and the remaining number are displayed alternately in the same area of ​​the medal display unit 39. If the performance includes two or more pieces of information (for example, if a first-class BB is won during the AT, and the number of medals acquired during the first-class BB and the difference in the number of medals until the end of the AT are displayed), the advance notice and the two or more pieces of information included in the performance are not all displayed in the same display area (or display device). For example, the advance notice and the difference in the number of medals until the end of the AT are displayed on the liquid crystal display device 22, and the number of medals acquired during the first-class BB is displayed on the medal storage display unit 39.

[0083] When the advance notification is controlled in the manner (B) and the advance notification and game information are displayed on the liquid crystal display device 22, an example of a process for lowering the priority of the advance notification compared to the game information is shown below. Game information is displayed superimposed on the display of advance notice (see FIG. 15). In FIG. 15, the screen of the liquid crystal display device 22 is indicated by 221, the advance notice is indicated by 300, the presentation is indicated by 400, and the navigation as game information is indicated by 500. Changing the display of the advance notification or game information. The change in the advance notification or game information includes, for example, at least one of a change in the size of the advance notification and / or game information displayed on the liquid crystal display device 22, a change in the hue used for the advance notification and / or game information, and a change in the display position of the advance notification and / or game information.

[0084] An example of a change mode when changing the display of the advance notice is shown below. The change mode to be executed may be determined randomly, for example, or may be determined based on the game state (for example, the third game state). The display size of the advance notification is changed to be smaller than normal so that at least a part of the advance notification display does not overlap with the game information display (see Fig. 16). In Fig. 16, the advance notification before the change is indicated by 300, the advance notification after the change is indicated by 301, the presentation is indicated by 400, and the navigation as game information is indicated by 500. To make the game status easier to see, the hue used to display advance notifications is changed to a less noticeable hue (e.g., a lighter hue) than the hue used to display game information. -Change the display position of advance notifications so that they do not overlap with the display of game information.

[0085] For example, when navigation (e.g., assistance with the correct push order for a push order role), advance notification, and effects are displayed on the liquid crystal display device 22, the display of the effects can be changed in the same way as the advance notification. In this case, the advance notification may be displayed so as to have a higher priority than the effects. For example, when the display of the navigation and the advance notification do not overlap, but the display of the effects overlaps with the display of the navigation and the advance notification, the display size of the effects may be reduced so that the display of the navigation, the display of the advance notification, and the display of the effects do not overlap with each other.

[0086] An example of a change mode when changing the display of the game information is shown below. As an example, the display of the game information is "a navigation for notifying the operation mode of the stop switches 34, 35, and 36 set in the operation mode combination." The change mode to be executed may be determined randomly, for example, or may be determined according to the game state (for example, the third game state). Before and after the advance notification is notified, at least one of the size of the navigation, the font of the characters displaying the navigation, and the display mode of the navigation is changed. For example, when changing the size and display mode of the navigation, instead of making the navigation displayed on the liquid crystal display device 22 smaller, other effects (for example, an effect in which the rotating reels 41, 42, and 43 corresponding to the stop switches 34, 35, and 36 to be operated are surrounded by light emitted from the illumination device 23) can be added, so that the priority of the advance notification can be lowered than the game information. In this case, the display of the navigation may be made smaller so that the display of the navigation does not overlap with the display of the advance notification. For example, if the liquid crystal display device 22 has a sub-liquid crystal display in addition to the main liquid crystal display, and the navigation is displayed at least on the main liquid crystal display before the advance notification is executed, when the advance notification is received, the navigation on the main liquid crystal display may be changed from displayed to hidden, or the navigation may be displayed on the sub-liquid crystal display while being changed smaller. Before the advance notification is executed, the navigation may be displayable only on the main liquid crystal display, or may be displayable on the main liquid crystal display and the sub-liquid crystal display. · To make the display of the navigation easier to see, the hue used to display the navigation is changed to a hue (e.g., a primary hue) that is more noticeable than the hue used to display the advance notice and / or the performance. For example, when the navigation, advance notice, and performance are displayed on the liquid crystal display device 22, the hue in which the performance is displayed is changed to the least noticeable hue. Depending on the development status of the performance or the game, the advance notice or navigation may be made transparent. The development status of the performance may be, for example, a situation in which a scene that should be particularly noted by the player is displayed, such as a scene showing the battle result in a battle performance. The development status of the game may be, for example, a situation in which a game development that requires attention is unfolding, such as a situation in which a lottery for transition to an AT addition state is being carried out or a situation in which an AT addition is being carried out. -Change the display position of the navigation system so that it does not overlap with advance notifications and / or special effects.

[0087] When the advance notification, game information, and effects are displayed on the liquid crystal display device 22, the notification priority is lower in the order of game information, advance notification, and effects. When at least one of the advance notification and game information is displayed overlapping with the effects, similar to the embodiment (A), notification control can be performed in which the advance notification has a higher priority than the effects by "overlapping the display of the advance notification on the display of the effects" or "changing the effects." For example, when the game information and effects are displayed on the liquid crystal display device 22, the game information is "the operation mode of the stop switches 34, 35, and 36 set in the operation mode role," and the other effects are "suggestions of the game state, etc., by conversations between characters," the characters included in the other effects are displayed so as not to overlap with the navigation for notifying the operation mode.

[0088] An example of a process for controlling the advance notification in the manner (B) so that at least a part of the advance notification does not overlap with the game information to be notified will be described below. Displaying the advance notice and game information on different display devices. For example, a liquid crystal display device other than the liquid crystal display device 22 is provided, game information is displayed on the liquid crystal display device 22, and the advance notice is displayed on the separate liquid crystal display device. When the advance notification and the game information are displayed on the liquid crystal display device 22, the display of the game information and / or the advance notification is changed. For example, if the display position of the game information before the advance notification is executed overlaps with the display position of the advance notification, the display position of the advance notification is changed so that the advance notification does not overlap with the display of the game information to be notified (see FIG. 17). In FIG. 17, the advance notification before the change is indicated by 300, the advance notification after the change is indicated by 301, the presentation is indicated by 400, and the navigation as the game information is indicated by 500. For example, the advance notification may change the display mode other than "500 coins remaining", or it may not change.

[0089] An example of the control process that disables the progress of the game will be described with reference to Fig. 10. Here, the parameter related to the ball output is the "MY value", and the main power supply of the slot machine 1 is kept on (i.e., the MY value is not reset to zero). The process shown in Fig. 10 is implemented, for example, by the CPU of the control device 100 executing a predetermined program.

[0090] As shown in FIG. 10, when a game is started, the measurement unit 116 counts the MY value according to the game result (step S1). When the main power supply of the slot machine 1 is turned on from off, the MY value is the initial value "zero", so when a game is started in this state, the measurement unit 116 starts counting the MY value according to the game result. In this example, the main power supply of the slot machine 1 is maintained in the on state, so the MY value continues to be counted until it is controlled to a state in which progress of the game is impossible. When the MY value is counted, the performance control unit 121 judges whether the counted MY value has reached a second value (in other words, whether the counted MY value is equal to or greater than the second value) (step S2). Step S2 is repeated until it is judged that the counted MY value has reached the second value. The process of step S2 may be performed by the main control unit 100.

[0091] When it is determined that the counted MY value has reached the second value, the performance control unit 121 executes a prior notification (step S3). When the prior notification is executed, the game progress restriction unit 118 judges whether or not the counted MY value has reached the first value (step S4). When it is not determined that the counted MY value has reached the first value, the process returns to step S2, and it is judged whether or not the counted MY value is equal to or greater than the second value.

[0092] When it is determined that the counted MY value has reached the first value, the game progress limiting unit 118 controls the game so that the game progress is disabled (step S5). In other words, the game progress limiting unit 118 does not allow the game to progress after the MY value has reached the first value. This ends the control process for disabling the game progress.

[0093] An example of the notification process of the advance notification will be described with reference to Fig. 11. Here, a case will be described in which the parameter related to the ball output is "MY value", the performance is "information that is not essential for proceeding with the game", and the game information is "information that is essential for proceeding with the game". The process shown in Fig. 11 is performed, for example, by the CPU of the control device 100 executing a predetermined program.

[0094] 11, the production control unit 121 determines whether or not advance notification is being executed (step S11). Step S11 is repeated until it is determined that advance notification is being executed.

[0095] When it is determined that the advance notification is being executed, the performance control unit 121 determines whether the advance notification is to be notified together with the performance and / or the game information (step S12). When it is determined that the advance notification is to be notified together with the performance and the game information, the performance control unit 121 notifies the advance notification with a higher priority than the performance and a lower priority than the game information (step S13). When it is determined that the advance notification is to be notified together with the performance or the game information, the performance control unit 121 notifies the advance notification with a higher priority than the performance or a lower priority than the game information (step S14).

[0096] If it is not determined in step S12 that the advance notification is to be notified together with the effect and / or game information, after the completion of step S13 and after the completion of step S14, the effect control unit 121 determines whether or not the MY value has reached the first value (step S15). If it is determined that the MY value has reached the first value, the advance notification notification process ends. If it is not determined that the MY value has reached the first value, the process returns to step S11, and it is determined whether or not the advance notification is being executed.

[0097] The slot machine 1 can provide the following effects:

[0098] The slot machine 1 of the first embodiment of the present invention is capable of controlling the progress of a game from a possible state to an impossible state when a parameter related to the paid-out balls reaches a first value, and is capable of executing a prior notification to notify the player of the possibility that the progress of a game will be controlled to an impossible state when the parameter related to the paid-out balls reaches a second value smaller than the first value. The prior notification is notified with a higher priority than the presentation executed with the progress of a game, and / or is notified so that at least a part of it does not overlap with the presentation to be notified. With this configuration, when the progress of a game is controlled to an impossible state, a prior notification is executed before that. In addition, the prior notification is notified with a higher priority than the presentation, and / or is notified so that at least a part of it does not overlap with the presentation to be notified, so that the player can be more reliably notified that the progress of a game may be controlled to an impossible state. As a result, a slot machine 1 that can notify the player of the possibility that the progress of a game will be controlled to an impossible state in advance without surprising the player can be realized.

[0099] The slot machine 1 of the first aspect can adopt any one or more of the following configurations. In other words, any one or more of the following configurations can be deleted if they are included in the above embodiment, and can be added if they are not included in the above embodiment. By adopting such a configuration, it is possible to more reliably realize a slot machine 1 that can notify the player in advance of the possibility that the game will be controlled to a state in which the game cannot proceed, without surprising the player.

[0100] When the advance notice and the performance are displayed on the display device, the advance notice is superimposed on the performance display, so that notification control can be executed in which the advance notice has a higher priority than the performance. This makes it difficult for the player to see at least a part of the performance, but the player can still confirm the advance notice, so that the player can understand that the possibility of being controlled to a state where progress in the game is impossible is approaching.

[0101] By changing the presentation, the notification of the advance notification is given a higher priority than the presentation. For example, the advance notification is a message-type advance notification such as "When the remaining number of coins is paid out, the game will be controlled to a state where the game cannot proceed." In this case, if the content or appearance of the advance notification changes relatively frequently, it becomes difficult to reliably grasp the content of the advance notification. On the other hand, if everything displayed, including the advance notification, does not change, the game becomes monotonous and lacks interest. Therefore, by changing the presentation, the priority of the advance notification is given higher than the presentation, and the game can be prevented from becoming monotonous while the player can reliably grasp the content of the advance notification. Note that the remaining number of coins in the advance notification is changed successively according to the progress of the game.

[0102] The change in the effect includes at least one of a change in the size of the effect displayed on the display device, a change in the hue used in the effect, and a change in the content of the effect. The advance notification may determine the size of the effect to be changed, the hue used in the effect, etc., according to the "number of pieces remaining until the first value" or the "current MY value", etc. The change in the effect may also include a change in the display mode of the advance notification. For example, in an effect in which text is displayed within a frame, the shape of the frame in which the text is displayed may be changed. For example, the display mode of a bomb-shaped frame may change to a state that looks like it is about to explode as the MY value approaches the first value, and finally change to a state that explodes when the MY value reaches the first value.

[0103] The performance includes display of the operation mode and / or display of the number of medals to be paid out in a specific period. The operation mode here includes, for example, the order of pressing the stop switches 34, 35, and 36 (navigation), display of the target pattern, and the like. The display of the number of medals to be paid out in a specific period includes display of "how many medals remaining" in a favorable gaming state such as AT, bonus, and ART. In the slot machine 1 of the first mode, the advance notification is displayed with priority over the performance including such a display, and / or the performance and the notification are displayed so as not to overlap. By displaying the advance notification with priority over the performance, the player can proceed with the game while checking the above-mentioned various displays included in the performance while reliably understanding the contents of the advance notification. By displaying the performance and the notification so as not to overlap, the player can proceed with the game while reliably understanding both the contents of the advance notification and the above-mentioned various displays included in the performance.

[0104] When the end conditions of the advantageous game state are displayed on the display device as a performance during an advantageous game state that is more advantageous to the player than the general game state, the display of the end conditions of the advantageous game state can be changed according to the contents of the advance notice, or the display of the advance notice can be changed according to the end conditions of the advantageous game state. The display of the end conditions of the advantageous game state is mainly composed of a combination of letters and numbers, such as "〇 games remaining," "〇 coins remaining," and "〇 navigation," while the advance notice is also mainly composed of a combination of letters and numbers, such as "500 coins remaining and game progress will no longer be possible." Therefore, if the display of the end conditions of the advantageous game state and the advance notice are different, it is difficult for the player to understand what information is what, and confusion may occur. In contrast, here, the display of the end conditions of the advantageous game state can be changed according to the contents of the advance notice, or the display of the advance notice can be changed according to the end conditions of the advantageous game state, so that the information displayed on the display device is unified and the player can easily understand the displayed information.

[0105] When it is determined that the parameter related to the paid-out balls reaches the first value, the display of the conditions for terminating the advantageous game state is changed to match the contents of the advance notice, or the display of the advance notice is changed to match the conditions for terminating the advantageous game state. This makes it less likely that the player will have doubts about the timing when the game progress is forcibly controlled from a possible state to an impossible state and the timing when the advantageous game state ends.

[0106] When the advance notification is displayed on the display device, the advance notification is displayed at a predetermined position regardless of the presentation. Since the position of the advance notification can be prevented from being frequently changed, the content of the advance notification can be reliably understood.

[0107] The slot machine 1 of the second aspect of the present invention is capable of controlling the progress of a game from a possible state to an impossible state when a parameter related to the paid-out balls reaches a first value, and is capable of executing a prior notification to notify a possibility that the progress of a game will be controlled to an impossible state when the parameter related to the paid-out balls reaches a second value smaller than the first value. The prior notification is notified with a lower priority than the game information, and / or is notified so that at least a part of it does not overlap with the game information. With such a configuration, it is possible to realize a slot machine 1 that can notify in advance the possibility that the progress of a game will be controlled to an impossible state without hindering the progress of a game.

[0108] The slot machine 1 of the second aspect can adopt any one or more of the following configurations. In other words, any one or more of the following configurations can be deleted if they are included in the above embodiment, and can be added if they are not included in the above embodiment. By adopting such a configuration, it is possible to more reliably realize a slot machine 1 that can notify in advance of the possibility that the game will be controlled to a state in which the game cannot proceed, without impeding the game proceeding.

[0109] The game information includes information about the operation modes of the controls that the player can operate. Although the contents of the advance notice must also be understood, the game information is essential for progressing in the game, so it is very important to understand the contents. The player can reliably understand such game information.

[0110] At least one of the advance notice and the game information is displayed in a state where it overlaps with the performance. In the slot machine 1 of the second embodiment, the performance is information that is not essential for proceeding with the game, and corresponds to information accompanying the progress of the game, such as images using characters, the number of coins acquired in the AT, etc. Advance notice and game information, which are more important to understand than such performance, are displayed in a state where they are superimposed on the layer of the performance. Therefore, advance notice and game information can be reliably understood.

[0111] When the advance notification and the game performance are displayed on the display device, the advance notification is superimposed on the performance display, so that the advance notification can be controlled to have a higher priority than the performance. In the slot machine 1 of the second embodiment, the performance is information that is not essential for playing the game, and corresponds to information accompanying the progress of the game, such as images using characters and the number of coins won in the AT. Advance notifications, which are more important to understand than such performances, are displayed superimposed on the performance layer. Therefore, the advance notification can be reliably understood.

[0112] By changing the presentation, the priority of the advance notification is set higher than the presentation. More specifically, if the advance notification is a message type advance notification such as "When the remaining number of coins is paid out, the game will be controlled to a state where the game cannot proceed", the remaining number portion is changed sequentially according to the progress of the game, but the content, notation, and display position of the advance notification do not change much except for that portion. If the content and appearance of the advance notification change relatively frequently, it becomes difficult to reliably grasp the content of the advance notification, so there is a risk that the change in the advance notification will hinder the understanding. On the other hand, if everything displayed, including the advance notification, does not change, the game will become monotonous and lack interest. Therefore, by changing the presentation without changing the advance notification much, the game can be prevented from becoming monotonous while allowing the player to reliably grasp the content of the advance notification.

[0113] The slot machine 1 can also be configured as follows.

[0114] (Third aspect) The slot machine 1 may be capable of executing, as the game progresses, an effect according to a situation where the game may be controlled to a state in which the game progress is impossible (hereinafter, referred to as an effect according to the situation).

[0115] The situation-dependent effects include, for example, a first suggestive effect that suggests a situation in which the game may be controlled to an impossible state, and / or a predetermined effect (for example, an ending effect) that can be executed only after it is determined that a parameter related to the paid-out balls reaches a first value. Information related to the first suggestive effect and the predetermined effect is stored in, for example, a storage device of the control device 100.

[0116] For example, the first suggestion performance includes a conversation performance between characters. In this case, for example, if the difference between the parameter and the first value is greater than a predetermined value, a conversation such as "You can still have fun!" is displayed, which suggests that there is still time before the game is controlled to a state where progress is impossible and the game can be continued without problems, and if the difference between the parameter and the first value is less than a predetermined value, a conversation such as "The end may be approaching!" is displayed, which draws attention to the fact that there is less time left before the game is controlled to a state where progress is impossible and there is a limit to the progress of the game. In this way, by executing a performance according to the situation, the player can naturally grasp how close he is to being forcibly controlled to a state where progress is impossible.

[0117] When the predetermined presentation is an ending presentation, the player can understand that the game is being forcibly controlled into a state in which progress therein is impossible and that the player has no choice but to end the game.

[0118] For example, the slot machine 1 may have a plurality of first suggestive effects with different probabilities of suggestion. In this case, the slot machine 1 may be configured so that the closer the parameter related to the paid-out balls is to the first value, the higher the possibility of the first suggestive effect with higher probabilities being executed. Also, for example, the slot machine 1 may have a plurality of first suggestive effects with different probabilities of suggestion, and may be capable of executing a pre-notification that notifies the player of the possibility of the game being controlled to a state in which progress is impossible when the parameter related to the paid-out balls reaches a second value smaller than the first value. In this case, the slot machine 1 may be configured so that the possibility of the first suggestive effect with higher probabilities being executed becomes higher after the pre-notification is executed than before the pre-notification is executed.

[0119] Here, the "degree of suggestion" refers to the degree of reliability with which the situation, such as the extent to which the game will be controlled to a state where progress is impossible, is suggested. The higher the degree of suggestion accuracy, the easier it is for the player to grasp the extent to which the game will be controlled to a state where progress is impossible.

[0120] The situation-dependent performance may be different before and after the advance notice is executed. When the slot machine 1 has a plurality of first suggestive performances with different probabilities of suggestion, the performance may be different before and after the advance notice is executed by changing the drawing method or the drawing probability of the performance. The drawing method of the performance may be performed, for example, by storing a drawing table of the performance that defines the selection probability of a plurality of first suggestive performances in a storage unit and changing the drawing table to be used before and after the advance notice is executed, or by determining whether or not the first suggestive performance can be executed by drawing before the advance notice is executed, and by determining whether or not the first suggestive performance can be executed by the winning combination after the advance notice is executed. For example, after the advance notice is executed, a freeze performance in which the operation of the stop switches 34, 35, and 36 is temporarily disabled may be easily executed.

[0121] For example, if the first suggestion effect is the lighting of a specific illumination device 23 (e.g., an LED), the lighting mode of the specific illumination device 23 may be changed so that the lighting of the specific illumination device 23 becomes more noticeable as the parameter related to the paid-out balls approaches the first value. The lighting mode may include, for example, a change in the brightness of one LED, the number of LEDs to be lit, and a change in the color of the LEDs to be lit. The lighting of the specific illumination device 23 may not be turned off unless, for example, the parameter related to the paid-out balls is reset.

[0122] For example, one of a plurality of setting values ​​with different degrees of advantage for the game is set, the game progresses according to the set setting value, and a plurality of second suggestive effects with different probabilities suggesting the set setting value are included in the presentation according to the situation. In this case, when it is determined that the parameter related to the paid-out balls reaches the first value, the second suggestive effect with a higher probability may be executed more likely than before it is determined that the parameter related to the paid-out balls reaches the first value. In other words, when it is determined that the parameter related to the paid-out balls reaches the first value, the second suggestive effect that makes it easier to guess the actual setting value becomes more likely to appear than before.

[0123] For example, it is assumed that a performance is selected and executed in the following process. - Stores multiple pieces of information related to performance according to the situation. Depending on a "decision condition" that determines the situation-specific performance to be executed, information regarding one situation-specific performance is selected from information regarding multiple situation-specific performances that have been stored. - Execute a situational performance based on information about the selected situational performance. In this case, the determination conditions for the effect to be executed may be different before it is determined that the parameter related to the paid out balls reaches the first value and after it is determined that the parameter related to the paid out balls reaches the first value. For example, before it is determined that the parameter related to the paid out balls reaches the first value, the "determination conditions" include "drawing a lottery using a predetermined effect table," and after it is determined that the parameter related to the paid out balls reaches the first value, the "determination conditions" include "executing a specific effect." When there are multiple "determination conditions," one "determination condition" may be selected by drawing a lottery or the like.

[0124] For example, before it is determined that the parameter reaches the first value, a performance including a character image and a navigation is output. After it is determined that the parameter reaches the first value, the character image and the like are not output, and only the navigation is output.

[0125] For example, during the AT or the first type BB, the end condition of the AT or the first type BB can be displayed on the liquid crystal display device 22. In this case, when it is determined that a parameter (e.g., MY value) related to the paid out balls reaches a first value during the AT or the first type BB, the end condition of the AT or the first type BB may be changed according to the parameter related to the currently paid out balls and a value corresponding to the first value. For example, when it is determined that the MY value reaches a first value during the AT, if the end condition of the AT, "the remaining difference in the number of medals until the AT ends" is greater than "the remaining difference in the number of medals until the first value", the "remaining difference in the number of medals until the AT ends" may be changed according to "the remaining difference in the number of medals until the first value". As a result, the end condition timing of the AT or the first type BB and the timing at which the game is forcibly controlled to a state in which the game cannot proceed coincide with each other, so that the player can end the game of the slot machine 1 at the end of the AT without experiencing a feeling of unnecessary waste.

[0126] In the slot machine 1 of the third embodiment, the execution of the advance notice may be omitted.

[0127] The slot machine 1 of the third aspect of the present invention is capable of controlling the progress of the game from a possible state to an impossible state when a parameter related to the paid-out balls reaches a first value, and is capable of executing a performance according to the situation of the possibility that the progress of the game will be controlled to an impossible state as the game progresses. With such a configuration, for example, when the possibility of the progress of the game being controlled to an impossible state increases, a performance according to the situation in which the possibility of the progress of the game being controlled to an impossible state increases can be executed, so that the performance can suggest or notify the player that the progress of the game may be controlled to an impossible state. As a result, the player can naturally grasp the possibility of the progress of the game being controlled to an impossible state from the performance, and a slot machine 1 that can reduce the abrupt feeling when the progress of the game is controlled to an impossible state can be realized.

[0128] The slot machine 1 of the third aspect can adopt any one or more of the following configurations. In other words, any one or more of the following configurations can be deleted if they are included in the above embodiment, and can be added if they are not included in the above embodiment. By adopting such a configuration, it is possible to more reliably realize a slot machine 1 that can reduce the abrupt feeling when the game is controlled to a state in which progress is impossible.

[0129] The situation-based effects include a first suggestion effect that suggests a situation in which the game may be controlled to an impossible state, allowing the player to naturally grasp the situation in which the game may be controlled to an impossible state while playing the game through the effects.

[0130] The slot machine 1 stores a plurality of pieces of information related to the situation-dependent effects, selects information related to one of the plurality of pieces of information related to the situation-dependent effects stored according to a determination condition for determining the situation-dependent effect to be executed, and executes the situation-dependent effect based on the selected information related to the situation-dependent effect. The determination condition is different before it is determined that the parameter related to the paid-out balls reaches a first value and after it is determined that the parameter related to the paid-out balls reaches the first value. In this way, since the determination condition for the effect is different before and after it is determined that the parameter related to the paid-out balls reaches the first value, it is possible to notify an appropriate effect according to the relationship between the parameter and the first value.

[0131] The slot machine 1 has a plurality of first suggestive effects with different probabilities of suggestion. The closer a parameter related to the paid-out balls is to a first value, the higher the possibility of a first suggestive effect with a higher probability being executed. The closer the parameter is to the first value, the more likely a first suggestive effect with a higher probability is notified, suggesting a situation in which the game may be controlled to a state in which progress is impossible. Therefore, the closer the parameter is to a situation in which the game is controlled to a state in which progress is impossible, the easier it is to reliably grasp the fact that progress in the game will soon be impossible.

[0132] The slot machine 1 has a plurality of first suggestive effects with different probabilities of suggestion, and is capable of executing a pre-notification to notify a player of the possibility that the game will be controlled to a state in which progress is impossible when a parameter related to the paid-out balls reaches a second value smaller than a first value. After the pre-notification is executed, the possibility of the first suggestive effect with a higher probability being executed becomes higher than before the pre-notification was executed. This makes it easier to more reliably grasp the fact that progress in the game will soon become impossible after the pre-notification is issued.

[0133] The situation-dependent effects include a predetermined effect that can be executed only after it is determined that a parameter related to the paid-out balls reaches a first value. By being notified of the predetermined effect, the player can naturally understand that the game is being forced into a state in which the game cannot proceed and that the game must be ended.

[0134] The slot machine 1 is set to one of a plurality of setting values ​​having different degrees of advantage for the game, and the game progresses according to the set setting value. The situation-dependent performance includes a plurality of second suggestive performances with different probabilities that suggest the set setting value. When it is determined that the parameter related to the paid-out balls reaches the first value, the second suggestive performance with a higher probability is more likely to be executed than before it is determined that the parameter related to the paid-out balls reaches the first value. In other words, when it is determined that the parameter related to the paid-out balls reaches the first value, the second suggestive performance that makes it easier to guess the actual setting value is more likely to appear than before. Therefore, after it is determined that the parameter related to the paid-out balls reaches the first value, it becomes easier to guess the setting value. Therefore, it can be said that the time immediately before the game cannot progress can have an aspect of checking the answer to the setting value, so to speak.

[0135] The slot machine 1 allows a game to proceed in either a general game state or a favorable game state that is more favorable to the player than the general game state, and during the favorable game state, the end condition of the favorable game state can be displayed on the display device. When a parameter related to the paid-out balls reaches a first value during the favorable game state, the favorable game state is ended and the game progress can be controlled from a possible state to an impossible state. When it is determined that a parameter related to the paid-out balls reaches a first value during the favorable game state, the end condition changed according to the current parameter and the value corresponding to the first value can be displayed on the display device. As a result, the timing of the end condition of the favorable game state such as AT and one-type BB and the timing of the forced control to a state in which the game progress is impossible coincide with each other, so that the player can end the game in the favorable game state and the game of the slot machine 1 without experiencing a feeling of unnecessary waste.

[0136] (Fourth aspect) If a first process is a process of controlling game progress from a possible state to an impossible state when a parameter related to the paid-out balls reaches a predetermined value (e.g., a first value), the slot machine 1 may be capable of executing a second process related to the gaming machine other than making game progress impossible when the slot machine 1 is controlled to a state in which game progress is impossible.

[0137] The second process includes, for example, the following process. Processing that can be executed even when the game is not controlled to a state where game progress is impossible. In this case, the processing includes, for example, a process of outputting a "performance suggesting a setting value" that can be executed when the game is not controlled to a state where game progress is impossible, and / or a performance notifying the setting value, such as "Congratulations! The setting was 0!!" A process capable of confirming parameters related to the currently paid out balls. In this case, the process includes, for example, a process of suggesting or confirming whether the parameters related to the paid out balls have been reset. A process of displaying the gaming history (for example, the history of gaming results such as the number of games played, the number of Type 1 BBs and ATs won, etc.) on the liquid crystal display device 22. A process to settle (count) the number of medals owned and output the result to an external device, as well as output a sound indicating that the settlement is in progress (i.e., medal settlement process). Various error detection processes such as fraud detection process related to the slot machine 1, overflow detection process, and connection state detection process with the dedicated unit. The fraud detection process is a process for detecting whether or not the gaming machine is being operated fraudulently to manipulate the number of medals. The overflow detection process is a process for detecting whether or not the maximum number of medals (for example, 16,500 medals) displayed on the medal storage display device 39 is exceeded, and if the maximum number is exceeded, an error signal is sent to an external device. The connection state detection process with the dedicated unit is a process for detecting whether or not the dedicated unit and the gaming machine are connected depending on whether or not the voltage value on the wiring electrically connecting the dedicated unit and the gaming machine is equal to or higher than a predetermined value. If the voltage value connecting the dedicated unit and the slot machine 1 is, for example, 5V, the connection is determined to be normal, and if the voltage value is, for example, 0V, the connection is determined to be abnormal. Various error processes may be performed by the main control unit 110, or may be performed by both the main control unit 110 and the sub-control unit 110. For example, if the game is not controlled to a state in which progress is impossible, various error processes may be performed each time the start switch 33 is operated. For example, after the game is controlled to a state in which progress is impossible, various error processes may be executed at predetermined intervals, or may be executed in response to the operation of a predetermined operator (e.g., the start switch 33, the start switch 32, the stop switches 34, 35, 36), or may be executed based on the same execution trigger regardless of whether the game is controlled to a state in which progress is impossible. The process of changing a set value to the same or a different set value. -Process to check the set value. - Processing to adjust volume, light intensity, etc.

[0138] The second process may be configured to have a lower priority than the process of controlling the game to be unable to proceed. In other words, if the process of controlling the game to be unable to proceed and the second process are executed at the same time, the process of controlling the game to be unable to proceed may be executed with priority over the second process.

[0139] For example, the second process is a medal settlement process. If a process for controlling the game to be in a state where the game progress is impossible is not being executed during the settlement process, a settlement sound indicating that the settlement process is being executed is output, and if a process for controlling the game to be in a state where the game progress is impossible is being executed, for example, the output of the settlement sound can be at least temporarily suppressed in the following manner. The output of the settlement sound is set to zero or a lower output than normal throughout the entire period during which the process of controlling the game so that progress is impossible. During part of the period when the process of controlling game progress to an impossible state is being executed (for example, during the period when sounds related to the process of controlling game progress to an impossible state (specifically, sounds such as "game has ended" or "you cannot play") are being output), the output of the settlement sound is set to zero or a lower output than normal.

[0140] For example, the second process is assumed to be an effect execution process that may be executed as the game progresses. If the process of controlling the game to a state where the game progress is impossible is not executed during the effect execution process, the effect sound is outputted in association with the effect execution process, and if the process of controlling the game to a state where the game progress is impossible is executed, the output of the effect sound in association with the effect execution process can be at least temporarily suppressed, for example, in the following manner. During the entire period in which the process of controlling the game so that it is impossible to progress is being executed, the output of the sound effects is set to zero or to a level lower than normal. During part of the period when the process of controlling the game so that it is impossible to progress is being executed (for example, during the period when sounds related to the process of controlling the game so that it is impossible to progress are being output), the output of the sound effects is set to zero or to a lower output than normal.

[0141] In this way, by prioritizing the output of the sound related to the process of controlling the game to a state where the game progress is impossible over the output of the sound related to the second process, the user can be reliably informed that the slot machine 1 is in a state where the game progress is impossible, and the user can be prevented from mistakenly taking a seat on the slot machine 1. Whether the slot machine 1 is controlled to a state where the game progress is impossible is an important matter for the user, and it is preferable to reliably let the user know that the game cannot be played even if the second process is being executed. Therefore, as described above, the priority of the execution of the second process is lowered than the process of controlling the game to a state where the game progress is impossible.

[0142] The second process may be executed in different modes before the slot machine 1 is controlled to a state where game progress is impossible and after the slot machine 1 is controlled to a state where game progress is impossible. For example, when the second process is a "display process of game history", after the slot machine 1 is controlled to a state where game progress is impossible, instead of the game result history, characters such as "Complete!" indicating that game progress is impossible may be displayed on the liquid crystal display device 22. Also, for example, when the second process is a "medal settlement process or performance execution process", a settlement sound or performance sound of a different volume may be output before the slot machine 1 is controlled to a state where game progress is impossible and after the slot machine 1 is controlled to a state where game progress is impossible. Since it is important to inform the user that the slot machine 1 is controlled to a state where game progress is impossible, it is significant to purposely execute the second process in different modes before the slot machine 1 is controlled to a state where game progress is impossible and after the slot machine 1 is controlled to a state where game progress is impossible.

[0143] In the slot machine 1 of the fourth embodiment, the execution of the advance notice may be omitted.

[0144] The slot machine 1 of the fourth aspect of the present invention can execute a first process of controlling the progress of a game from a possible state to an impossible state when a parameter related to paid-out balls reaches a predetermined value, and can execute a second process related to the gaming machine other than making the progress of the game impossible when the progress of the game is controlled to be impossible. With this configuration, it is possible to realize a slot machine 1 that can execute a process related to the gaming machine even when the progress of the game is controlled to be impossible.

[0145] The slot machine 1 of the fourth aspect can adopt any one or more of the following configurations. In other words, any one or more of the following configurations can be deleted if they are included in the above embodiment, and can be added if they are not included in the above embodiment. By adopting such a configuration, it is possible to more reliably realize a slot machine 1 that can execute processing related to the gaming machine even when the slot machine 1 is controlled to a state in which progress in the game is impossible.

[0146] The second process includes a process that can be executed even when the game is not controlled to a state in which progress of the game is impossible.

[0147] The second process has a lower execution priority than the process of controlling the game to a state where game progress is impossible. If it is assumed that the execution of the second process causes a problem in the process of controlling the game to a state where game progress is impossible, in some cases, it may affect the maintenance of the state where game progress is impossible, or the user may mistakenly sit on a slot machine 1 where game progress is impossible. Therefore, by setting the execution priority of the process of controlling the game to a state where game progress is impossible higher than the second process, it is possible to reliably maintain the slot machine 1 in a state where game progress is impossible, while preventing the user from mistakenly sitting on a slot machine 1 where game progress is impossible.

[0148] When the second process is a settlement process for game media, and a process for controlling game progress to an impossible state is not being executed during the settlement process, a settlement sound is output to indicate that the settlement process is being executed, and when a process for controlling game progress to an impossible state is being executed, the output of the settlement sound can be suppressed at least temporarily. In this way, the output of the sound related to the process for controlling game progress to an impossible state is prioritized over the output of the settlement sound. This allows the user to reliably understand that the slot machine 1 is in a state where game progress is impossible.

[0149] The second process is an effect execution process that may be executed as the game progresses, and if the process of controlling the game to a state where the game progress is impossible is not executed during the effect execution process, an effect sound is output in association with the effect execution process, and if the process of controlling the game to a state where the game progress is impossible is executed, the output of the effect sound can be at least temporarily suppressed in association with the effect execution process. In this way, by prioritizing the output of the sound related to the process of controlling the game to a state where the game progress is impossible over the output of the effect sound, the user can reliably understand that the slot machine 1 is in a state where the game progress is impossible.

[0150] The second process includes a process that allows checking parameters related to the currently dispensed balls. This allows, for example, a game center staff member to check the parameters of the slot machine 1 that has been controlled to a state in which game progress is impossible. After checking the parameters, the game center staff member can determine whether or not to perform a parameter initialization process such as a power cut process, if necessary.

[0151] The second process is executed in a different manner before the slot machine 1 is controlled to a state where game progress is impossible and after the slot machine 1 is controlled to a state where game progress is impossible. Since it is important to inform the user that the slot machine 1 is controlled to a state where game progress is impossible, it is meaningful to purposely execute the second process in a different manner before the slot machine 1 is controlled to a state where game progress is impossible and after the slot machine 1 is controlled to a state where game progress is impossible.

[0152] (Fifth aspect) The slot machine 1 may be capable of executing a process other than the progress of the game (hereinafter referred to as the third process) when an operator is operated after the slot machine 1 is controlled to be in a state where the progress of the game is impossible. The slot machine 1 controlled to be in a state where the progress of the game is impossible becomes a box that is simply installed in the game facility and is not expected to operate. In contrast, in the fifth aspect, the third process is executable if any operator is operated on the slot machine 1 after the slot machine 1 is controlled to be in a state where the progress of the game is impossible. Therefore, even if the slot machine 1 is in a state where no more games can be executed, a new use such as executing the third process is generated. Therefore, it is possible to meet the needs of users who prefer to sit in front of the slot machine 1 controlled to be in a state where the progress of the game is impossible for the purpose of executing the third process. In other words, by enabling the third process to be executed when an operator is operated after the slot machine 1 is controlled to be in a state where the progress of the game is impossible, the slot machine 1 can be effectively used from a viewpoint other than the progress of the game.

[0153] An example of the third process is shown below. - Granting of benefits that are not related to balls and game progress. This benefit includes, for example, playing a mini-game. The mini-game in this case may be a game with various specifications, such as "a multiple-choice quiz using three stop switches 34, 35, and 36" or "a timing game in which reels 41, 42, and 43 are stopped at a predetermined position, and timing challenges are given one after another within a certain time, and the final score is competed for." - Granting of benefits related to the effects executed according to the progress of the game. This benefit includes, for example, the release of a function to watch the effects or music that were actually executed before the progress of the game was restricted, and the release of a function to play the mini-game that was actually executed before the progress of the game was restricted. In this case, the mini-game may be composed of, for example, a chance zone, an add-on specialization zone, a bonus, etc. The chance zone, the add-on specialization zone, the bonus, etc. may be a zone that does not increase or decrease the number of balls while leaving the element that changes the number of balls depending on the success or failure before the progress of the game is restricted, or may be a mini-game that removes the element that changes the number of balls. Processing that can be executed only after the game progress is restricted. This processing includes, for example, the execution processing of effects that could have been executed but were not executed before the game progress was restricted, and the execution processing of mini-games or lottery that can be executed only after the game progress is restricted. - Processing that can be executed regardless of whether the game progress is restricted or not. For example, this includes processing linked to applications installed on smartphones, etc., and processing to execute functions unrelated to the game progress, such as fortune telling.

[0154] The operators are configured to be able to execute, for example, an operation related to the progress of a game before the game is controlled to a state where the game cannot progress, and / or an operation not related to the progress of a game before the game is controlled to a state where the game cannot progress. The operators capable of executing an operation related to the progress of a game before the game is controlled to a state where the game cannot progress include, for example, a bet switch 32, a start switch 33, and stop switches 34, 35, and 36. The operators capable of executing an operation related to the progress of a game before the game is controlled to a state where the game cannot progress include, for example, an operation switch 37 and a settlement switch 38. In general, when a slot machine is controlled to a state where the game cannot progress, the operators cannot be operated thereafter, and the slot machine is merely installed in the gaming facility for that day. In the slot machine 1, the operator is configured to be able to execute operations related to the progress of the game before the game is controlled to a state where the game cannot progress and / or operations not related to the progress of the game before the game is controlled to a state where the game cannot progress, so that the player can operate the operator and have fun even after the game is controlled to a state where the game cannot progress. In addition, the slot machine 1 may have a function that allows the player to simulate a game involving the operation of the operator in a state where no balls are dispensed after the game is controlled to a state where the game cannot progress. As an example, the simulated experience may include a series of games in which the reels 41, 42, and 43 rotate when the start switch 33 is pressed, and the reels 41, 42, and 43 stop when the stop switches 34, 35, and 36 are pressed, without the ball increase / decrease process (including the bet process and the payout process) being performed.

[0155] In the slot machine 1 of the fifth embodiment, the execution of the advance notice may be omitted.

[0156] The slot machine 1 of the fifth aspect of the present invention can control the progress of the game from possible to impossible when a parameter related to the paid out balls reaches a predetermined value, and can execute a process other than the progress of the game when the operator is operated after the progress of the game is controlled to be impossible. With such a configuration, it is possible to realize a slot machine 1 that can be used even when the progress of the game is controlled to be impossible.

[0157] The slot machine 1 of the fifth aspect can adopt any one or more of the following configurations. In other words, any one or more of the following configurations can be deleted if they are included in the above embodiment, and can be added if they are not included in the above embodiment. By adopting such a configuration, it is possible to more reliably realize a slot machine 1 that can be used even when the game is controlled to a state in which progress in the game is impossible.

[0158] The processing other than the progress of the game includes the provision of a bonus that is not related to the dispensing of balls and the progress of the game. This is because the slot machine 1 is controlled in a state in which the progress of the game is not possible. However, by making the content of the bonus unrelated to the dispensing of balls and the progress of the game, it is possible to accommodate users who casually use the slot machine 1 for purposes other than the progress of the game. Therefore, it can be said that the slot machine 1 that is controlled in such a way that progress is not possible can be effectively used from a viewpoint other than the game.

[0159] The processing other than the progress of the game includes the provision of a bonus related to the effects executed according to the progress of the game. This allows the user to enjoy the effects purely regardless of whether or not the user has progressed in the game.

[0160] The processes other than the progress of the game include processes that can be executed only after the progress of the game is restricted. This meets the needs of users who prefer to sit at a slot machine 1 that is controlled to a state in which progress of the game is not possible. In other words, by making the third process executable when the operator is operated after the state in which progress of the game is not possible, the slot machine 1 can be effectively used from a viewpoint other than the progress of the game.

[0161] The processes other than the progress of the game include processes that can be executed regardless of whether the progress of the game is restricted or not. This allows the slot machine 1 to be effectively used even after the game progress is restricted.

[0162] The operator is configured to be able to execute operations related to the progress of the game before the game is controlled to a state in which progress of the game is impossible.

[0163] The operator is configured to be capable of executing operations unrelated to the progress of the game before the control is made to a state in which progress of the game is impossible.

[0164] (Other variations) Among the various components constituting the slot machine 1, for example, components that are not related to the progress of the game and components that are related to the progress of the game but can be substituted by other components can be changed as desired. For example, the liquid crystal display device 22, the illumination device 23, the speaker 24, the operation switch 37, and the settlement switch 38 can be omitted.

[0165] Each unit constituting the control device 100 is not limited to the above embodiment and can be changed as desired. For example, the game state control unit 115 may also function as the section control unit 114, the reel control unit 112 may also function as the measurement unit 116, or a part of the processing executed by the reel control unit 112 may be executed by the game state control unit 115. Furthermore, if possible, the configuration of the main control unit 110 may be provided in the sub-control unit 120, or the configuration of the sub-control unit 120 may be provided in the main control unit 110.

[0166] The end condition of the advantageous zone is not limited to the first end condition and the second end condition. The game zone may be forcibly set from the advantageous zone to the normal zone under a condition different from these conditions, or the condition for forcibly setting the advantageous zone to the normal zone may not be set. For example, the game zone is forcibly set from the advantageous zone to the normal zone when the number of games consumed in the advantageous zone reaches 4000 games, but the game zone may not be forcibly set from the advantageous zone to the normal zone when the difference number of the advantageous zone reaches 2400 coins. Also, for example, except for the case where the advantageous zone is forcibly set to the normal zone, once the game zone is set to the advantageous zone, the game zone may not be forcibly set to the normal zone until a so-called bonus (for example, a type BB) is won once or the operation mode of the operation mode role with the maximum medal payout is notified once.

[0167] When the setting value of the slot machine 1 is changed, the game area may be set to inherit the state immediately before the setting value of the slot machine 1 was changed, or may be set to a pre-set initial state (i.e., initialized).

[0168] In the above embodiment, the display unit is configured to display the fact that the game is in an advantageous zone only when the instruction function is activated during the advantageous zone and the average payout rate exceeds 100% when the game is played so that the maximum number of small prizes are paid out, excluding the role and the role continuous operation device, but this is not limited to this. For example, when the game zone transitions to the advantageous zone, the display unit may be configured to always display that the game is in an advantageous zone, or it may not be configured to not display that the game is in an advantageous zone.

[0169] In the above embodiment, when the game zone transitions to the advantageous zone, the zone control unit 114 is configured to display that the game zone is an advantageous zone via a display unit provided in the operation unit 30, but this is not limited to the above. For example, the liquid crystal display device 22 may be configured to double as the display unit, or the display unit may be omitted to not display that the game zone is an advantageous zone. After the display unit displays that the game zone is an advantageous zone, the display unit may continue to display that the game zone is an advantageous zone until the advantageous zone ends, or it may not continue to display that the game zone is an advantageous zone.

[0170] Instead of a CPU that works in conjunction with software to perform specific functions, the control device 100 may include an FPGA (field-programmable gate array) or an ASIC (application specific integrated circuit) that is specially designed to achieve specific functions using hardware alone.

[0171] The main control unit 110 and the sub control unit 120 may be provided on different boards or on the same board. That is, the main control unit 110 and the sub control unit 120 may each have a CPU, ROM, RAM, etc., or may share the CPU, ROM, RAM, etc.

[0172] The push order role is not limited to winning by operating the stop switches 34, 35, 36 in a predetermined push order. The push order role may be, for example, won by operating the stop switches 34, 35, 36 at a predetermined position, or may be won by operating the stop switches 34, 35, 36 in a predetermined push order in addition to the predetermined position.

[0173] The internal lottery table is not limited to the information shown in FIG. 9, but may include any other information depending on the design of the slot machine.

[0174] At least one pay line 70 needs to be set, but two or more pay lines may be set.

[0175] The present disclosure is not limited to medal-less machines, but can also be applied to slot machines equipped with a hopper in which physical medals are used for play.

[0176] The present disclosure is not limited to slot machines, but can also be applied to pachinko gaming machines. For example, the advance notification is notified with a lower priority than the display related to the progress of the game and a higher priority than the effects, and / or is notified so that at least a part of the advance notification does not overlap with the display and effects related to the progress of the game. The display related to the progress of the game includes, for example, operation information necessary for the progress of the game, such as "right hit instruction," and the result of the game, such as a pattern. The effects include, for example, effects executed during a big win, as well as effects executed during a probability change, ST, time reduction, etc.

[0177] Any of the various embodiments or modifications described above may be appropriately combined to achieve the effects of each of them. In addition, combinations of embodiments, combinations of examples, or combinations of embodiments and examples are possible, and combinations of features of different embodiments or examples are also possible. [Explanation of symbols]

[0178] 1. Slot Machines 10. Chassis 20 Front door 22 Liquid crystal display device 33 Start switch 34, 35, 36 Stop switch 37 Operating device 38 Settlement Switch 41, 42, 43 Spinning reels 100 Control device 118 Game Progress Restriction Section 121 Production Control Unit

Claims

[Claim 1] When a parameter related to the paid-out balls reaches a first value, it is possible to control the progress of the game from a possible state to an impossible state, A prior notification can be executed to notify a player of a possibility that the game may be controlled to a state in which the game cannot proceed when the parameter reaches a second value smaller than the first value, The advance notification is notified with a higher priority than the effects executed as the game progresses, and / or is notified so that at least a part of the advance notification does not overlap with the effects to be notified; A gaming machine in which, when an end condition of an advantageous gaming state which is more advantageous to a player than a general gaming state is displayed on a display device as a presentation during the advantageous gaming state, the display of the end condition can be changed according to the contents of the advance notification, or the display of the advance notification can be changed according to the end condition.

Citation Information

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