Gaming Machines
Patent Information
- Application Number
- JP2023065486
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-04-13
- Publication Date
- 2025-03-06
- Estimated Expiration
- 2043-04-13
AI Technical Summary
【0007】 本開示によれば、制御部に搭載する演出画像の容量および開発コストを低減可能な遊技機を提供することができる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to gaming machines. [Background technology]
[0002] The gaming machine has a main control unit that controls the game, and a sub-control unit that receives signals from the main control unit and controls the presentation of a presentation device such as a liquid crystal screen (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-16470 Summary of the Invention [Problem to be solved by the invention]
[0004] The MPU (microprocessor unit) that constitutes the control unit has a limited chip capacity, so it is preferable to reduce the amount of data related to images used in the performance as much as possible. In addition, one piece of data is generally created for one performance, but the more performances there are, the higher the development costs become.
[0005] The present disclosure provides a gaming machine that can reduce the capacity of the presentation images to be mounted in the control unit and the development costs. [Means for solving the problem]
[0006] A first aspect is a gaming machine capable of executing a process for changing a value of a parameter in accordance with the progress of a game, and a presentation process related to a presentation using moving image data composed of a plurality of frame images representing a change in value between a lower limit value and an upper limit value, the presentation process including a first presentation process for displaying an image representing a value of a first parameter, the number of steps of which is a first value between a lower limit value and an upper limit value, and a second presentation process for displaying an image representing a value of a second parameter, the number of steps of which is a second value different from the first value, the number of steps being a second value different from the first value, the first presentation process being capable of executing a process for identifying a frame image corresponding to a current value of the first parameter from the plurality of frame images using first relationship data relating to a correspondence between the value of the first parameter and the frame images, and a process for displaying the identified frame image, and the second presentation process being capable of executing a process for identifying a frame image corresponding to a current value of the second parameter from the plurality of frame images using second relationship data relating to a correspondence between the value of the second parameter and the frame images, and a process for displaying the identified frame image. Effect of the Invention
[0007] According to the present disclosure, it is possible to provide a gaming machine that can reduce the capacity of the presentation images to be installed in the control unit and the development costs. [Brief description of the drawings]
[0008] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] FIG. 2 is a diagram illustrating state transitions in a first game state. [Diagram 5] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 6] A diagram explaining the state transition of a game area. [Figure 7]A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 8] FIG. 2 is a diagram showing a game flow of the slot machine of the present embodiment. [Figure 9] 11 is a diagram showing an example of an effect displayed on the liquid crystal screen by the first effect process executed in the first section. FIG. [Figure 10] A figure showing an example of a presentation displayed on the liquid crystal screen by the second presentation process executed in the second section. [Figure 11] FIG. 2 is an explanatory diagram relating to a plurality of frame images constituting moving image data. [Figure 12] 4 is an explanatory diagram showing first relationship data regarding the corresponding relationship between the value of a first parameter and a frame image. FIG. [Figure 13] 11 is an explanatory diagram regarding the difference between a first specific processing in the first performance processing and a second specific processing in the second performance processing. FIG. [Figure 14] 13 is an explanatory diagram showing second relationship data regarding the corresponding relationship between the value of a second parameter and a frame image. FIG. [Figure 15] 13 is a flowchart showing the process in the first section of the slot machine. [Figure 16] 13 is a flowchart showing the process in a second section of the slot machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present disclosure will be described with reference to the drawings. In the following description, "connection" includes a case where connection targets are directly connected to each other and a case where connection targets are indirectly connected to each other via another board, device, etc.
[0010] In this embodiment, the slot machine 1 is a reel type gaming machine that handles the quantity of game value (number of medals) as electronic data without using physically existing medals. Unlike conventional slot machines, the slot machine 1 does not require inserting and paying out actual medals, and allows the game to proceed using pseudo game media converted into electronic data as game value data. Such a slot machine 1 is called a medal-less machine, SmaSlo (registered trademark), or a sealed reel gaming machine.
[0011] The pseudo game medium, i.e., the game value, increases or decreases as the game progresses. Therefore, the player can play the game without having to hold real medals, and can check the amount of game value he or she has while playing by looking at the credit display on the slot machine 1.
[0012] Fig. 1 is a front view of the above-mentioned slot machine 1. As shown in Fig. 2, this slot machine 1 is communicably connected to a card unit 9. In the following, the card unit 9 will first be described.
[0013] <Card unit configuration> The card unit 9 (corresponding to an external device) is a device capable of executing processes relating to lending of gaming value to the slot machine 1 and returning of gaming value from the slot machine 1.
[0014] Although not shown, the outer surface of the card unit 9 is provided with an opening for inserting cash, an opening for inserting / ejecting a card, a display panel capable of displaying instructions for inputting a PIN number and a loan balance, a game value loan button, and a card ejection button. Inside the card unit 9, in addition to an I / F for communication with the slot machine 1, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided as shown in FIG. 2.
[0015] The cash management mechanism 91 introduces and detects bills inserted through the cash insertion opening into the card unit 9, and accumulates them.
[0016] The card management mechanism 92 introduces and stores a card inserted through a card insertion / ejection opening, and ejects the card from the insertion / ejection opening when a card ejection button is operated.
[0017] The card unit side control unit 93 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 93 controls the operation of the cash management mechanism 91 and the card management mechanism 92, lends gaming value, authenticates cards, and reads and writes data from and to cards.
[0018] The operation processing of the cash management mechanism 91 includes a process of operating the cash management mechanism 91 so that the inserted banknote is introduced into the card unit 9, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 91, and a process of adding the play value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.
[0019] The operation processing of the card management mechanism 92 includes processing for operating the card management mechanism 92 so that an inserted card is introduced into the card unit 9, processing for operating the card management mechanism 92 so that a card is ejected in response to operation of the card ejection button, and the like.
[0020] The lending process of the gaming value includes a process of transmitting data of the gaming value to be lent in response to the operation of the lending button to the slot machine 1. At the time of this transmission, a process of subtracting the gaming value to be lent from the gaming value data of the remaining lending balance temporarily stored in the RAM in the card unit 9 is also performed.
[0021] The card authentication process includes a process for determining whether or not the input PIN matches the PIN written on the card when the PIN is input via the display panel when the card is inserted into the insertion / ejection opening. If the card unit side control unit 93 determines that they match, it allows the authenticated card to be continued to be used, but if it determines that they do not match, it may not allow the authenticated card to be continued to be used (restrict use).
[0022] The process of reading data from the card includes a process of reading the gaming value data, if any, written on the card, and temporarily storing it in RAM as the loan balance.
[0023] The writing process to the card includes a process of receiving the game value data transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card ejection button. When the card ejection button is operated and game value data has already been written to the card, the card unit side control unit 93 adds the game value received from the slot machine 1 to the data and writes it to the card (update process).
[0024] As a result, when the card ejection button on the card unit 9 is operated, a card on which at least one of the data of the game value and loan balance owned by the player is written is ejected from the card insertion / ejection opening.
[0025] The card unit 9 is also connected to be able to communicate with a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. For example, various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc.), changes in the amount of game value, the number of games played, and the ratio of roles, is sent from the card unit 9 to the hall computer and the unit management computer.
[0026] <Slot machine configuration> As shown in Fig. 1, a slot machine 1, which is a medal-less machine, has a cabinet 10. A front door 100 is provided on the front side of the cabinet 10.
[0027] A keyhole is provided near the right end of the front door 100 as viewed from the front. A key for locking or unlocking the front door 100 and the housing 10 can be inserted into the keyhole. Since the front door 100 and the housing 10 are kept locked during play, the player cannot access the inside of the housing 10. In addition, since the slot machine 1 is a medal-less machine, there is no need to provide a selector or hopper device inside the housing 10, and the operation of the store staff to replenish real medals during play is omitted. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not unlock the front door 100 and the housing 10 in principle. When the store staff performs setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 can be rotated relative to the housing 10. This allows the store staff to access the inside of the housing 10.
[0028] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, a player can see a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20a, 20b, and 20c, which will be described later.
[0029] A liquid crystal screen 3, a speaker 102, and an illumination unit 103 for performing various effects during a game are provided above the reel window 200. The liquid crystal screen 3, the speaker 102, and the illumination unit 103 correspond to a notification unit.
[0030] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.
[0031] The speaker 102 outputs predetermined BGM (background music), SE (sound effects), and voice.
[0032] The illumination unit 103 lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.
[0033] An operation unit 4 is provided below the reel window 200. The operation unit 4 is provided in a position where the player can see and touch it. The operation unit 4 includes a plurality of stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a medium display unit 43, a game information display unit 44, a cancel button 45, a counting button 46, and a performance button 47.
[0034] The stop switches 40a, 40b, and 40c are provided corresponding to the reels 20a, 20b, and 20c, respectively. The stop switches 40a, 40b, and 40c each accept an operation for stopping the rotation of the reels 20a, 20b, and 20c while the reels 20a, 20b, and 20c are rotating.
[0035] A lamp may be provided inside each of the stop switches 40a, 40b, 40c. The lamp can indicate, for example, by emitting a color that indicates that the stop switches 40a, 40b, 40c are in an inoperative state from when the lever 42 is operated until each of the reels 20a, 20b, 20c reaches a steady rotation state. The lamp can also indicate, by emitting a color different from the above color, that the stop switches 40a, 40b, 40c are in an operable state from when each of the reels 20a, 20b, 20c reaches a steady rotation state until the stop switches 40a, 40b, 40c are operated.
[0036] The bet switch 41 is used when betting a game value. In this embodiment, a case where a predetermined number of game values (for example, three coins) that can be played once is automatically bet by pressing the bet switch 41 once is illustrated.
[0037] The lever 42 functions as a start switch that accepts an operation to rotate each of the reels 20a, 20b, and 20c. For the reels 20a, 20b, and 20c to start, a "wait condition" must be met that requires an interval of at least a minimum play time (about 4.1 seconds) between the start of the reels 20a, 20b, and 20c in the previous game and the start of the reels 20a, 20b, and 20c in the next game. Therefore, when the lever 42 is operated, each of the reels 20a, 20b, and 20c starts after this wait condition is met.
[0038] The medium display unit 43 displays the amount of gaming value (hereinafter also referred to as the number of credits) managed by the medium management unit 620 of the slot machine 1, the amount of gaming value to be paid out, etc., and is composed of, for example, multiple seven segments.
[0039] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means that the game value is increased by an amount corresponding to a winning combination established by an internal drawing. In other words, the number of payouts of game value means an increase in the numerical value of a pseudo game medium converted into electronic data.
[0040] In this embodiment, the number of credits is provided with a credit upper limit. This credit upper limit is not related to the operation process of the complete function described later, and is used in a notification process for urging the player to transfer the game value to the card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Medium Management Unit-".
[0041] The game information display unit 44 displays information related to the game other than the information displayed on the medium display unit 43, and is composed of LEDs, lamps, 7-segment displays, etc. The information displayed by the game information display unit 44 includes the number of bets of the game value in one game, whether or not a special role is being implemented, whether a replay (replay) has been won, and if an operation mode role is won during AT or ART, a code corresponding to the correct operation mode of the operation mode role.
[0042] The cancel button 45 can accept an operation to change a betted game value to a non-betted state. For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 described later updates the betted game value to "0" and adds the betted game value immediately before it becomes "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the betted game value. In other words, the cancel button 45 can be said to be a button for causing the media management unit 620 to execute a bet release process that returns the betted game value to the number of credits by transitioning the bet state to a non-bet state.
[0043] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet has been placed but the lever 42 has not yet been operated, and is invalid from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is disposed near the bet switch 41.
[0044] The counting button 46 can receive an operation for transferring data of the game value managed by the media management unit 620 of the slot machine 1 from the media management unit 620 to the card unit 9. For example, when the counting button 46 is operated when the managed game value is 1 or more, the media management unit 620 subtracts the managed game value toward 0. The data of the subtracted game value is transmitted to the card unit 9.
[0045] The amount of subtraction from the managed game value when the count button 46 is operated once may be determined in advance, for example, to be "1" or "50." Also, while the count button 46 is being operated continuously, the managed game value may continue to be subtracted.
[0046] In this embodiment, the counting button 46 is disposed on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until the card is discharged from the card unit 9 smoother.
[0047] Furthermore, the count button 46 may be provided with a lamp inside or around the button 46 that changes its luminous color before and after operation.
[0048] The effect button 47 is a button used by the player to set the volume, check game data, and set various menu settings related to the game when playing a game. The effect button 47 may be pressed by the player during the game depending on the effect. When the effect button 47 is pressed during the game, a change occurs in the effect.
[0049] In addition, a lamp capable of emitting light in various colors and patterns may be provided inside the effect button 47. The lamp is turned on when the effect button 47 is in an operable state, and is turned off when the effect button 47 is in an invalid state. In addition, when the operation of the effect button 47 is triggered to output a winning notification effect of a special combination or advantageous game state such as AT, the lamp can also flash at high speed in a color different from that when it is normally lit, such as red or rainbow colors.
[0050] Near each switch of the operation unit 4, a sensor is provided for detecting the operation by the player and outputting an operation signal to the control unit 6.
[0051] 2, the slot machine 1 includes a spinning reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The spinning reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are disposed inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.
[0052] As shown in Fig. 1 and Fig. 2, the reel unit 2 includes three reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The reel unit 2 is disposed in the housing 10 in a manner corresponding to the position of the reel window 200. As shown in Fig. 3, a plurality of patterns (symbols) are disposed on each of the reels 20a, 20b, and 20c at intervals along the circumferential direction of the reels 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided in correspondence with the reels 20a, 20b, and 20c, and drive the corresponding reels 20a, 20b, and 20c.
[0053] The stepping motors 21a, 21b, 21c stop the rotation of the reels 20a, 20b, 20c corresponding to the operated stop switches 40a, 40b, 40c within 190 ms after the stop switches 40a, 40b, 40c are operated while the reels 20a, 20b, 20c are rotating. The stepping motors 21a, 21b, 21c rotate once in 504 steps. As a result, the reels 20a, 20b, 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that advance within 190 ms is 127.
[0054] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control section 611 (described later) in the control section 6.
[0055] The reset button 71 is operated to release various errors or to initialize the RAM constituting the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 71 is pressed, the quantity of game value managed by the medium management unit 620 of the slot machine 1 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game zone is set to the "normal zone."
[0056] The setting change button 72 is a button pressed by a store staff member when setting one of a plurality of setting values in the slot machine 1. For example, when the power supply of the slot machine 1 is switched from OFF to ON while the slot machine 1 is set in the setting change mode, the setting change button 72 becomes operable, and the setting value can be set by operating the setting change button 72 in this state.
[0057] During a game or while waiting to play, the cabinet 10 and the front door 100 are locked, so that the reset button 71 and the setting change button 72 can only be touched by those who have the right to unlock them (for example, store staff who have the key). In principle, they are only unlocked when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 71 and the setting change button 72.
[0058] The set value is a value that represents the payout rate, which indicates the ratio of the total amount of paid-out game value to the total amount of game value inserted into the slot machine 1. The set set value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the set value. The set value is set by the store staff before the store opens.
[0059] <The flow of play by the player> The player presses the effect button 47 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3, as necessary.
[0060] The player operates the loan button of the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to bet the game value on the slot machine 1 using the game value managed by the media management unit 620. When a predetermined amount of game value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., the game can start.
[0061] FIG. 1 illustrates an example in which the active line L is composed of one line that slopes upward to the right. The active line L is a virtual line for determining the winning combination. In this embodiment, the active line L is activated when a MAX BET (3 coins bet) is placed.
[0062] In the following, "winning" is not only when a combination that pays out medals, such as bells or watermelons, aligns on the valid line L, but also when symbols corresponding to specific combinations, such as special replays, chance symbols, and special combinations (bonuses), align on the valid line L.
[0063] In this embodiment, one game (one play) refers to a series of actions in which the player operates the bet switch 41, the lever 42, and the stop switches 40a, 40b, and 40c to obtain the result of the play, including the internal lottery, the winning determination process, and the increase / decrease process of the play value.
[0064] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal drawing is performed to determine a winning flag, and each of the rotating reels 20a, 20b, and 20c starts to rotate. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c stops. When all the rotating reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is performed according to the combination (winning combination) of symbols that are aligned (winning) on the pay line L. This ends one game.
[0065] The player repeats the above game. As the game progresses, the display on the liquid crystal screen 3, the sound output from the speaker 102, and the light emitted by the illumination unit 203 change in accordance with the progress of the game.
[0066] <About game status> During the game, the game zones and game states are set, and an internal lottery is performed based on the set game zones and game states. The game states include a first game state and a second game state, as shown in Figures 4 and 5. Note that the first game state and the second game state are not exclusively established game states, but are merely classified states for the purpose of distinction for the sake of convenience.
[0067] The first game state includes a special role non-carryover state (non-bonus internal state), a special role carryover state (inside the bonus) and a special role implementation state (during the bonus), as shown in Fig. 4. The special role non-carryover state, the special role carryover state and the special role implementation state are in an exclusively established relationship.
[0068] The special role non-carryover state refers to a state in which the special role (Type 1 BB and Type 2 BB) has not been won by the internal lottery and the winning of the special role has not been carried over. The special role non-carryover state is set when condition A is met, such as when the setting value is changed, the RAM is initialized, or the payout of the game value exceeds a specified number after transitioning to the special role implementation state.
[0069] The special role carryover state refers to a state in which a special role has been won by the internal lottery, but the winning of the special role has been carried over. In other words, the special role carryover state refers to a state in which the flag of the special role has been won by the internal lottery, but the pattern indicating the special role has not been aligned on the valid line L, and therefore the special role has not yet won.
[0070] Here, the type 1 BB is a device for continuously operating a special type 1 BB, and the type 2 BB is a device for continuously operating a special type 2 BB. For example, the number of bets on the game value when a type 1 BB becomes a candidate for winning when the number of bets is the maximum number "3", and the type 2 BB becomes a candidate for winning when the number of bets is less than the maximum number, so that the number of bets on the game value when a type 1 BB becomes a candidate for winning may be different from that of a type 2 BB. Also, the special role may be only a type 1 BB. Also, a type 1 BB cannot be won while a type 1 BB is carried over.
[0071] When a special role is won while the first gaming state is a special role non-carry-over state, the first gaming state transitions from the special role non-carry-over state to a state in which the winning of the special role that has been won is carried over (special role carry-over state).
[0072] When the winning special role is won (condition B), the first game state transitions from the special role carryover state to the special role implementation state. The special role implementation state refers to a state in which a special role (bonus) won by an internal lottery is won, and the payout of the game value exceeding a predetermined number has not been completed. For example, when the first game state transitions to the special role implementation state due to the winning of a type 1 BB or a type 2 BB, the special role implementation state is maintained until the number of payouts of the game value due to the type 1 BB or type 2 BB exceeds the predetermined number.
[0073] In more detail, the special role implementation state includes a type 1 BB implementation state, a type 2 BB implementation state, and a RB implementation state. If a RB is won by an internal lottery during a type 1 BB implementation state in which a type 1 BB is being implemented, the special role implementation state transitions from a type 1 BB implementation state to a type 1 BB implementation state. If 12 games are played or a specific role is won 8 times in the RB implementation state, the special role implementation state transitions to a type 1 BB implementation state.
[0074] As shown in FIG. 5, the second gaming state includes a general gaming state, a chance zone (hereinafter, sometimes referred to as CZ), and an AT state as a special gaming state. The special gaming state includes an AT state and a special role implementation state. The general gaming state, the chance zone, and the AT state (special gaming state) are mutually exclusive.
[0075] The general game state is a state that is not a special game state such as an AT state or a special role implementation state, and is not a chance zone, that is, a state in which the assist function (instruction function) does not occur (or is unlikely to occur). For example, the second game state is set to the general game state after the RAM is cleared or the AT ends until the AT lottery is won. As an example, when the game zone is an advantageous zone, the AT lottery is held according to the winning role (rare role, etc.) by the internal lottery.
[0076] The AT state is a state in which an assist function (AT function) is working, which informs the player of the correct operation of the stop switches 40a, 40b, and 40c for roles other than the special role won by the internal lottery, via the liquid crystal screen 3, the speaker 102, and the illumination unit 103. If the AT is won by the AT lottery while the game zone is an advantageous zone, the second game state transitions from the general game state to the AT state. The second game state transitions from the AT state to the general game state when a predetermined number of games have passed since the game started in the AT state, when the total number of payouts of the game value since the game started in the AT state reaches a predetermined number, when a decision is made not to continue the AT in the continuation lottery in the AT state, when a decision is made to transition to the general game state in the fall lottery from the AT state to the general game state, etc. This ends the AT state.
[0077] The chance zone is a second game state in which the expectation of transition to the AT state (special game state) is higher than that of the normal game state. The high expectation of transition to the AT state includes direct ones such as a high probability of transition from the CZ to the AT state, and indirect ones such as increasing the probability of transition to the AT state after that. Therefore, the CZ can be said to be a state in which the game is more advantageous for the player than the normal game state. The CZ and the AT state are common in that they are more advantageous for the player than the normal game state, but the AT state is more advantageous than the CZ. The CZ can be entered when certain conditions are met, such as when the CZ lottery, which is based on the winning combination in the internal lottery, when the number of games played in the advantageous zone reaches a predetermined number of games, or when the points accumulated as the game progresses reach a predetermined value.
[0078] <About the game area> The above-mentioned game zone is a zone for determining whether or not the processing related to the instruction function is performed. As shown in FIG. 6, the game zone has a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.
[0079] Here, processing related to the instruction function includes processing to exercise the instruction function (provide assistance), lottery processing for a mode in which the AT winning probability is determined, processing to transition to that mode, CZ lottery processing, CZ processing, AT lottery processing, AT continuation processing, AT addition processing (including addition of the number of AT continuation games, addition of the difference in sheets, and addition of the number of sets), processing to fall from the AT state to the general game state, AT processing, and processing to transition from the advantageous zone to the normal zone.
[0080] The normal zone is a zone in which processing related to the instruction function cannot be executed, but a lottery for zone transition to the advantageous zone is conducted. When any condition for transition to the advantageous zone is satisfied in the normal zone, the game zone transitions from the normal zone to the advantageous zone. Note that while the second game state is the general game state, the game zone can be the normal zone.
[0081] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a general gaming state, an advantageous zone in which the second gaming state progresses in a chance zone, and an advantageous zone in which the second gaming state progresses in an AT state. The gaming zone remains an advantageous zone from the time the gaming zone transitions to the advantageous zone until a specified end condition is met. The specified end condition will be described later in "- Zone Control Unit - ".
[0082] As a summary of the above, possible combination patterns of the game sections and the second game states in the slot machine 1 will now be listed. Pattern 1: The game zone is the normal zone, and the second game state is the normal game state Pattern 2: The game zone is a favorable zone, and the second game state is a general game state Pattern 3: The game zone is a favorable zone and the second game state is a CZ Pattern 4: The game zone is a favorable zone, and the second game state is an AT state As described above, when the game zone is a normal zone, no processing related to the instruction function can be performed, so it can be said that there is little advantage for the player. On the other hand, when the game zone is an advantageous zone, processing related to the instruction function can be performed, so the range of game progress is wider, and it can be said that there is an advantage for the player compared to the normal zone.
[0083] <Configuration of each control unit> 2, the control unit 6 mainly includes a main control unit 61, a game value number control unit 62, and a sub-control unit 63. The main control unit 61 performs control for progressing the game, such as interrupt processing such as timer interruption, and control of the internal lottery and the rotating reels 20a, 20b, and 20c. The game value number control unit 62 manages and processes game values, and controls communication with the card unit 9. The sub-control unit 63 performs control related to effects based on signals sent from the main control unit 61 and the pressing of the effect button 47.
[0084] The main control unit 61, the game value number control unit 62, and the sub-control unit 63 each include a CPU, a RAM, and a ROM. The ROM of the main control unit 61 stores programs and the like necessary for game progress, and the RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, as well as data indicating which game state and game section each state or section is in, and setting values. The ROM of the game value number control unit 62 stores programs and the like necessary for managing game values and communicating with the card unit 9, and the RAM of the game value number control unit 62 stores the total number of game values being managed, and the like. The ROM of the sub-control unit 63 stores programs and the like necessary for controlling presentation, and the RAM of the sub-control unit 63 stores various data and the like related to presentation control.
[0085] Here, the connection relationship and communication process of the main control unit 61, the game value number control unit 62, and the sub-control unit 63 will be described with reference to Fig. 7. In this embodiment, the main control unit 61, the game value number control unit 62, and the sub-control unit 63 are mounted on different boards.
[0086] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value number control unit 62 is mounted are electrically connected by a harness, and two-way serial communication can be performed. Information and commands transmitted from the main control board P1 to the game value control board P2 include: outer end information, whether or not the setting is being changed, commands related to various errors, a bet request signal for the game value when the bet switch 41 is operated, a payout request signal for the game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, a transfer request for the game value when the count button 46 is operated, etc. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated, information that the number of credits has reached the upper limit, information on the presence or absence of a communication abnormality between the card unit 9 and the slot machine 1, various responses to requests from the main control board 61, etc.
[0087] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is performed from the main control board P1 to the sub-control board P3. Information and commands transmitted from the main control board P1 to the sub-control board P3 include information on game value (for example, game value bet / payout information, total game value acquired during AT), information on the start / end of game, information on the start / end of device operation, information on various errors, etc.
[0088] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication is performed from the game value control board P2 to the sub-control board P3. Information and commands transmitted from the game value control board P2 to the sub-control board P3 include the MY value described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, transfer start, transfer in progress, transfer completed, etc.), information indicating the number of credits and the number of coins acquired, information indicating that the number of credits has reached the upper limit, and error information if a credit number backup error has occurred.
[0089] <Main control unit> Returning to Fig. 2, the main control unit 61 functions as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a game progress control unit 614, a section control unit 615, a game status control unit 616, and an error determination unit 617 by the CPU reading and executing the programs in the ROM.
[0090] - Internal lottery section - The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one of the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, when the lever 42 is operated, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal is transmitted from the internal lottery unit 610 to the reel control unit 611, the game progress control unit 614, and the like.
[0091] The internal lottery table shows information on winning combinations that may be obtained by an internal lottery. Based on the internal lottery table, the internal lottery section 610 performs an internal lottery according to the RT state (not shown) when the lever 42 is operated, the type of special combination if in a specific combination implementation state (bonus), and a combination of set values. The information on the combinations shown in the internal lottery table includes one or more combinations of symbols associated with the combination of symbols. The winning combinations include losing combinations that do not result in the payment of game value, operation mode combinations that pay out game value when the operation mode of the stop switches 40a, 40b, and 40c is the correct operation mode, rare combinations, and the like.
[0092] The operation mode roles include a push order role in which the correct operation mode is determined only by the push order of the stop switches 40a, 40b, and 40c, a push order role that requires a certain timing for pressing the buttons in addition to the push order, and a certain timing for pressing the buttons in which the correct operation mode is determined only by the timing for the buttons to stop.
[0093] For example, if the push order role is won and the stop switches 40a, 40b, and 40c are pressed in the correct order, the push order role wins and multiple (e.g., 8 coins) game values corresponding to the role are paid out. If the push order role is won but the stop switches 40a, 40b, and 40c are not pressed in the correct order, the push order role will not win or another role (such as a 1 coin role) will win.
[0094] In addition, operation mode roles such as push order roles are won not only in the AT state, but also in the general game state and CZ. If an operation mode role is established during the general game state, the correct operation mode is not notified, so the operation mode role may be missed or only one coin may be paid out. During the AT state, the correct operation mode is notified, so multiple (e.g., 8 coins) game values are paid out.
[0095] -Rotary reel control unit- The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, 20c, or rotation stop control to stop the rotation.
[0096] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, 20c are stopped, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, 20c. When the stop switch 40a, 40b, 40c corresponding to the rotating reel 20a, 20b, 20c is operated while at least one of the reels 20a, 20b, 20c is rotating, the reel control unit 611 stops the rotation of the reel 20a, 20b, 20c corresponding to the operated stop switch 40a, 40b, 40c.
[0097] In the spin stop control, the spin reel control unit 611 can stop the spin of the spin reels 20a, 20b, 20c based on the operation of the stop switches 40a, 40b, 40c so that the combination of symbols corresponding to the role indicated by the winning flag is positioned on the pay line L of the spin reels 20a, 20b, 20c, thereby winning the role.
[0098] In addition, in the spin stop control, the spin reel control unit 611 performs pull-in control or kick-off control according to the winning combination and the position of the spin reels 20a, 20b, 20c when each stop switch 40a, 40b, 40c is operated. The pull-in control is a control that stops the spin of the spin reels 20a, 20b, 20c by pulling in the symbols corresponding to the winning combination onto the pay line L. The kick-off control is a control that stops the spin of the spin reels 20a, 20b, 20c so that the symbols corresponding to the non-winning combination do not line up on the pay line L.
[0099] In addition, while the special role is being carried over (within the bonus), the rotating reel control unit 611 stops the rotating reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c, but if the conditions for allowing the special role to be won are not met, it is possible to control the winning special role (bonus) so that it is not won.
[0100] -Game result judgment section- The game result determination unit 612 determines the game result based on the results of the internal lottery and the spin stop control of the reels 20a, 20b, and 20c. The game result means the result of determining whether or not the winning combination has been awarded based on the symbols that have lined up on the pay line L. Specifically, when the combination of symbols that have stopped on the pay line L matches a predetermined combination of symbols, the game result determination unit 612 determines that the winning combination has been awarded.
[0101] -Game progress control unit- The game progress control unit 614 controls the game progress based on the operation of the player. At that time, the game progress control unit 614 controls the game progress by the player based on the setting value set by the store staff.
[0102] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 initializes the RAM of the main control unit 61 to clear game data such as the first and second game states and game sections. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.
[0103] -Section Control Unit- The zone control unit 615 sets one of a plurality of game zones (normal zone and advantageous zone) when the player plays.
[0104] Specifically, when the gaming area is a normal area and the transition condition to the advantageous area is satisfied, the area control unit 615 sets (transitions) the gaming area from the normal area to the advantageous area.
[0105] In addition, when the game zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or to transition to a normal zone. For example, when the game zone is an advantageous zone, if a predetermined condition is satisfied, such as the second game state transitioning from an AT state to a general game state, the zone control unit 615 transitions the game zone from the advantageous zone to the normal zone even if the forced termination condition described later is not satisfied.
[0106] In addition, the zone control unit 615 forcibly shifts the gaming zone from the advantageous zone to the normal zone when a forced termination condition is satisfied, including a case where the difference in the gaming value during the advantageous zone based on the amount of gaming value at the time of entering the advantageous zone reaches 2400. The forced termination condition may include a case where the number of games played during the advantageous zone reaches a predetermined number of games.
[0107] In addition, when the setting value is changed or the game data is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.
[0108] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.
[0109] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to any one of a general game state, a CZ state, and an AT state.
[0110] As an example, as shown in Fig. 4, when a predetermined condition such as clearing the RAM of the main control unit 61 or changing the settings is satisfied, the game state control unit 616 sets the first game state to a special role non-carryover state. Immediately after a special role is won by an internal lottery, the game state control unit 616 sets the first game state to a special role carryover state. When the special role is won, the game state control unit 616 sets the first game state to a special role implementation state.
[0111] Also, as shown in FIG. 5, the gaming state control unit 616 judges whether or not to set the second gaming state to the AT state (i.e., whether or not the AT has been won) based on the result of the AT drawing. If the AT drawing is won during the advantageous zone, the gaming state control unit 616 sets the second gaming state to the AT state. Conversely, if the AT drawing is not won, the gaming state control unit 616 can set the second gaming state to the general gaming state or CZ. Also, when the AT ends, the gaming state control unit 616 can transition the second gaming state from the AT state to the general gaming state or CZ.
[0112] Although not shown, the game state control unit 616 can control the transition of the RT state. The RT state is an internal state of the game in which the probability of winning the replay flag is predetermined. The slot machine 1 is provided with a plurality of RT states with different winning probabilities of the replay flag, and when the RT transition condition is satisfied in any RT state, the RT state is transitioned to another RT state. For example, during a special role carryover state in which the AT may be executed, the RT state is not transitioned and one RT state is maintained. In states other than the special role carryover state, the RT state may be transitioned.
[0113] --Error Judgment Section-- The error determination unit 617 determines whether or not various errors have occurred. Examples of various errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 9, reaching the upper limit of the number of credits, etc.
[0114] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is transmitted as information regarding the error from the main control unit 61 to each of the game value number control unit 62 and the sub-control unit 63. This allows the game value number control unit 62 to perform processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 to perform processing to notify the liquid crystal screen 3 or the speaker 102 of the content of the error that has occurred.
[0115] <Game value number control unit> The CPU reads out and executes the program in the ROM, whereby the game value number control unit 62 functions as a medium management unit 620 and a complete operation control unit 621.
[0116] -Media Management Department- The media management unit 620 performs increase / decrease processing and management processing of the gaming value (number of credits). For example, the media management unit 620 increases the game value being managed in response to the game value being transferred from the card unit 9. When a betting request for game value is received from the main control unit 61, the media management unit 620 judges whether or not betting processing is possible based on the game value being managed and the betting request. When the game value being managed is equal to or greater than the number of bets, the media management unit 620 judges that "betting is possible" and subtracts the amount of the bet from the game value being managed. When the game value being managed is less than the number of bets, the media management unit 620 judges that "betting is not possible" and performs processing to transmit that fact to the main control unit 61. When betting is not possible, the amount of game value being managed is maintained.
[0117] When a combination with a payout is won by the internal lottery and the combination wins, the media management unit 620 performs processing to increase the game value being managed by an amount corresponding to the type of winning combination.
[0118] When the cancel button 45 is operated, the media management unit 620 increases the gaming value being managed by the amount that has been bet. When the count button 46 is operated, the media management unit 620 transfers the data of the gaming value being managed to the card unit 9.
[0119] Furthermore, the media management unit 620 calculates the difference in gaming value, which is the cumulative value of the amount obtained by subtracting the number of bets from the amount of paid-out gaming value. Using this difference, the media management unit 620 calculates the following: (A) Difference in gaming value during each favorable zone (B) A range (hereinafter, MY value) that is the difference between the maximum and minimum difference numbers after the power of the slot machine 1 is turned on.
[0120] The above (A) is used to determine whether the conditions for the forced termination of the advantageous zone are met. The above (A) is calculated continuously from when the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone. Therefore, the above (A) is cleared when the zone transitions to the normal zone, and calculation starts again when the zone transitions back to the advantageous zone.
[0121] The above (B) is used to control the operation of the complete function described below. The above (B) continues to be calculated as long as the power of the slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power of the slot machine 1 is turned off, and calculation starts again when the power is turned on again.
[0122] The media management unit 620 also determines whether the game value being managed, that is, the number of credits, has reached the credit upper limit. When the number of credits has reached the credit upper limit, the main control unit 61 and the sub-control unit 63 are notified. As a result, the sub-control unit 63 performs a notification process using the liquid crystal screen 3, the speaker 102, and the illumination unit 103 to prompt the transfer of credit number data to the card unit 9 by operating the counting button 46. While this notification process is being performed, the main control unit 61 performs a game stop process to stop the progress of the game, such as making the bet switch 41 and the lever 42 in an inoperative state. The state in which this notification process and game stop process are being performed can be released when the number of credits falls below the credit upper limit by transferring the credit number data by operating the counting button 46.
[0123] In addition, when the number of credits reaches a value that is lower than the credit upper limit and is close to the credit upper limit value, a notification process for prompting the operation of the count button 46 may be performed without performing the game progress stop process.
[0124] -Complete operation control section- The complete operation control section 621 controls the operation of the complete function when the above-mentioned MY value becomes equal to or greater than the MY upper limit value (for example, equal to or greater than 19000).
[0125] The complete function is a function that stops a game and puts the slot machine 1 in a state where it is not possible to play. In the slot machine 1 where the complete function is in operation, the operation parts necessary for completing a game, such as the bet switch 41, the lever 42, and the stop switches 40a, 40b, and 40c, are in a state where they cannot accept any operation. Therefore, for example, no matter how many times the bet switch 41 is operated in the slot machine 1 where the complete function is in operation, no bet processing is performed. The operation of this complete function is maintained unless the power of the slot machine 1 is turned on and then off by the store staff. After the power of the slot machine 1 is turned on again, the operation of the complete function is released (the complete function is in an inactive state).
[0126] In addition, when the MY value becomes lower than the MY upper limit value but is close to the MY value (for example, 18,500 or more), the complete operation control unit 621 performs processing to send a pre-notification command indicating that the complete function is about to be activated to the sub-control unit 63.
[0127] <Sub-controller> The CPU reads and executes the program in the ROM, causing the sub-control unit 63 to function as a performance control unit 630 (corresponding to a notification control unit).
[0128] -Direction Control Department- The performance control unit 630 displays a performance image selected from a plurality of types of performance images on the liquid crystal screen 3 based on the progress of the game, outputs sound effects and background music corresponding to the performance image from the speaker 102, and causes the illumination unit 103 to emit light in a light-emitting pattern corresponding to the performance image. For example, when an AT or a bonus is won, the performance control unit 630 selects a performance pattern for displaying that fact on the liquid crystal screen 3, and controls the display of the liquid crystal screen 3, the sound output control of the speaker 102, and the light emission control of the illumination unit 103 according to the performance pattern.
[0129] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the player of the correct operation mode of the operation mode combination that is successively won (assist function, i.e., instruction function).
[0130] In addition, when the notification conditions for the effect suggesting the setting value are met during the game, the effect control unit 630 causes at least one of the liquid crystal screen 3, the speaker 102, and the illumination unit 103 to notify the effect. The player can use this effect as one of the means to understand the setting value of the slot machine 1 currently being played. Notification conditions include when a rare combination is won, when the special combination (bonus) implementation state ends, when the AT ends, etc.
[0131] -Game flow- FIG. 8 is a diagram showing a game flow of the slot machine 1 of this embodiment. In this embodiment, the slot machine 1 is configured to be able to execute games in the general game state in the normal zone, the general game state in the advantageous zone, the chance zone (CZ) in the advantageous zone, and the AT state in the advantageous zone. If the transition condition to the advantageous zone is satisfied in the general game state in the normal zone, the game zone transitions from the normal zone to the advantageous zone, and the slot machine 1 becomes the general game state in the advantageous zone. If the transition condition to the CZ is satisfied in the general game state in the advantageous zone, the slot machine 1 transitions to the CZ in the advantageous zone. If the transition condition to the AT state is satisfied in the CZ, the slot machine 1 transitions to the AT state. Also, if the transition condition to the AT state is satisfied in the general game state in the advantageous zone, the slot machine 1 may transition to the AT state without passing through the CZ.
[0132] The general gaming state in the advantageous zone in this embodiment includes a first zone and a second zone. The second zone is a gaming zone that is executed for a predetermined period (e.g., a predetermined number of games) immediately after the AT state ends. The first zone is a zone different from the second zone. More specifically, the first zone corresponds to a zone that is a general gaming state in the advantageous zone and is not the second zone. For example, the first zone can be stayed from immediately after the transition to the advantageous zone after a setting change or after the power supply of the gaming machine is turned on until the transition to the AT state (special gaming state), and can also be stayed from the end of the second zone until the transition to the AT state (special gaming state).
[0133] --First parameter processing and first performance processing in the first section-- FIG. 9 is a diagram showing an example of an effect displayed on the liquid crystal screen 3 by the first effect processing executed in the first section. As shown in FIG. 9, in the first section, the first parameter processing for changing the value (points) of the first parameter according to the progress of the game and the first effect processing for displaying the image 50 representing the value (points) of the first parameter are executed. The main control unit 61 executes the first parameter processing, and the sub control unit 63 executes the first effect processing. In the first section, the value (points) of the first parameter can be changed in increments of 1 point from 0 points to 1000 points. The number of stages of change in the value between the lower limit value (0) and the upper limit value (1000) of the first parameter is 1001 (first value). In the example of FIG. 9, the first parameter increases from 0 points to 1000 points. In the first section, the first parameter processing unconditionally grants at least 1 point every time one game is played, but when a specific condition is met, grants a set of multiple points (for example, 10 points or 20 points) instead of granting 1 point for each game. The awarded points are accumulated, and the value of the accumulated points is the value of the first parameter. An example of a case where a specific condition is met is, for example, a case where a set of points is awarded by winning a rare combination. Another example is a case where a lottery process is executed to determine whether or not a set of points is awarded according to a winning combination, and if the winning combination is awarded in the lottery process, the set of points is awarded.
[0134] The image 50 showing the value of the first parameter shown in FIG. 9 includes a meter image 50a extending from the lower limit (0) to the upper limit (1000) of the first parameter, and a position display image 50b showing the position of the current value in the meter image 50a. FIG. 11 is an explanatory diagram of a plurality of frame images constituting the moving image data G1. In order to display the image 50 showing the value of the first parameter, the moving image data G1 shown in FIG. 11 is used. As shown in the figure, the moving image data G1 is composed of a plurality of frame images showing a continuous change in value between the upper limit and the lower limit. In the example shown in FIG. 11, the plurality of frame images include a total of 1001 frame images from frame 1 to frame 1001. As the moving image progresses from frame 1 to frame 1001, the meter image 50a shows a state in which a gauge showing the magnitude of the value of the first parameter extends from the lower limit (right end) to the upper limit (left end). Therefore, the lower limit side end (right end) of the gauge is fixed, but the upper limit side end (left end) of the gauge moves toward the upper limit side in response to the first parameter value increasing as points are awarded. Similarly, from frame 1 to frame 1001, the position display image 50b moves from the lower limit (right end) to the upper limit (left end) in accordance with the gauge of the meter image 50a. More specifically, the position display image 50b is located above the upper limit side end (left end) of the gauge, and moves toward the upper limit (left end) side together with the upper limit side end (left end) of the gauge as the gauge extends. As a result, each frame image (frame 1 to frame 1001) continuously shows the change in value between the lower limit and the upper limit.
[0135] The image 50 showing the value of the first parameter shown in Fig. 9 is a single frame image, and is a still image. In contrast, an effect moving image 51 is displayed on the liquid crystal screen 3 together with the image 50 showing the value of the first parameter. The effect moving image 51 is larger than the image 50 showing the value of the first parameter, and occupies a larger area of the liquid crystal screen 3. The effect moving image 51 is notified in accordance with the progress of the game. The effect moving image 51 is configured to include, for example, a background and the actions of the character.
[0136] FIG. 12 is an explanatory diagram showing the first relationship data D1 regarding the correspondence between the value of the first parameter and the frame image. In FIG. 12, the correspondence between the value of the first parameter and the frame image is expressed in a table for easy understanding, but the first relationship data D1 does not have to be in a table format and may be composed of a mathematical formula. As shown in FIG. 12, the first relationship data D1 shows the correspondence between the value of the first parameter (the accumulated number of points) and the frame image. As shown in the figure, the lower limit value (0) of the first parameter corresponds to the first frame. The upper limit value (1000) of the first parameter corresponds to the 1001st frame. The first parameter value and the corresponding frames are respectively: 1 point corresponds to the second frame, 5 points corresponds to the sixth frame, 250 points corresponds to the 251st frame, 500 points corresponds to the 501st frame, 750 points corresponds to the 751st frame, and 1000 points corresponds to the 1001st frame.
[0137] The first performance process includes a first identification process capable of identifying a frame image to be displayed from a plurality of frame images in accordance with the value of a first parameter, and a first display process capable of displaying the frame image identified by the first identification process on the liquid crystal screen 3 as image 50.
[0138] The first identification process is a process of identifying a frame image corresponding to the current value of the first parameter from among a plurality of frame images (frames 1 to 1001) using the first relationship data D1. Here, as shown in FIG. 11, the frame image may be changed one frame at a time each time the value of the first parameter changes by one, but since the difference in image change between adjacent frame images is slight, it is difficult for a player to notice that the frame image has changed. Therefore, in this embodiment, as shown in FIG. 13, in the first performance process, the identified frame image is changed so that the displayed frame image is changed each time the value of the first parameter changes by a first amount (for example, each time it changes by 5 points). FIG. 13 is an explanatory diagram regarding the difference between the first identification process in the first performance process and the second identification process in the second performance process. 13, when the first identification process is called and the value of the first parameter is 0 to 4 points, the frame image corresponding to the value of the first parameter is identified as the frame image of the first frame in the first identification process. When the second parameter is called and the value of the second parameter is 5 to 9 points, the frame image corresponding to the value of the first parameter is identified as the frame image of the second frame in the first identification process.
[0139] In the first display process, the display of the frame image identified in the first identification process is maintained unless the frame image identified in the first identification process is changed. Specific examples will be described below. In the first display process, the frame image (first frame image) identified by the first identification process executed at the first time point (when the value of the first parameter is 0) is displayed, and the display is maintained. Next, since the image (first frame image) identified by the first identification process at a time point (when the value of the first parameter is 1 to 4) later than the first time point (when the value of the first parameter is 0) is the same as the image (first frame image) identified by the first identification process at the first time point (when the value of the first parameter is 0), the first display process repeatedly displays the image (first frame image) identified by the first identification process at the first time point (when the value of the first parameter is 0). This repeated display maintains the display of the frame image (first frame image) identified by the first identification process executed at the first time point (when the value of the first parameter is 0). Furthermore, the image (sixth frame image) identified by the first identification process at a second point in time (when the value of the first parameter is 5) that is later than the first point in time (when the value of the first parameter is 0) and later than the above-mentioned later point in time (when the value of the first parameter is 1 to 4) is a frame image different from the image (first frame image) identified by the first identification process at the first point in time (when the value of the first parameter is 0) and the above-mentioned later point in time (when the value of the first parameter is 1 to 4), and therefore is changed in the first display process to the image (sixth frame image) identified by the first identification process at the second point in time.
[0140] --Second parameter processing and second performance processing in the second section-- FIG. 10 is a diagram showing an example of an effect displayed on the liquid crystal screen 3 by the second effect processing executed in the second section. The common points between the second parameter processing and the second effect processing in the second section and the first parameter processing and the first effect processing in the first section are that the images 50 showing the parameter values are both still images and the moving image data G1 used are also the same. The difference between the second parameter processing and the second effect processing in the second section and the first parameter processing and the first effect processing in the first section is that the upper limit value, the lower limit value, and the number of stages of the first parameter and the second parameter are different. As shown in FIG. 10, in the second section, the first parameter processing that changes the value (points) of the second parameter according to the progress of the game and the second effect processing that displays the image 50 showing the value of the second parameter are executed. The main control section 61 executes the second parameter processing, and the sub control section 63 executes the second effect processing. In the second section, the value (points) of the second parameter can be changed in increments of 1 point from 0 points to 200 points. The number of stages of change in the value between the lower limit (0) and the upper limit (200) of the second parameter is 201 (the second value). In the example of FIG. 10, the second parameter increases from 0 points to 200 points. In the second section, the second parameter process unconditionally awards at least 1 point each time one game is played, but when a specific condition is met, awards a set of multiple points (for example, 10 points or 20 points) instead of awarding 1 point per game. The awarded points are accumulated, and the value of the accumulated points is the value of the second parameter. An example of a case where a specific condition is met is, for example, a case where a set of points is awarded by winning a rare combination. Another example is a case where a lottery process is executed to determine whether or not a set of points is awarded according to a winning combination, and if the winning combination is awarded in the lottery process, the set of points is awarded.
[0141] 10 includes a meter image 50a extending from the lower limit (0) to the upper limit (200) of the second parameter, and a position display image 50b indicating the position of the current value on the meter image 50a. The image 50 displayed in the second performance process uses the same moving image data G1 as the image 50 displayed in the first performance process.
[0142] The image 50 showing the value of the second parameter shown in FIG. 10 is a single frame image, and is a still image. In contrast, a performance video 51 is displayed on the liquid crystal screen 3 together with the image 50 showing the value of the second parameter. The performance video 51 is larger than the image 50 showing the value of the second parameter, and occupies a larger area of the liquid crystal screen 3. The performance video 51 is notified according to the progress of the game. The performance video 51 is configured to include, for example, a background and the movement of the character. The size of the performance video 51 displayed together with the image 50 showing the value of the second parameter is the same as the size of the performance video 51 displayed together with the image 50 showing the value of the first parameter.
[0143] In this embodiment, the image 50 representing the value of the first parameter shown in FIG. 9 and the image 50 representing the value of the second parameter shown in FIG. 10 have the same aspect ratio and also occupy the same size on the LCD screen 3.
[0144] FIG. 14 is an explanatory diagram showing the second relationship data D2 regarding the correspondence between the value of the second parameter and the frame image. In FIG. 14, the correspondence between the value of the second parameter and the frame image is expressed in a table for easy understanding, but the second relationship data D2 does not have to be in a table format and may be composed of a mathematical formula. As shown in FIG. 14, the second relationship data D2 shows the correspondence between the value of the second parameter (the accumulated number of points) and the frame image. As shown in the figure, the lower limit value (0) of the second parameter corresponds to the first frame. The upper limit value (200) of the second parameter corresponds to the 1001st frame. The second parameter value and the corresponding frames are respectively as follows: 1 point corresponds to the 6th frame, 5 points corresponds to the 26th frame, 50 points corresponds to the 251st frame, 100 points corresponds to the 501st frame, 150 points corresponds to the 751st frame, and 200 points corresponds to the 1001st frame.
[0145] The second performance process includes a second identification process capable of identifying a frame image to be displayed from a plurality of frame images in accordance with the value of a second parameter, and a second display process capable of displaying the frame image identified by the second identification process on the liquid crystal screen 3 as image 50.
[0146] The second identification process is a process of identifying a frame image corresponding to the current value of the second parameter from among a plurality of frame images (frames 1 to 1001) using the second relationship data D2. Here, as shown in Fig. 13 and Fig. 14, the frame image is changed by five frames each time the value of the second parameter changes by one, so that it is easier for a player to notice that the frame image has changed compared to the first performance process. Therefore, in this embodiment, as shown in Fig. 13, in the second performance process, the identified frame image is changed so that the displayed frame image is changed each time the value of the second parameter changes by a second amount (for example, each time it changes by one point).
[0147] In the second display process, the frame image identified in the first identification process is maintained on display unless the frame image identified in the second identification process is changed. Specific examples will be described below. In the second display process, the frame image (first frame image) identified by the second identification process executed at the first time point (when the value of the second parameter is 0) is displayed, and this display is maintained. Next, since the image (the sixth frame image) identified by the second identification process at a second time point (when the value of the second parameter is 1) later than the first time point (when the value of the second parameter is 0) is a frame image different from the image (the first frame image) identified by the second identification process at the first time point (when the value of the second parameter is 0), the second display process changes it to the image (the sixth frame image) identified by the second identification process at the second time point.
[0148] As described above, the specified frame image is a single frame image, so that repeatedly displaying a single frame image results in a still image. The number of stages of change in the value of the first parameter is a first value (1001), and the number of stages of change in the value of the second parameter is a second value (201), and the first value is greater than the second value. The frame image is changed every time the value of the first parameter changes by a first change amount (5 points), and the frame image is changed every time the value of the second parameter changes by a second change amount (1 point), and the first change amount is greater than the second change amount. As a result, the update frequency of the image of the first parameter, which has a relatively large number of change steps, is lower than the update frequency of the image of the second parameter, which has a relatively small number of change steps, so that it is easy to notice the change in the parameter value by the displayed frame image. For example, since the first parameter has a relatively large number of change steps, it is difficult to notice the image change per update of the image 50, but by relatively lowering the update frequency, the difference between the images before and after the update becomes larger, and the change in the first parameter is easy to notice. In addition, since the number of stages of change of the second parameter is relatively small, the image change per update of the image 50 is easy to recognize, and by making the update frequency higher than the update frequency of the first parameter, the ease of recognition of the changes in the image 50 is maintained, making it easier to attract attention and to notice changes in the value of the second parameter. Immediately after the end of the AT state, there is a sense of disappointment due to the end of the AT state, and expectations for the game are lost. If the player is not given the expectation that he or she may be pulled back into the AT state, there is a risk that the player will stop playing. Therefore, immediately after the end of the AT state, a second performance process is executed using an image 50 representing the value of a second parameter that changes in a small number of stages and progresses quickly. However, if the second parameter is always the same, the expectation (excitement) of the game will become monotonous, so a first performance process using an image 50 representing the value of a first parameter that changes in a large number of stages and progresses slowly is provided in the general game state.
[0149] <Flow of operation processing of slot machine 1> The flow of the first parameter processing and the first effect processing in the first zone of the slot machine 1 according to this embodiment will be described with reference to FIG. 15. FIG. 15 is a flowchart showing the processing in the first zone of the slot machine 1. When the advantageous zone is shifted to the normal zone, the main control unit 61 initializes the values of the first parameter and the second parameter to 0. The first zone starts immediately after the shift from the general game state of the normal zone to the general game state of the advantageous zone.
[0150] -First section flow- As shown in FIG. 15, when the first section starts, in step ST1, the main control unit 61 refers to the value (0) of the first parameter, and the sub-control unit 63 displays an image (the first frame image) corresponding to the value of the first parameter.
[0151] When the bet switch 41 is operated to place a bet and operate the lever 42 to start the first game, in step ST2 the main control unit 61 executes a first parameter process to change the value of the first parameter from 0 to 1 according to the progress of the game. In the next step ST3, the sub-control unit 63 executes a first identification process and identifies in the first identification process that the frame image corresponding to the value (1) of the first parameter is the first frame image. In the next step ST4, the sub-control unit 63 executes a first display process and, since the image identified in step ST3 in the first display process is the same as the first frame image previously identified, continues to repeatedly display the first frame image. When the bet switch 41 is operated to place a bet and the lever 42 is operated to start the second game, in step ST5 the main control unit 61 executes a first parameter process to change the value of the first parameter from 1 to 2 according to the progress of the game. In the next step ST6, the sub-control unit 63 executes a first identification process and identifies in the first identification process that the frame image corresponding to the value (2) of the first parameter is the first frame image. In the next step ST7, the sub-control unit 63 executes a first display process and, since the image identified in step ST6 in the first display process is the same as the first frame image previously identified, the first frame image is repeatedly displayed. The processes of steps ST5 to ST7 are similarly executed for the third and fourth games. By executing the third and fourth games, the value of the first parameter becomes 4, and the image of the first frame continues to be displayed. Next, when the bet switch 41 is operated to place a bet and the lever 42 is operated to start the fifth game, in step ST8 the main control unit 61 executes a first parameter process and changes the value of the first parameter from 4 to 5 according to the progress of the game. In the next step ST9, the sub-control unit 63 executes a first identification process and identifies in the first identification process that the frame image corresponding to the value (5) of the first parameter is the sixth frame image. In the next step ST10, the sub-control unit 63 executes a first display process and, since the image identified in step ST9 in the first display process is different from the first frame image identified previously, changes the image to be displayed to the sixth frame image and repeatedly displays the sixth frame image.
[0152] - Flow of the second section - The flow of the second parameter process and the second effect process in the second section of the slot machine 1 according to this embodiment will be described with reference to Fig. 16. Fig. 16 is a flowchart showing the process in the second section of the slot machine 1.
[0153] As shown in FIG. 16, when the second section starts, in step ST21, the main control unit 61 refers to the value (0) of the second parameter, and the sub-control unit 63 displays an image (the first frame image) corresponding to the value of the second parameter.
[0154] When the bet switch 41 is operated to place a bet and the lever 42 is operated to start the first game, in step ST22 the main control unit 61 executes a second parameter process to change the value of the second parameter from 0 to 1 according to the progress of the game. In the next step ST23, the sub-control unit 63 executes a second identification process and identifies in the second identification process that the frame image corresponding to the value (1) of the second parameter is the image of the sixth frame. In the next step ST24, the sub-control unit 63 executes a second display process and, since the image identified in step ST23 in the second display process is different from the image of the first frame identified previously, changes the image to be displayed to the image of the sixth frame and repeatedly displays the image of the sixth frame. When the bet switch 41 is operated to place a bet and the lever 42 is operated to start the second game, in step ST25 the main control unit 61 executes a second parameter process to change the value of the second parameter from 1 to 2 according to the progress of the game. In the next step ST26, the sub-control unit 63 executes a second identification process and identifies in the second identification process that the frame image corresponding to the value (2) of the second parameter is the image of the 11th frame. In the next step ST27, the sub-control unit 63 executes a second display process and, since the image identified in step ST26 in the second display process is different from the image of the 6th frame identified previously, changes the image to be displayed to the image of the 11th frame and repeatedly displays the image of the 11th frame.
[0155] [1] To sum up, as in this embodiment, the slot machine 1 (gaming machine) can execute a process (first and second parameter processes) for changing the value of a parameter in accordance with the progress of a game, and a performance process for a performance using moving image data G1 composed of a plurality of frame images (1 to 1001 frames) representing a change in value between a lower limit value (0) and an upper limit value (1000), and the performance process includes a first performance process for displaying an image 50 representing a value of a first parameter whose number of stages of change in value between a lower limit value (0) and an upper limit value (1000) is a first value (1001), and a second performance process for displaying an image 50 representing a value of a second parameter whose number of stages of change in value between a lower limit value (0) and an upper limit value (200) is a second value (201) different from the first value (1001). and a second performance process in which the first performance process is capable of executing a determination process (first determination process) of identifying a frame image corresponding to the current value of the first parameter from a plurality of frame images (frames 1 to 1001) using first relationship data D1 regarding the correspondence between the value of the first parameter and the frame images, and a process of displaying the identified frame image, and the second performance process is capable of executing a determination process (second determination process) of identifying a frame image corresponding to the current value of the second parameter from a plurality of frame images (frames 1 to 1001) using second relationship data D2 regarding the correspondence between the value of the second parameter and the frame images, and a process of displaying the identified frame image.
[0156] <Effects of the Invention> According to this embodiment, the first parameter value and the second parameter value, which have different numbers of stages of change in value, can be displayed using the same moving image data G1, so it is sufficient to store one piece of moving image data G1, making it possible to reduce the capacity of the performance image mounted on the sub-control unit 63. Also, because common data can be used for the images 50 representing the parameter values in the first and second intervals, it is not necessary to create moving image data for changes in the value of the first parameter and moving image data for changes in the value of the second parameter separately, making it possible to reduce development costs.
[0157] [2] In the gaming machine described in [1] above, a specific process (first specific process, second specific process) may be executed every time a predetermined number of games (one game) is played as the game progresses. This configuration is effective for gaming machines in which the parameter values change depending on the number of games played.
[0158] [3] In the gaming machine described in [1] or [2] above, a frame image identified by a specific process executed at a first time point may be displayed, and the frame image identified at the first time point may be repeatedly displayed until a frame image identified by a specific process executed at a second time point later than the first time point becomes a frame image different from the frame image identified by the specific process executed at the first time point. According to this configuration, the effect is produced by repeatedly displaying the specified frame image, so that it is possible to reduce the data of the effect image.
[0159] [4] In the gaming machine described in [3] above, the frame image identified in the identification process may be a single frame image. According to this configuration, a single frame image is displayed repeatedly, so that an image representing a parameter value can be expressed as a still image while reducing data.
[0160] [5] In the gaming machine described in [3] above, the frame image identified in the identification process may be a part of a plurality of frame images, which are consecutive frame images. According to this configuration, a plurality of consecutive frame images are repeatedly displayed, so that images representing parameter values can be expressed as moving images while reducing the amount of data.
[0161] [6] In a gaming machine described in any of [1] to [5] above, in a first presentation process, the displayed frame image may be changed each time the value of the first parameter changes by a first change amount (5 points), and in a second presentation process, the displayed frame image may be changed each time the value of the second parameter changes by a second change amount (1 point) different from the first change amount (5 points). Since the first and second parameters have different numbers of stages of change, the frequency of updating the frame image in response to changes in the parameter value is made different, which may make it possible to execute a process that makes changes in the parameter value more noticeable.
[0162] [7] In the gaming machine described in [6] above, the first value (1001) may be greater than the second value (201), and the first change amount (5 points) may be greater than the second change amount (1 point). According to this configuration, the update frequency of the image of the first parameter, which has a relatively large number of stages of change, is lower than the update frequency of the image of the second parameter, which has a relatively small number of stages of change, making it easier to notice changes in the parameter values through the displayed frame image.
[0163] [8] In the gaming machine described in [6] above, the first value (1001) may be greater than the second value (201), and the first amount of change may be smaller than the second amount of change. According to this configuration, the update frequency of the image of the second parameter, which has a relatively small number of stages of change, is lower than the update frequency of the image of the first parameter, which has a relatively large number of stages of change, so that it is possible to provide a first presentation in which the value of the first parameter is perceived as being relatively unlikely to change, and a second presentation in which the value of the second parameter is perceived as being relatively more changeable.
[0164] [9] In the gaming machine described in any one of [1] to [8] above, in the presentation process, the image 50 representing the value of the first parameter or the second parameter may be displayed together with a presentation moving image 51 larger than the image 50. According to this configuration, since the produced video 51 attracts attention, a flashy presentation is required, and data reduction is difficult, but if the image 50 shows a parameter value smaller than that of the produced video 51, the present invention is suitable for application.
[0165]
[10] In the gaming machine described in any of [1] to [9] above, the aspect ratio of the image 50 indicating the value of the first parameter displayed in the first performance process and the aspect ratio of the image 50 indicating the value of the second parameter displayed in the second performance process may be the same. This configuration is suitable for using the common moving image data G1.
[0166]
[11] In a gaming machine described in any one of [1] to
[10] above, a process for executing game progress in any one of gaming states including a general gaming state and a special gaming state which is more advantageous to the player than the general gaming state can be executed, and a change in the gaming state may be triggered to switch between the first presentation process and the second presentation process. According to this configuration, the presentation process is switched when the game state is changed, which brings about a change in the presentation specifications and can increase the entertainment value of the game.
[0167]
[12] In a gaming machine described in any of [1] to
[11] above, a process can be executed to set a game zone among game zones including a favorable zone in which processing related to the instruction function can be performed and a normal zone in which processing related to the instruction function cannot be performed, and the first presentation process and the second presentation process may be switched upon transition from the favorable zone through the normal zone to the next favorable zone (i.e., via a reset process for the favorable zone). When the game moves from the advantageous zone to the normal zone, the player feels a sense of disappointment due to the end of the advantageous zone. However, in this configuration, the advantageous zone is reset and the presentation process is switched. In particular, by switching the presentation process after moving to a new advantageous zone, the presentation of the game in the new advantageous zone can be changed, so that the player can look forward to playing in the new advantageous zone.
[0168] [Other embodiments] The various control means and processing procedures described in the above embodiment are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without departing from the spirit of the present invention.
[0169] (A) In the above embodiment, the first parameter process and the second parameter process are executed by the main control unit 61, but this is not limited to the above. For example, if the parameters are not used for the process related to the transition to the AT state (special game state), the sub-control unit 63 may execute the first parameter process and the second parameter process.
[0170] (B) In the above embodiment, the identification process identifies a single frame image, but it is also possible to identify multiple consecutive frame images and have the display process repeatedly display the multiple frame images. For example, the first and second frame images may be identified and repeatedly displayed. In this way, a moving image consisting of the first and second frame images is repeatedly displayed.
[0171] (C) In the above embodiment, the size of the image 50 representing the value of the first parameter and the size of the image 50 representing the value of the second parameter are the same, but this is not limited to the above. The image 50 representing the value of the first parameter and the image 50 representing the value of the second parameter may have the same aspect ratio but different sizes.
[0172] (D) In the normal game mode in the normal zone after the setting is changed or the power of the gaming machine is turned on, the image 50 showing the value of the first parameter may be displayed, but since the value of the first parameter remains initialized to 0, the image 50 does not change. By moving from the normal zone to the advantageous zone, the value of the first parameter can change, and the image 50 changes accordingly. It should be noted that the CZ may or may not be included in the first section.
[0173] (E) For at least one of the first parameter processing and the second parameter processing, there may be a high point-granting probability period in which it is easier to grant a large number of points, and a normal point-granting probability period in which it is harder to grant a large number of points than in the high point-granting probability period, and when the user is in the high point-granting probability period, it may be easier to grant a large number of points. In this case, at least one of the following three conditions may be adopted as one of the conditions for transitioning from the normal point-granting probability period to the high point-granting probability period. If the winning combination is a transition combination to a period with high probability of point awarding Each time you operate the lever, a lottery is held to see whether or not you will move to a high probability period for point awards. If you win, When a certain number of games are played during the normal point award probability period (a period in which multiple points are not awarded at once) Also, when the number of games in the high probability point awarding period reaches a predetermined number of games, the period may transition to the normal probability point awarding period. Also, a drawing for transition to the normal probability point awarding period may be held during the high probability point awarding period, and a transition (fall) from the high probability point awarding period to the normal probability point awarding period may occur upon winning.
[0174] (F) The effect video 51 shown in FIG. 9 may include an instruction notification of an operation mode (push order navigation) that is notified when an operation mode combination such as a push order is won.
[0175] (G) In the first embodiment, in Fig. 15 and Fig. 16, it was explained that the game starts when the lever 42 is operated after the bet switch 41 is operated. However, in Fig. 15 and Fig. 16, if a replay role (replay role) is won in the previous game, the operation of the bet switch 41 in the next game can be omitted, and the game can start when the lever 42 is operated.
[0176] The bet switch 41 may be provided with a MAX bet switch for automatically betting the above-mentioned predetermined number of gaming values (e.g., 3 coins), and a bet switch for betting a gaming value less than the above-mentioned predetermined number of gaming values (e.g., 1 coin or 2 coins), separately.
[0177] In the above embodiment, the bet switch 41 and the lever 42 are provided separately, but the lever 42 may also function as the bet switch 41 .
[0178] In the above embodiment, the AT and the bonus are exemplified as advantageous gaming states, but the advantageous gaming state may include the ART. The CZ is a gaming state in which the probability of entering the AT and the probability of replaying are higher than in the case of not being the CZ. The ART is a gaming state in which the probability of replaying is higher than in the general gaming state and the correct operation mode of the operation mode role is notified. The probability of entering at least one of the AT, CZ, and ART may change depending on the setting value. The performance of the AT, CZ, and ART may change depending on the setting value.
[0179] In addition to images, the effects suggesting the setting value may also include special patterns that can be seen through the reel window 200 when the rotation of the reels 20a, 20b, and 20c is stopped.
[0180] In the above embodiment, the gaming machine is an AT type slot machine. However, the gaming machine may be an ART type slot machine or other type of machine other than the AT type. In addition, the gaming machine is not limited to a slot machine, and may be a pachinko machine. For example, the present invention is applicable if there are multiple scenes in which a certain amount of presentation points can be accumulated, and the multiple scenes include at least two scenes in which the number of stages between the upper and lower limits of the amount of presentation points differs. In addition, in the case of a game in which the amount of performance points is accumulated and new performances are unlocked using the accumulated points, there are normal and special performances in which more points can be acquired than in the normal performances, and the present invention can be applied to these special performances. In this case, since the points are used only for performances, all the processes related to the present application (for example, the first parameter process, the second parameter process, the first performance process, and the second performance process) can be executed by the performance control unit 630.
[0181] In the above embodiment, the gaming machine is a medal-less machine. However, the gaming machine is not limited to a medal-less machine, and may be a conventional slot machine that uses real medals.
[0182] In the above embodiment, the card unit 9 and the slot machine 1 are separate from each other. However, at least a part of the functions of the card unit 9 may be provided in the slot machine 1.
[0183] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]
[0184] 1. Slot machines (amusement machines) 61 Main control unit 63 Sub-control section
Claims
1. A process for changing the value of a parameter according to the progress of a game, and a process for effecting an effect using moving image data composed of a plurality of frame images showing a change in the value between a lower limit value and an upper limit value are executable; The presentation process includes a first presentation process for displaying an image representing a value of a first parameter, the value of which has a first value as a number of stages of change between a lower limit value and an upper limit value, and a second presentation process for displaying an image representing a value of a second parameter, the value of which has a second value as a number of stages of change between a lower limit value and an upper limit value that is different from the first value, the first performance process can execute a process of identifying a frame image corresponding to a current value of the first parameter from among the plurality of frame images constituting the moving image data, using first relationship data relating to a correspondence relationship between a value of the first parameter and the frame images, and a process of displaying the identified frame image; in the second performance process, a process of identifying a frame image corresponding to a current value of the second parameter from among the plurality of frame images constituting the same moving image data as the moving image data used in the first performance process, using second relationship data relating to a corresponding relationship between the value of the second parameter and the frame images, and a process of displaying the identified frame image are executable; in the first performance process, the frame image to be displayed is changed each time the value of the first parameter changes by a first change amount; In the second performance process, the frame image to be displayed is changed every time the value of the second parameter changes by a second change amount different from the first change amount.
2. A process for changing the value of a parameter according to the progress of a game, and a process for producing a performance using moving image data composed of a plurality of frame images showing the change in value between a lower limit value and an upper limit value, The presentation process includes a first presentation process for displaying an image representing a value of a first parameter, the value of which has a first value as a number of stages of change between a lower limit value and an upper limit value, and a second presentation process for displaying an image representing a value of a second parameter, the value of which has a second value as a number of stages of change between a lower limit value and an upper limit value that is different from the first value, the first performance process can execute a process of identifying a frame image corresponding to a current value of the first parameter from among the plurality of frame images constituting the moving image data, using first relationship data relating to a correspondence relationship between a value of the first parameter and the frame images, and a process of displaying the identified frame image; in the second performance process, a process of identifying a frame image corresponding to a current value of the second parameter from among the plurality of frame images constituting the same moving image data as the moving image data used in the first performance process, using second relationship data relating to a corresponding relationship between the value of the second parameter and the frame images, and a process of displaying the identified frame image are executable; A process for executing a game progress in any one of game states including a normal game state and a special game state which is more advantageous to a player than the normal game state is executable; The gaming machine, in which the first presentation process and the second presentation process are switched over when the game state is changed.
3. A process for changing the value of a parameter according to the progress of a game, and a process for producing a performance using moving image data composed of a plurality of frame images showing a change in value between a lower limit value and an upper limit value, The presentation process includes a first presentation process for displaying an image representing a value of a first parameter, the value of which has a first value as a number of stages of change between a lower limit value and an upper limit value, and a second presentation process for displaying an image representing a value of a second parameter, the value of which has a second value as a number of stages of change between a lower limit value and an upper limit value that is different from the first value, the first performance process can execute a process of identifying a frame image corresponding to a current value of the first parameter from among the plurality of frame images constituting the moving image data, using first relationship data relating to a correspondence relationship between a value of the first parameter and the frame images, and a process of displaying the identified frame image; in the second performance process, a process of identifying a frame image corresponding to a current value of the second parameter from among the plurality of frame images constituting the same moving image data as the moving image data used in the first performance process, using second relationship data relating to a corresponding relationship between the value of the second parameter and the frame images, and a process of displaying the identified frame image are executable; A process is executable to set the game zone to any one of game zones including a favorable zone in which a process related to the instruction function can be performed and a normal zone in which a process related to the instruction function cannot be performed; A gaming machine in which the first presentation process and the second presentation process are switched when a transition is made from the advantageous zone through the normal zone to the next advantageous zone.
Citation Information
Patent Citations
Game machine
JP2018075156A
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