Gaming Machines

The gaming machine addresses the issue of forgotten payments in medal-less systems by incorporating a warning and bonus system within the game machine's control units, ensuring timely settlement and enhancing the gaming experience.

JP7653027B2Active Publication Date: 2025-03-28ENTERRISE CO LTD
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Patent Information

Application Number
JP2022108627
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-05
Publication Date
2025-03-28
Estimated Expiration
2042-07-05

AI Technical Summary

Technical Problem

In medal-less gaming machines, operators need to manually initiate the settlement process to avoid forgetting to retrieve medal data, which can lead to forgotten payments.

Method used

A game machine with a game control unit, value management unit, transfer instruction unit, and output unit that provides warnings to operators to remind them of the settlement process and offers bonuses for completing it, ensuring payment is not forgotten.

Benefits of technology

The system effectively utilizes timing to encourage operators to perform the payment process without forgetting, providing a surprising and beneficial experience by combining warnings with bonuses.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide an unexpected game machine by effectively utilizing timing for reminding execution of an adjustment process.SOLUTION: A game machine includes: a game control part; a value management part capable of receiving information regarding a game value from game value recording means connected to the game machine; a transfer instruction part capable of instructing transfer of information regarding a game value from the value management part to the game value recording means on the basis of an operator's operation; and an output part. The output part can provide an adjustment reminding warning for urging an operator to perform operation to a transfer instruction part when operation for transferring information regarding a game value to the game value recording means is required, and can impart privilege to the operator for example when providing an adjustment reminding warning.SELECTED DRAWING: Figure 2
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Description

[Technical field]

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

[0002] Conventionally, there has been known a gaming machine in which an operator inserts gaming value (a medal) into an insertion slot located on the front of the gaming machine, and a medal sensor installed within the gaming machine detects that the medal has been inserted (see Patent Document 1).

[0003] Such gaming machines are provided with a hopper unit inside for receiving and paying out medals, and at the bottom of the gaming machine are provided a payout port for paying out medals, and a lower tray for storing medals paid out from the payout port.

[0004] Current gaming machines dispense medals, which are real items, so after a game is over, the medals dispensed from the gaming machine are tallied by store staff. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2021-122451 A DISCLOSURE OF THEINVENTION [Problem to be solved by the invention]

[0006] On the other hand, from the perspective of improving the efficiency of store management operations, it is conceivable that gaming machines that do not use medals, which are physical items (hereinafter referred to as "medalless machines") will be developed in the future.

[0007] In such medal-less machines, after an operator (including the player who is playing the game, store staff, or users who have finished playing) inserts banknotes into a medal dispensing machine (medal unit), medal data (for example, data regarding the number of medals) is transferred from the medal unit to the gaming machine, and it is assumed that the medal data (increase or decrease in the number of medals) is managed on the gaming machine side as the game progresses.

[0008] In addition, in such a medal-less machine, when the operator finishes playing, it is assumed that the settlement process is executed by the operator pressing the counting button. Through this settlement process, the medal data managed in the gaming machine is transferred to the medal unit. After that, the operator removes the card on which the medal data is recorded from the medal unit.

[0009] In this way, in a medal-less machine, medals, which are real objects, are not dispensed, and so the operator must perform an operation to instruct the settlement process so as not to forget to settle the medals. Therefore, in such a medal-less machine, it is expected that a warning will be issued to the operator to encourage them to avoid forgetting to settle. This warning to encourage them to avoid forgetting to settle will be displayed, for example, in text such as "Please be careful not to forget to settle your medals, and not to forget to remove your card or have it stolen."

[0010] On the other hand, simply being given a warning to prevent forgetting to settle the bill does not create much surprise and is not of sufficient benefit to the operator.

[0011] An object of the present invention is to provide a gaming machine that effectively utilizes the timing of urging a player not to forget to complete the settlement process, thereby providing an element of surprise. [Means for solving the problem]

[0012] The present invention relates to A game control unit capable of controlling the progress of a game in the gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine or installed within the gaming machine, and capable of managing the game value that changes as the game progresses; a transfer instruction unit capable of instructing to transfer information relating to the game value from the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with The output unit is It is possible to provide a warning to prevent forgetting to settle, which is a warning to urge the operator not to forget to operate the transfer instruction unit when an operation to transfer at least a part of the information on the game value to the game value recording means is required, and / or a warning to urge the operator not to forget to perform an acquisition process to acquire information for converting the game value into a real value medium, and When the warning to prevent forgetting to pay is provided, and / or when the warning to prevent forgetting to pay is provided, a reward may be given to the operator. Gaming Machines It is.

[0013] In addition, in the present invention, The output unit is capable of executing a voice warning to encourage the user to prevent forgetting to settle a bill as a warning effect to encourage the user to prevent forgetting to settle a bill, which is different from the warning effect to encourage the user to prevent forgetting to settle a bill. It is possible.

[0014] In addition, in the present invention, The output unit is It is possible to output a game presentation that is a presentation according to the progress of the game, The volume of the game sound output as the game performance can be adjusted, and Even if the volume of the game sound is adjusted, the volume of the audio warning is not adjusted. It is possible.

[0015] In addition, in the present invention, The output unit is It is possible to output a game presentation that corresponds to the progress of the game, and The volume of the audio warning is output at a volume equal to or greater than the volume of the game audio output as the game performance. It is possible.

[0016] In addition, in the present invention, The output unit is It is possible to output a game presentation that is a presentation according to the progress of the game, The volume of the game sound output as the game performance can be adjusted, and When adjusting the volume of the game sound, the volume of the audio warning is also adjusted. It is possible.

[0017] In addition, in the present invention, The game control unit is capable of progressing the game based on any one of a plurality of types of setting values ​​having different advantageous degrees of control of the progress of the game, and / or is capable of progressing the game based on any one of a plurality of types of modes related to the progress status of the game, The output unit is capable of notifying and / or suggesting the selected setting value and / or the selected mode to the operator as the privilege. It is possible.

[0018] In addition, in the present invention, The game control unit is capable of managing a schedule relating to real dates and / or times, The output unit is capable of executing a performance according to the schedule as a performance warning for encouraging the user to prevent forgetting to pay, the performance warning being different from the payment forgetting prevention warning, as the bonus. It is possible. Effect of the Invention

[0019] According to the present invention, it is possible to provide a gaming machine that is unexpected by effectively utilizing the timing of urging a player not to forget to complete the settlement process. [Brief description of the drawings]

[0020] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 1 is a block diagram illustrating a configuration of a slot machine. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] A diagram explaining the state transition of a game area. [Diagram 5] FIG. 2 is a diagram illustrating state transitions in a first game state. [Figure 6] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 7] This is a diagram explaining the range (MY) and the difference in number of coins in the advantageous zone. [Figure 8] 13 is a diagram illustrating a state in which a display for preventing addiction and a display for preventing forgetting to pay are displayed. FIG. [Figure 9] FIG. 11 is a flow chart showing the flow of the operation process of the slot machine. [Figure 10] FIG. 11 is a flow diagram showing the flow of lending processing and settlement processing. [Figure 11] 13 is a flow diagram showing the flow of a display process for preventing addiction and for preventing forgetting to settle a bill. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0021] [First embodiment] A slot machine 1 and a medal unit 7 according to an embodiment of a gaming machine of the present invention will be described with reference to Figures 1 to 11. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the gist of the present invention.

[0022] <Medal Unit 7 Configuration> 2, the medal unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with it, and the medal unit 7 can store a card 70 therein that stores medal data as electronic data in place of actual medals. The medal unit 7 can mainly perform a medal lending process associated with the transfer of medal data to the slot machine 1, which will be described below, and conversely, a card 70 ejection process associated with the transfer of medal data from the slot machine 1.

[0023] The medal unit 7 can manage medal data in the slot machine 1 by transmitting and receiving necessary data to and from the medium management section 613 of the slot machine 1.

[0024] The medal unit 7 also includes a loan button 71. When an operator inserts a bill into the medal unit 7 (an insertion signal generated by the medal unit 7 is transmitted to the slot machine 1), the operator then presses the loan button 71, whereby a loan signal is transmitted to the medium management unit 613.

[0025] In this specification, "operator" refers to all of the players who are playing the game, users who have finished playing the game, and store staff, but if necessary, they may be referred to individually as "store staff" or "player," etc.

[0026] Furthermore, the medal unit 7 receives a settlement signal and medal data from the slot machine 1 when the count button 44 of the slot machine 1 is pressed.

[0027] When the medal data is not stored in the card 70, the medal unit 7 executes a process of writing the received medal data to the card 70, and when the medal data is written in the card 70, it executes a process of updating and overwriting the medal data in the card 70.

[0028] The medal unit 7 is communicably connected to a hall computer (a computer installed in a store) and a unit management computer (a computer that manages the medal unit 7), not shown. The medal unit 7 connected to each slot machine 1 can transmit medal data stored (credited) in each slot machine 1 to the hall computer, etc. This allows the medal data of the slot machine 1 to be managed by the hall computer, etc.

[0029] When the operator presses the eject button 72, the medal unit 7 ejects the stored card 70 to the outside. In response to this, the medal unit 7 may generate an ejection signal for the card and transmit the ejection signal to the slot machine 1.

[0030] <Configuration of Slot Machine 1> The slot machine 1 of this embodiment is different from conventional slot machines in that it is communicably connected to the medal unit 7 and is a medal-less machine that allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using medal data as electronic data instead of medals, which are real objects. In the following, for the sake of convenience, "medal data" may be expressed simply as "medal."

[0031] 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front side of the cabinet 10.

[0032] A transparent reel window 200 is provided in the center of the front door 100. From this reel window 200, the operator can visually confirm a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20, which will be described later.

[0033] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for producing various effects during a game.

[0034] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.

[0035] The speaker 101 outputs predetermined BGM (background music), SE (sound effects), and voice.

[0036] The illumination unit 102 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.

[0037] An operation unit 4 is provided below the reel window 200. The operation unit 4 includes a plurality of stop switches 40, a bet switch 41, a lever 42, a digital counter 43, a count button 44, and the like.

[0038] Each stop switch 40 is provided corresponding to each reel 20. Each stop switch 40 accepts an operation for stopping the rotation of each reel 20 while the reel 20 is rotating. When stop switch 40a is pressed, the rotation of reel 20a stops, when stop switch 40b is pressed, the rotation of reel 20b stops, and when stop switch 40c is pressed, the rotation of reel 40c stops.

[0039] The bet switch 41 is used when the operator bets medals. The number of medals credited (medal data) and the number of medals bet (medal data) are managed within the slot machine 1.

[0040] The lever 42 functions as a start switch that receives an operation for spinning each of the reels 20 .

[0041] The digital counter 43 digitally displays the number of medal credits, the number of medals paid out (the number of medals acquired), the number of medals bet, and the like.

[0042] The counting button 44 can instruct the transfer of medal data from the medium management section 613 to the medal unit 7 in response to an operation by the operator. When the counting button 44 is pressed, a settlement signal is generated, and the settlement signal and medal data are transmitted to the medal unit 7, the medium management section 613, and the performance control section 620. When the medal unit 7 receives the medal data, the slot machine 1 receives a signal from the medal unit 7 indicating that the medal data has been received.

[0043] 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.

[0044] 2, the slot machine 1 includes a reel unit 2 and a control unit 6. The reel unit 2 and the control unit 6 are disposed inside a cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0045] 1 and 2, the spinning reel unit 2 includes three spinning reels 20 and three stepping motors 21. The spinning reel units 2 are disposed inside the casing 10 in correspondence with the positions of the reel windows 200.

[0046] 3 are arranged on the surface of each reel 20. When each reel 20 stops spinning, a game result determination unit 612 (described later) determines whether or not a combination of symbols displayed on a pay line L (described later) is a predetermined combination of symbols, and the game progresses.

[0047] The stepping motors 21 are provided corresponding to the respective reels 20 and drive the corresponding reels 20 .

[0048] The stepping motor 21 stops the rotation of the reel 20 corresponding to the operated stop switch 40 within 190 ms after the stop switch 40 is operated while the reel 20 is rotating. The stepping motor 21 makes one rotation in 504 steps. As a result, the reel 20 rotates at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.

[0049] The rotation and stopping of the reel 20 and the stepping motor 21 are controlled by a reel control unit 611, which will be described later.

[0050] <The flow of play by the player> A player operates the bet switch 41 to use credited medals to bet medals on the slot machine 1. When a predetermined number of medals are bet on the slot machine 1, the pay line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.

[0051] FIG. 1 illustrates an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining the winning combination. In this embodiment, when a MAX BET (3 coins bet) is made, one line L is activated.

[0052] In the following, the term "winning" refers not only to the alignment of symbols with which medals are paid out, such as bells and watermelons, on the pay line L, but also to the alignment of symbols corresponding to specific combinations, such as replays, chances, and bonuses, which do not result in the payment of medals, on the pay line L. The specific combinations in this embodiment also include the special combinations described below.

[0053] 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 switch 40 to obtain a game result including an increase / decrease process of medal data.

[0054] Specifically, when the lever 42 is operated (lever on) in a state in which a game can be started, an internal drawing is performed to determine a winning flag, and each reel 20 starts to rotate. In this state, when any of the stop switches 40 is operated, the reel 20 corresponding to the operated stop switch 40 stops. When all the reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (winning combination) that is aligned (winning) on ​​the pay line L. This ends one game.

[0055] <About game status> During play, the type of play area is set as shown in Figure 4, and one of a number of play states is set as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are performed.

[0056] The game state includes a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for the purpose of distinction for the sake of convenience.

[0057] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Fig. 5. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.

[0058] The special role non-carryover state refers to a state in which a special role (for example, a type 1 BB, which is a role continuous operation device for a type 1 special role) has not been won by an internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a predetermined condition), or when more than a predetermined number of medals are paid out in the special role implementation state.

[0059] The bonus internal state is 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 is 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 effective line L, and the special role has not yet been won. In addition, if the winning of the 1st type BB is in a carryover state, no further drawing of the 1st type BB will be performed.

[0060] The special role implementation state refers to a state in which a special role has been won by an internal lottery and no more than a predetermined number of medals have been paid out.

[0061] During a game of the slot machine 1, the operator continues the game without winning the special role carried over, with the first game state remaining in the special role carried over state.

[0062] The slot machine 1 in this embodiment is an AT (assist time) machine. In the AT machine, for example, before the store opens, the first game state is set to a bonus internal state by the operation of the store staff, and under this state, the operator enjoys playing by transitioning to the second game state.

[0063] The second gaming state is either a normal gaming state or an AT (an example of an advantageous gaming state) as shown in Fig. 6. In the second gaming state, the normal gaming state and the AT are in an exclusively established relationship.

[0064] The general game state is a state other than the AT, that is, a state in which the assist function does not occur (or is unlikely to occur). For example, after the RAM is cleared or the AT ends, the second game state is set to the general game state until the AT lottery is won.

[0065] AT is a state in which the assist function (AT function) is activated, which notifies the player of the correct order (correct operation order) of pressing the stop switch 40 for a role other than the special role that has been won by internal drawing, via the LCD screen 3, speaker 101, and illumination unit 102.

[0066] When the game zone is an advantageous zone, the AT lottery is performed according to the winning combination (such as a rare combination) by the internal lottery. When the AT is won in the AT lottery (the AT transition signal is generated) while the game zone is an advantageous zone, the second game state transitions from the general game state to the AT.

[0067] When a predetermined number of games have elapsed since the start of play in the AT, when the total number of medals paid out since the start of play in the AT reaches a predetermined number, or when the assist is executed a specified number of times, the second game state transitions from the AT to the general game state. This ends the AT.

[0068] <About the game area> The above-mentioned game zone is a state (zone) for determining whether or not the processing related to the instruction function is performed. As shown in FIG. 4, the game zone is composed of 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.

[0069] Processing related to the instruction function includes, for example, processing to exercise the instruction function (providing assistance), mode (mode in which the AT winning probability is determined) lottery, mode transition processing, CZ (chance zone with high AT winning probability) lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of the AT), AT processing, etc.

[0070] The normal zone is a zone where processing related to the instruction function cannot be executed, but where a lottery for transition to the advantageous zone is conducted. As a result of playing in the normal zone, the game zone transitions from the normal zone to the advantageous zone depending on the internally drawn role. Note that while the game zone is the normal zone, the second game state is the general game state.

[0071] 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 proceeds in a general gaming state and an advantageous zone in which the second gaming state proceeds in a CZ or AT. The advantageous zone is maintained in the gaming zone from when the gaming zone transitions to the advantageous zone until a predetermined end condition is met.

[0072] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 mainly includes a main control unit 61 and a sub control unit 62.

[0073] The main control unit 61 performs control for progressing the game, such as controlling the internal lottery and the spinning reel 20.

[0074] The sub-control unit 62 performs control related to the presentation based on signals transmitted from the main control unit 61.

[0075] Each of the main control unit 61 and the sub control unit 62 is composed of a CPU, a RAM, and a ROM.

[0076] The ROM of the main control unit 61 stores programs directly related to the progress of the game (for example, control of the spinning reel 20, settlement processing, and ball output control).

[0077] In addition, the ROM of the sub-control unit 62 stores programs indirectly related to the progress of the game (for example, the control of the presentation of the liquid crystal screen 3, the control of the LEDs of the illumination unit 102, and the sound control of the speaker 101).

[0078] The RAM of the main control unit 61 stores game data necessary for the progress of the game.

[0079] The game data includes the current number of games, as well as data indicating which state or section each game state and game section is in. Therefore, the game data in this embodiment includes data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0080] The RAM of the sub-control unit 62 stores various data related to performance control.

[0081] The CPU functions as a main control unit 61 and a sub-control unit 62 by reading and executing the programs in the ROM.

[0082] The main control unit 61 functions as an internal lottery unit 610, a spinning reel control unit 611 (part of the game control unit), a game result determination unit 612 (part of the game control unit), a medium management unit 613 (corresponding to a value management unit), a setting value control unit 614 (part of the game control unit), a section control unit 615 (part of the game control unit), a game status control unit 616 (part of the game control unit), an RT status control unit 617 (part of the game control unit), a schedule management unit 618 (part of the game control unit), and a function operation unit 619 (part of the game control unit).

[0083] The sub-control unit 62 functions as a performance control unit 620 (corresponding to an output unit).

[0084] <Internal lottery section 610> The internal drawing unit 610 performs an internal drawing based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, the internal drawing unit 610 performs an internal drawing based on an internal drawing table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state and the second game state and the game section when the lever 42 is operated.

[0085] Then, 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 result determination unit 612, the game state control unit 616, the performance control unit 620, and the like.

[0086] The internal lottery table shows information on possible winning combinations in an internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table according to a combination of the RT state (described later) and the type of bonus when the lever 42 is operated.

[0087] In addition, the information on the winning combinations shown in the internal lottery table is set with one or more winning combinations corresponding to the combinations in association with each other. The winning combinations include losing winning combinations where no medals are paid out, as well as push order winning combinations (e.g., push order lip, push order bell) where medals are paid out if the order in which the stop switches 40 are pressed is correct.

[0088] If the push order role is won and the stop switch 40 is pressed in the correct push order, the push order role wins and the player can win a number of medals (e.g., 8 medals) according to the role. If the stop switch 40 is not pressed in the correct push order even though the push order role is won, the push order role will not win or a different role (such as a 1-coin role) will win.

[0089] In addition, the push order role is also won and established during the general game state. However, if the push order role is won during the general game state, the correct push order is not basically notified, so the push order role may be missed or the number of medals paid out may be one. On the other hand, during AT, the correct push order is notified, so there is a high possibility that multiple medals (for example, eight medals) will be paid out.

[0090] <Rotary reel control unit 611> The spinning reel control unit 611 controls the driving of the stepping motor 21 based on the operation of the lever 42 or each stop switch 40, and performs rotation start control to start the rotation of each spinning reel 20 or rotation stop control to stop the rotation.

[0091] Specifically, when the lever 42 is operated while all of the reels 20 have stopped spinning, the reel control unit 611 starts the rotation of all of the reels 20. When the stop switch 40 corresponding to at least one reel 20 is operated while the reel 20 is spinning, the reel control unit 611 stops the rotation of the reel 20 corresponding to the operated stop switch 40.

[0092] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reel 20 based on the operation of the stop switch 40 so that the combination of symbols corresponding to the role indicated by the winning flag (excluding the flag for a special role), which is the internal lottery result, is positioned on the pay line L of the reel 20, thereby causing the role to win.

[0093] In addition, in the control of stopping the rotation by the player during a game, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination obtained by the internal drawing and the position of the rotation reel 40 corresponding to the operated stop switch 40. The pull-in control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. The kick-off control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the non-winning combination are not aligned on the pay line L.

[0094] In addition, when a special role is won, the reel control unit 611 can, based on the operation of the lever 42 immediately before the special role is won and the operation of the stop switch 40 immediately after the special role is won, spin and stop the reel 20 but not win the special role.

[0095] <Explanation of the Game Result Judgment Unit 612> The game result determination unit 612 determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops. The result of the game is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0096] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result is transmitted as a game result determination signal from the game result determination unit 612 to the medium management unit 613 and the sub-control unit 62.

[0097] <Explanation of the Media Management Unit 613> The media management unit 613 decreases the number of credits according to the number of medals bet when medals are bet based on the player's operation, and increases the number of credits when medals are credited based on the player's operation.

[0098] In addition, when the acquisition flag is established as a winning flag by the internal lottery and an acquired winning combination is won based on the player's operation, the media management unit 613 increases the number of credits according to the number of medals paid out based on the type of acquired winning combination that has been won.

[0099] In addition, as shown in Figure 7, the media management unit 613 calculates the difference in the number of medals (hereinafter referred to as the "favorable zone difference in number"), which is the cumulative value of the number of medals paid out minus the number of medals bet in the favorable zone (the period from when the game zone transitions from the normal zone to the favorable zone until it transitions back to the normal zone).

[0100] In this embodiment, when the advantageous zone difference number becomes +2400, the media management unit 613 initializes the advantageous zone difference number to 0 (zero). For example, when the difference number is -300 when the game zone shifts to the advantageous zone, the media management unit 613 initializes the advantageous zone difference number when the difference number becomes +2100 (in this case, the advantageous zone difference number becomes +2400) based on the -300. When the advantageous zone difference number becomes +2400, the media management unit 613 transmits a signal to that effect to the zone control unit 615. As a result, the zone control unit 615 shifts the game zone to the normal zone.

[0101] In addition, the media management unit 613 initializes the advantageous zone difference number to 0 (zero) when the advantageous zone ends due to a specified condition being met other than when the advantageous zone difference number becomes +2400.

[0102] The media management unit 613 starts calculating the difference in the number of sheets in the advantageous zone when the gaming zone transitions again to the advantageous zone.

[0103] 7, the medium management unit 613 calculates a range (MY) which is the difference between the maximum and minimum of the difference in the number of medals, using the difference in the number of medals, which is the cumulative value of the number of medals paid out minus the number of medals bet since the slot machine 1 was last turned on. Unlike the advantageous zone difference in the number of medals described above, this range (MY) is calculated for all play zones (advantage zones and normal zones), that is, continuously as long as the slot machine 1 is turned on. The range (MY) is also an example of a parameter related to the game value paid out in a game during a predetermined period.

[0104] This information regarding the range (MY) is transmitted to the function operation unit 619 and is used for the complete function described later.

[0105] The medium management unit 613 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff after the complete function is activated.

[0106] <Explanation of the setting value control unit 614> The set value control unit 614 performs game progress using one of a plurality of set values ​​(for example, 1 to 6) with different advantageous degrees of game progress control based on the operation of the store staff. This set value is set for each slot machine 1. Information on the set value set by the set value control unit 614 is transmitted to the internal lottery unit 610, etc.

[0107] Depending on which setting value is used, the advantage of the game progress, for example, the machine odds, the probability of winning a specific small role such as a common bell, the probability of winning the CZ or the probability of winning the AT, etc. For example, the larger the setting value (the closer to 6), the greater the advantage of the game progress (for example, the larger the machine odds).

[0108] Although not shown in the figure, the slot machine 1 further includes a setting key. The setting key is a switching key to a setting change mode. The setting value control unit 614 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0109] <Section control unit 615> As shown in FIG. 4, the interval control unit 615 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.

[0110] When the gaming zone is a normal zone, the zone control unit 615 performs a zone transition drawing to determine whether to maintain the normal zone state or transition to an advantageous zone. When the zone transition drawing is won, the zone control unit 615 sets (transitions) the gaming zone to an advantageous zone. When a specific lottery target role (e.g., cherry, chance eye) is won, a drawing is performed to determine whether or not to conduct a zone transition drawing, and if the result is a win, the zone transition drawing is performed.

[0111] Furthermore, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or to transition to a normal zone (whether to terminate the advantageous zone). For example, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether the second gaming state has transitioned from the AT to a general gaming state. For example, when the second gaming state has transitioned to a general gaming state, the zone control unit 615 can transition the gaming zone from the advantageous zone to the general zone.

[0112] In addition, when the section control section 615 receives a signal from the medium management section 613 indicating that the advantageous section difference number has reached +2400, or when a predetermined condition is met other than when it has reached +2400, the section control section 615 forcibly shifts the game section from the advantageous section to the normal section. For example, if the advantageous section difference number becomes -1000 after entering the advantageous section, the operator can win up to 1000 + 2400 = 3400.

[0113] Furthermore, when the slot machine 1 is powered on or the RAM is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the immediately preceding game interval.

[0114] <Game status control unit 616> The gaming state control unit 616 sets the first gaming state and the second gaming state.

[0115] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a bonus internal state, and a special role implementation state, and sets the second game state to any one of a general game state and an AT.

[0116] The gaming state control unit 616 sets the first gaming state to a special role non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0117] Then, when a special role is won by the internal lottery but the special role is not won, the gaming state control unit 616 sets the first gaming state to the bonus internal state.

[0118] When a predetermined condition is met in the bonus internal state (for example, when the RAM is cleared or a setting value is changed), the game state control unit 616 transitions the first game state from the bonus internal state to a special role non-carryover state.

[0119] In the special role non-carryover state, when a special role is won and a special role is awarded, the game state control unit 616 transitions the first game state from the special role non-carryover state to the special role implementation state.

[0120] Furthermore, in the bonus internal state, when a special combination is won, the gaming state control unit 616 transitions the first gaming state from the bonus internal state to a special combination implementation state.

[0121] In addition, when a predetermined condition is satisfied in the special role implementation state or when more than a predetermined number of medals are paid out, the game state control unit 616 transitions the first game state from the special role implementation state to a special role non-carryover state.

[0122] 6, the game state control unit 616 determines whether to set the second game state to the AT based on the result of the AT drawing. Specifically, when the AT drawing, which is performed when the game zone is an advantageous zone, is won, the game state control unit 616 sets the second game state to the AT.

[0123] On the other hand, if the AT lottery is not won, the gaming state control unit 616 sets the second gaming state to the general gaming state.

[0124] In addition, when the AT ends, the gaming state control unit 616 transitions the second gaming state from the AT to a general gaming state.

[0125] In addition, as shown in FIG. 6, the game state control unit 616 selects one mode out of a plurality of types of modes related to the progress of the game (for example, a normal mode in which it is difficult to win the AT lottery, a high-probability mode in which it is easy to win the AT lottery) for the second game state. Then, the game state control unit 616 executes the AT lottery with the AT winning probability associated with the selected mode.

[0126] <Explanation of RT state control unit 617> The RT state control unit 617 can carry out the game progress using one RT state out of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) at which the flag of the replay is established as a winning flag determined in advance, and the RT state control unit 617 can transition the RT state when a predetermined combination (for example, a special combination) wins.

[0127] In the present embodiment, the RT state control unit 617 makes the RT state different between the special combination execution state and the other states (special combination non-carry-over state, bonus internal state). Also, the RT state control unit 617 maintains the same RT state between the special combination non-carry-over state and during the bonus. And the RT state control unit 617 does not transition the RT state during the bonus in which the AT is executed.

[0128] <Schedule management unit 618> The schedule management unit 618 can manage schedules related to the actual date and / or time. The schedule management unit 618 manages, for example, information for executing a predetermined event at 10:00 every Monday, and manages the current date and time (Real Time Clock). This information is transmitted to the effect control unit 620.

[0129] <Function operation unit 619> The function operation unit 619 receives information regarding the range (MY) transmitted from the medium management unit 613.

[0130] Then, when the range (MY) becomes equal to or greater than the first range, for example 18500, the function activation unit 619 generates information regarding a pre-notification indicating that activation of the complete function is imminent.

[0131] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing unless the power is turned off and on by the store staff.

[0132] The operation related to the game here means the operation for playing one game, and includes the operation of the bet switch 41 for betting medals, in particular, as the operation for starting the spinning reel 20. When the complete function is activated, such an operation related to the game cannot be accepted, so no medal bet processing will be performed no matter how many times the bet switch 41 is operated while the complete function is activated.

[0133] The information regarding the advance notification is transmitted to the performance control unit 620 for every game while the information is being generated by the function operation unit 619. This causes the advance notification to be performed by the performance control unit 620. The information regarding the advance notification is used as one of the conditions for starting the display of the settlement forget prevention display, as described later.

[0134] Furthermore, when the range (MY) falls below the first range of 18,500, the function activation unit 619 stops generating information related to advance notification. As a result, the performance control unit 620 stops providing advance notification.

[0135] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 620, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 620. In this way, by making the information regarding the advance notification into a flag format, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 620.

[0136] Moreover, the function activation unit 619 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.

[0137] The function activation unit 619 releases the complete function when the store staff turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being turned off, not only is the complete function released, but the range (MY) is reset to 0 (zero). Therefore, no advance notice is given, and playing with the slot machine 1 becomes possible in a state where the conditions for reactivating the complete function are no longer met.

[0138] <Direction control unit 620> The performance control unit 620 displays a performance image (hereinafter referred to as a "game performance") selected from a plurality of types of performance images on the liquid crystal screen 3 based on the game progress, and outputs sound effects and background music corresponding to the performance image from the speaker 101. For example, when an AT is won, the performance control unit 620 selects a performance pattern for displaying that fact on the liquid crystal screen 3, and performs display control of the liquid crystal screen 3, audio output control of the speaker 101, and light emission control of the illumination unit 102 according to the performance pattern.

[0139] In addition, during the AT, the performance control unit 620 causes at least one of the liquid crystal screen 3 and the speaker 101 to announce the correct push order when the push order role is won.

[0140] (About the display to prevent addiction and forgetting to pay) In addition, the performance control unit 620 can display (an example of providing) an addiction prevention display (an example of an addiction prevention warning) and a payment prevention display (an example of a payment prevention warning) on ​​the LCD screen 3 without superimposing them on each other.

[0141] The addiction prevention display is a warning to encourage the player not to become too addicted to the game. The addiction prevention display is, for example, text or an image such as "Pachislot is a game that should be enjoyed in moderation" or "Be careful not to become addicted."

[0142] The display to prevent forgetting to settle is a warning to encourage the operator not to forget to operate the counting button 44 when it is necessary to transfer all of the credited medal data to the medal unit 7 in order to end a game, and a warning to encourage the operator not to forget to remove the card (an example of an acquisition process). The display to prevent forgetting to settle is, for example, text or an image such as "Please be careful not to forget to settle medals, or to forget to remove or have your card stolen."

[0143] (Display mode) In this embodiment, examples of the mode in which the addiction prevention display and the payment forgetting prevention display are displayed without being superimposed on each other include the following modes 1 and 2.

[0144] (1) Aspect 1 The performance control unit 620 can simultaneously display an addiction prevention display and a payment forget prevention display in different locations on the liquid crystal screen 3. As an example, as shown in Fig. 8(a), the performance control unit 620 can display an addiction prevention display in the upper left of the liquid crystal screen 3, and simultaneously display a payment forget prevention display in the lower right of the liquid crystal screen 3. This allows these prevention displays to be displayed simultaneously on the liquid crystal screen 3 without being overlapped with each other.

[0145] In this case, the performance control unit 620 can start displaying the addiction prevention display and the payment forgetting prevention display at the same timing. Also, the performance control unit 620 can vary the display start timing, for example, by first displaying the addiction prevention display and then displaying the payment forgetting prevention display before erasing the addiction prevention display. Even in this case, the addiction prevention display and the payment forgetting prevention display may be displayed at the same time on the same liquid crystal screen 3.

[0146] (2) Mode 2 Furthermore, the performance control unit 620 can display both the addiction prevention display and the payment forgetting prevention display in the same location (for example, the upper left of the liquid crystal screen 3) on the liquid crystal screen 3. In this case, the performance control unit 620 differentiates the display timing of the addiction prevention display and the payment forgetting prevention display, as shown in Figs. 8(b) and (c).

[0147] For example, the performance control unit 620 can display the addiction prevention display shown in Figure 8(b) for a predetermined period of time (e.g., 3 seconds) and then erase it, and then display the payment forgetting prevention display shown in Figure 8(c) for a certain period of time (e.g., 5 seconds).

[0148] When the display to prevent immersion and the display to prevent forgetting to pay are displayed consecutively (continuously) in the same place on the liquid crystal screen 3, an interval of about one second can be provided between the display to prevent immersion and the display to prevent forgetting to pay in order to prevent residual images. In this way, by providing an intermittent time between the displays, it becomes easier for the operator to recognize that they are different information.

[0149] Alternatively, the performance control unit 620 may gradually erase the addiction prevention display from left to right on the liquid crystal screen 3 while simultaneously displaying the payment forget prevention display from left to right. In this case, no intermittent time is provided between displays, but the display format of the information that the operator should be aware of (addiction prevention display, payment forget prevention display) creates a sense of unity by intentionally displaying them in the same place.

[0150] In addition, in both the first and second modes, the presentation control unit 620 can display an indication to prevent addiction and an indication to prevent forgetting to settle on the same liquid crystal screen 3, superimposed on the game presentation.

[0151] More specifically, the presentation control unit 620 can display game presentations (for example, scenes in which the player character fights against an enemy character during AT, etc.) in accordance with the progress of the game, and can display displays to prevent addiction and displays to prevent forgetting to settle superimposed on the game presentation.

[0152] At this time, the performance control unit 620 can set the layer that displays the display to prevent addiction and the layer that displays the display to prevent forgetting to settle the bill above the layer that displays the game performance. This makes it possible to prevent the display to prevent forgetting to settle the bill and the like from being hidden by the game performance and becoming difficult to see.

[0153] In addition, the performance control unit 620 may determine whether the sinking prevention display and the payment forgetting prevention display will be displayed in the first or second manner by a predetermined lottery.

[0154] For example, if the setting value actually set is the most advantageous value for the player, the performance control unit 620 may adopt mode 1 with a probability of 80% and mode 2 with a probability of 20%; if the current mode is the most advantageous mode for the player, the performance control unit 620 may adopt mode 1 with a probability of 70% and mode 2 with a probability of 30%; or may decide by lottery whether to select mode 1 or mode 2 depending on the performance content of the layer below (for example, the content of the game performance).

[0155] Furthermore, when importance (for example, the more the effect is desired to be emphasized, the higher the effect's importance) is assigned to the effect in the lower layer, the higher the importance of the effect in the lower layer, the more the effect control unit 620 can select mode 2. This is because when mode 1 is selected, a large portion of the effect will be hidden.

[0156] In addition, the mode to be adopted may be determined in advance by the display start condition described later. Specifically, for example, when a bill is inserted into the medal unit, a display to prevent forgetting to settle is displayed in mode 1, and when the AT ends, a display to prevent forgetting to settle is displayed in mode 2.

[0157] In addition, even if the effect control unit 620 displays the addictive prevention display and the payment forgetting prevention display, the operator can continue playing. In other words, the addictive prevention display and the payment forgetting prevention display can be displayed across several games. In this case, the effect of the lower layer is changed across games, but the display can be made not to change across games.

[0158] (display start condition) In this embodiment, the performance control unit 620 can start a display to prevent addiction and a display to prevent forgetting to pay when at least one of the following conditions is satisfied. (1) When a bill is inserted into the medal unit 7 (2) When medal data is transferred from the medal unit 7 to the media management unit 613 (3) At the end of AT (4) When an error is detected in slot machine 1 (5) When the complete function is about to be activated (6) When the complete function is activated (7) When the count button 44 is pressed Each of these will be explained below.

[0159] (1) When a bill is inserted into the medal unit 7 When a bill is inserted into the medal unit 7, the performance control unit 620 displays the slip prevention display and the payment forget prevention display on the liquid crystal screen 3 without superimposing them. That is, when a bill is inserted into the medal unit 7, the performance control unit 620 receives an insertion signal from the medal unit 7, and can display the slip prevention display and the payment forget prevention display based on that. In this case, the performance control unit 620 can select and adopt either mode 1 or 2.

[0160] (2) When medal data is transferred from the medal unit 7 to the media management unit 613 When the medium management unit 613 receives the lending signal and medal data transmitted from the medal unit 7, the performance control unit 620 displays the addiction prevention display and the payment forgetting prevention display on the liquid crystal screen 3 without superimposing them. In this case, the performance control unit 620 can select and adopt either mode 1 or 2.

[0161] (3) At the end of AT When the AT ends, the performance control unit 620 can display the addiction prevention display and the payment forget prevention display on the liquid crystal screen 3 without superimposing them. Specifically, when the performance control unit 620 displays the AT result screen (during result performance) on the liquid crystal screen 3, it displays the addiction prevention display and the payment forget prevention display on the liquid crystal screen 3 superimposed on the AT result screen. In this case, it is preferable to adopt mode 2 rather than mode 1. This is because if mode 1 is adopted and setting suggestions are made on the AT result screen (in the examples of Figures 8(b) and (c), lines and characters that correspond to the setting values), the result screen may be hidden and the setting suggestions may not be clearly visible.

[0162] In this embodiment, the performance control unit 620 can prevent the player from displaying the prevention of addiction and the prevention of forgetting to settle while the AT is continuing. Specifically, when the count of the number of medals to be paid out is displayed on the liquid crystal screen 3 during the AT, the performance control unit 620 can prevent the player from displaying the prevention of addiction and the prevention of forgetting to settle. This is because the operator may feel uncomfortable if the prevention of addiction and the prevention of forgetting to settle are displayed while the AT is continuing.

[0163] In this embodiment, the first gaming state may include a so-called pseudo bonus using the AT, in addition to the general gaming state and the AT. In this case, the performance control unit 620 can display the display to prevent addiction and the display to prevent forgetting to settle not only when the AT ends, but also when the pseudo bonus ends. Also, during the pseudo bonus, when the liquid crystal screen 3 is displaying the count of the number of medals paid out, the performance control unit 620 can prevent addiction and the display to prevent forgetting to settle. In this case, as described above, mode 2 is more preferable than mode 1.

[0164] In addition, special roles may be prepared that are used in AT (for example, a special role used in a so-called zero bonus in which two coins are bet and two coins are paid out for several consecutive games, thereby increasing the probability of replay) and a special role used in a so-called real bonus in which more than 280 coins are paid out.

[0165] In this case, not only when the AT ends, but also when the real bonus ends, the performance control unit 620 can display the display to prevent addiction and forgetting to settle. Also, during the real bonus, when the count display of the number of medals paid out is being displayed on the liquid crystal screen 3, the performance control unit 620 can prevent addiction and forgetting to settle from being displayed.

[0166] (4) Explanation when an error is detected on slot machine 1 When an error is detected in the slot machine 1, the performance control unit 620 displays the addiction prevention display and the settlement forgetting prevention display on the liquid crystal screen 3 without superimposing them.

[0167] Specifically, when an error notification is displayed when a backup abnormality is detected (for example, when the check result of the backup written at the time of power outage is a value other than the normal value and the setting key is off when power is restored) or when an unauthorized payout occurs (for example, when the payout signal is on even though there is no output of the transfer processing signal), the performance control unit 620 displays the addiction prevention display and the payment forgetting prevention display on the LCD screen 3 without superimposing them.

[0168] Note that "there is no output of the transfer processing signal" means that the transfer signal has not actually been sent from the slot machine 1 to the medal unit 7, and "the payout signal is on" means that the main control unit 61 of the slot machine 1 is internally instructing the transfer of medal data from the slot machine 1 to the medal unit 7.

[0169] The addiction prevention display and the payment forgetting prevention display are displayed on the liquid crystal screen 3, superimposed on the error notification. More specifically, the layer on which the addiction prevention display is displayed is set to be higher in the hierarchy than the layer on which the payment forgetting prevention display is displayed, and the layer on which the payment forgetting prevention display is displayed is set to be higher in the hierarchy than the layer on which the error notification is displayed. In this case, the performance control unit 620 selects and adopts either mode 1 or 2.

[0170] Then, the performance control unit 620 redisplays the display to prevent addiction and the display to prevent forgetting to pay, even after the error is cleared.

[0171] (5) When the complete function is about to be activated The performance control unit 620 can decide whether or not to display a display to prevent addiction and a display to prevent forgetting to pay, based on the proximity of the activation of the completion function, when it receives information regarding a prior notification from the media management unit 613.

[0172] For example, when the range (MY) is less than 16,000, the performance control unit 620 can display a display to prevent forgetting to pay with a 20% probability, and when the range (MY) is 18,500 or more, the performance control unit 620 can display a display to prevent forgetting to pay with a 90% probability.

[0173] At this time, the performance control unit 620 can make the character speak lines such as "Please press the count button when you finish playing" as a warning to prevent forgetting to pay, in addition to the display to prevent forgetting to pay mentioned above. The warning to prevent forgetting to pay can be output as a part (part) of the performance during normal play or AT, regardless of the actual range (MY).

[0174] (6) When the complete function is activated When the function activation unit 619 activates the completion function, the performance control unit 620 displays the addiction prevention display and the payment forgetting prevention display without superimposing them on the liquid crystal screen 3. In this case, the performance control unit 620 selects and adopts either mode 1 or mode 2.

[0175] (7) When the count button 44 is pressed When the counting button 44 is pressed, the performance control unit 620 displays the addiction prevention display and the payment forget prevention display on the liquid crystal screen 3 without superimposing them. In other words, when the counting button 44 is pressed, the performance control unit 620 can display the addiction prevention display and the payment forget prevention display based on the received payment signal. In this case, the performance control unit 620 can select and adopt either mode 1 or 2. However, when the setting suggestion screen is displayed in response to pressing the payment switch 44, it is preferable to adopt mode 2 rather than mode 1.

[0176] When the counting button 44 is pressed, the operator cannot bet medals and cannot continue playing the game. This is because pressing the settlement switch 44 transfers medal data from the slot machine 1 to the medal unit 7 and erases the medal data from the slot machine 1.

[0177] The above-mentioned display start conditions include a condition in which the addiction prevention display and the payment prevention display start displaying at the same time, and a condition in which the addiction prevention display and the payment prevention display start displaying at different times.

[0178] The condition for displaying the images at the same time or the condition for displaying the images at different times, which of these conditions is adopted, can be determined by a predetermined drawing. A specific example of the predetermined drawing has already been described, so it will not be described here.

[0179] Also, depending on the type of display start condition, it may be preset to start displaying at the same timing or at different timings. For example, when the complete function is activated, the display starts at the same timing, and when the AT ends, the display starts at a different timing.

[0180] <Display deletion conditions> In this embodiment, the performance control unit 620 can erase the display to prevent addiction and the display to prevent forgetting to pay when at least one of the following conditions is met. (1) When a certain amount of time has passed since the display to prevent users from becoming addicted and the display to prevent users from forgetting to pay have been activated (2) When card 70 is removed from medal unit 7 Each of these will be explained below.

[0181] (1) When a certain amount of time has passed since the display to prevent users from becoming addicted and the display to prevent users from forgetting to pay have been activated For example, the performance control unit 620 can erase the addiction prevention display 3 seconds after the addiction prevention display is started, and then erase the payment forgetting prevention display 10 seconds after the payment forgetting prevention display is started. In this case, mode 1 is adopted. Also, the payment forgetting prevention display may continue to be displayed across several games depending on its display time.

[0182] (2) When card 70 is removed from medal unit 7 The performance control unit 620 can erase the display for preventing addiction and the display for preventing forgetting to settle after acquiring a signal indicating that the card 70 has been discharged from the medal unit 7. In this case, the performance control unit 620 selects and adopts either mode 1 or 2.

[0183] In addition, if the performance control unit 620 has not received an ejection signal from the medal unit 7 even after, for example, one minute has passed since the counting button 44 was pressed, the performance control unit 620 can display an indication to prevent addiction and an indication to prevent forgetting to settle, as well as a notification to emphasize that the card 70 has not been ejected.

[0184] The notification for emphasizing that the card 70 has not been ejected may be, for example, in the following manner. The character says, "You haven't removed your card!" and slot machine 1 lights up. The anti-addiction display will remain the same, but the anti-forget-to-pay display will turn red or gold, or the text size will increase. The longer the time that passes without Card 70 being removed, the louder the character's voice will become and the character's lines will gradually change. When card 70 is removed, the character will say "Thank you! See you later!" Unless the card 70 is removed, the display contents (including the display to prevent addiction and the display to prevent forgetting to settle) on the liquid crystal screen 3 of the slot machine 1 will not change.

[0185] If the setting "the display content of the liquid crystal screen 3 does not change unless the card 70 is removed" is adopted, the slot machine 1 is left unused without being played, but in this case, it is possible to prevent the screen from transitioning to the attract screen. Then, when the card 70 is removed, the display to prevent forgetting to settle is erased, and after a certain time has passed since the slot machine was not played, the screen transitions to the attract screen.

[0186] Furthermore, when the display start condition is when medal data is transferred from the medium management unit 613 to the medal unit 7 (i.e., when the count button 44 is pressed), it is preferable that, of the display stop conditions (1) and (2), (2) takes precedence. In this case, it is possible to further urge the operator to prevent forgetting to remove the card 70.

[0187] When the performance control unit 620 starts displaying the addiction prevention display and the payment prevention display at the same time, the performance control unit 620 can either erase the addiction prevention display and the payment prevention display at the same time or erase them at different times.

[0188] Also, the performance control unit 620 can adopt various combinations / modes for the combination of the display start condition and the display deletion condition. For example, when the addiction prevention display and the settlement forgetting prevention display are started at the end of the AT, the performance control unit 620 can delete these displays when a certain time has passed since the start, and when the counting button 44 is pressed, the display can be deleted when the card 70 is removed from the medal unit 7. Also, depending on the content of the performance of the lower layer (for example, a winning combination display, a provocative performance), it may be selected that the settlement forgetting prevention display and the like are deleted after a certain time, or when the card 70 is removed.

[0189] (Bonus) In addition, the performance control unit 620 can provide a specific benefit to the operator when the payment forget prevention display is displayed. By providing a benefit in addition to simply displaying the display, it is possible to encourage the operator to notice that the payment forget prevention display has been displayed, rather than regarding it as simply an information display. The following is an example of such a benefit.

[0190] (1) Benefit example 1 In the first example of the benefit, the performance control unit 620 issues a sound warning (voice warning) to encourage the operator to prevent forgetting to settle the bill. That is, the aforementioned display for preventing forgetting to settle the bill is a visual warning, but by issuing a voice warning, which is an auditory warning, the operator can be encouraged to prevent forgetting to settle the bill.

[0191] In addition, when it is possible for the performance control unit 620 to adjust the volume of the game sound output as one of the game performances according to the progress of the game based on the operation of the operator, the performance control unit 620 can exclude the volume of the voice warning from the volume adjustment of the normal game performance, etc. In addition, the performance control unit 620 can set the volume of the voice warning to be equal to or higher than the volume of the game sound.

[0192] The volume of the voice warning may be the same as that of the error sound, or may be fixed. If the volume of the voice warning is fixed, it may be adjustable by the store staff, but may not be adjustable by the player. In this case, the volume adjustment mechanism for the voice warning is located inside the cabinet and cannot be touched by the player.

[0193] (2) Benefit example 2 In the second special feature, the performance control unit 620 notifies or suggests the selected setting value to the operator. For example, when a voice warning such as "Be careful not to forget to take your card!" is given in a character voice that is different from the usual one, it suggests that the setting value is high (for example, 4, 5, 6), and when a voice warning such as "Be careful not to forget to take your card!" is given in a different tone from the usual one, it suggests that the setting value is an even number. In this way, by making the setting suggestion a special feature of the display to prevent forgetting to settle, the voice warning can be more easily recognized, and therefore it can serve as a strong warning.

[0194] (3) Benefit example 3 In the third example of the benefit, the performance control unit 620 notifies or suggests the currently selected mode to the operator. For example, when the illumination color of the illumination unit 102 of the cabinet 10 is red, it suggests that the player is in a high probability mode with a high probability of winning the AT, and when the illumination color of the illumination unit 102 is rainbow, it suggests that the player is in a high expectation mode with a low ceiling number of games to forcibly activate the AT. In this way, by making the mode suggestion a benefit to prevent forgetting to settle, the player can be more aware of the warning to prevent forgetting to settle, and this can serve as a strong warning.

[0195] (4) Bonus example 4 In the fourth special benefit example, when it is the birthday of an enemy character appearing in a game performance, the enemy character speaks a line such as "Be careful not to forget to take your card!". The performance control unit 620 can determine whether it is a character's birthday by receiving date information from the schedule management unit 618. The performance control unit 620 can also make character A give a voice warning on Monday, character B give a voice warning on Tuesday, and so on. In this way, by combining the specifications specific to the slot machine 1 with the actual schedule to give a warning, it leads to a desire to play a specific slot machine on a specific day, and also makes the user more aware of the warning to prevent forgetting to settle, so that it can be a powerful warning.

[0196] (others) Furthermore, when the performance control unit 620 receives information regarding a prior notification (a display indicating that the complete function will be activated soon), it displays a notification on the liquid crystal screen 3 such as "The complete function will be activated soon!".

[0197] When the performance control unit 620 issues a pre-notification at the same time as the addiction prevention display and the payment forgetting prevention display, the performance control unit 620 makes the display location of the pre-notification different from the display locations of the addiction prevention display and the payment forgetting prevention display, or staggers the display start timings of these. For example, the performance control unit 620 can display a pre-notification in the upper left of the liquid crystal screen 3, and display the addiction prevention display in the lower right of the liquid crystal screen 3, and then display the payment forgetting prevention display.

[0198] <Basic operation process flow of slot machine 1> The flow of basic operational processing of the slot machine 1 will be described with reference to FIG.

[0199] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 619 determines whether or not the slot machine 1 is in a playable state (whether or not the complete function is activated) (step S101).

[0200] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0201] On the other hand, if the slot machine 1 is in a playable state (S101: YES), the main control unit 61 of the slot machine 1 displays the number of credited medals on the digital counter 43 and accepts the operation of the bet switch 41, lever 42, etc. by the operator, provided that medal data has been transferred from the medal unit 7. This causes the slot machine 1 to enter a play start state (step S102).

[0202] Next, the medium management unit 613 starts counting the range (MY) (step S103). After that, the medium management unit 613 counts the range (MY) for each game regardless of whether it is a normal zone or an advantageous zone.

[0203] Next, the interval control unit 615 causes the game to proceed in the normal interval (step S104).

[0204] Next, the game state control unit 616 causes the game to proceed in the normal game state (step S105).

[0205] Next, the zone control unit 615 judges whether or not the game zone is an advantageous zone (including whether or not the zone transition lottery has been won, and whether or not the state of the advantageous zone is maintained) (step S106).

[0206] If the game zone is not a favorable zone (S106: NO), the process returns to step S104.

[0207] On the other hand, if the game zone is a favorable zone (S106: YES), the zone control unit 615 counts the favorable zone difference number (in a game that has moved to the favorable zone, counting of the favorable zone difference number starts) (step S107). After this, the zone control unit 615 continues counting the favorable zone difference number while the game zone is a favorable zone (in both the general game state and the AT).

[0208] Next, the gaming state control unit 616 determines whether or not to transition the second gaming state to the AT (step S108).

[0209] When the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0210] On the other hand, when the second gaming state transitions to the AT (S108: YES), the gaming state control unit 616 advances the game in the AT (step S109).

[0211] Next, the function activation unit 619 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 619 determines whether or not the range (MY) is 19000 or more.

[0212] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0213] On the other hand, if the complete function does not operate (S110: NO), the zone control unit 615 determines whether the advantageous zone difference number is +2400 or more (step S111).

[0214] If the difference in the number of sheets in the advantageous zone becomes +2400 or more (S111: YES), the zone control unit 615 transitions the game zone to the normal zone, the game status control unit 617 ends the AT, and the media management unit 613 initializes the difference in the number of sheets in the advantageous zone to zero (0), and then the process returns to step S104.

[0215] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game state control unit 616 determines whether or not to end the AT (step S112).

[0216] If the AT ends (S112: YES), the process returns to step S105.

[0217] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0218] Returning to step S110, if the complete function has been activated (S110: YES), the function activation unit 619 controls the operator to be unable to proceed with the game on the slot machine 1 (step S113).

[0219] Next, in response to an operator (a user who has finished playing) pressing the counting button 44, the medium management unit 613 and the medal unit 7 transmit and receive necessary information to execute the settlement process (step S114).

[0220] Next, in response to the power-off operation by the store staff, the power supply of the slot machine 1 is turned off (step S115), and the medium management unit 613 initializes the range (MY), and the function activation unit 619 cancels the complete function (step S116). Note that, when the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is cancelled, but the advantageous zone and the advantageous zone difference number are carried over.

[0221] Next, in response to a power-off restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.

[0222] <Loan processing and settlement processing> Next, the flow of the lending process and the settlement process will be described in detail with reference to FIG.

[0223] First, the medal unit 7 accepts insertion of a bill (for example, 1000 yen) by the operator (step S201). At this time, the medal unit 7 generates an insertion signal and transmits it to the slot machine 1.

[0224] Next, in response to the operator pressing the lending button 71, the medal unit 7 transmits a lending signal and medal data for 50 medals to the slot machine 1 (medium management unit 613) (step S202).

[0225] Next, the media management unit 613 displays the number of medals credited to the slot machine 1 on the digital counter 43, and accepts the operation of the bet switch 41, lever 42, etc. by the operator. This causes the slot machine 1 to enter a game start state (step S203).

[0226] Next, if the number of credited medals is not two or less (S204: NO), it is determined whether or not the count button 44 has been pressed (step S205).

[0227] If the count button 44 has not been pressed (S205: NO), the process returns to step S204.

[0228] On the other hand, if the counting button 44 is pressed (S205: YES), the media management unit 613 transmits a settlement signal and medal data credited to the slot machine 1 (e.g., medal data for 105 medals) to the medal unit 7 (step S206).

[0229] Next, the medal unit 7 records medal data credited to the slot machine 1 on the card 70 (step S207).

[0230] Next, the medal unit 7 ejects the card 70 from the medal unit 7 in response to the operator pressing the eject button 72 (step S208).

[0231] Returning to step S204, if the number of credited medals is two or less (S204: YES) and the operator intends to continue playing (S209: YES), the process returns to step S201.

[0232] On the other hand, if the operator does not want to continue playing (S209: NO), the process proceeds to step S206 in response to the operator pressing the count button 44 (step S210). The above is the flow of the lending process and the settlement process.

[0233] <Display to prevent addiction and forgetting to pay> Next, the flow of the display for preventing addiction / forgetting to pay process will be described with reference to FIG.

[0234] First, the performance control unit 620 determines whether or not a display start condition for the display to prevent addiction and / or the display to prevent forgetting to pay is satisfied (step S301).

[0235] If the display start condition is not satisfied (S301: NO), the process repeats step S301.

[0236] On the other hand, if the display start condition is satisfied (S301: YES), the performance control unit 620 sets the display mode of the display for preventing addiction and forgetting to pay (step S302).

[0237] Next, the performance control unit 620 starts displaying the display for preventing addiction and / or forgetting to pay (step S303). If there is a period during which the display for preventing addiction and the display for preventing forgetting to pay are displayed simultaneously, the performance control unit 620 prevents the display for preventing addiction and the display for preventing forgetting to pay from being displayed overlapping each other in the same position on the liquid crystal screen 3.

[0238] Next, the performance control unit 620 gives a privilege when it displays the display to prevent forgetting to settle (step S304). For example, the performance control unit 620 receives information on the current mode, information on the setting value, etc., and based on that, performs mode suggestion (or mode notification), setting suggestion (or setting value notification), etc.

[0239] Next, the performance control unit 620 determines whether or not the display deletion conditions for the addiction prevention display and / or the payment forgetting prevention display are satisfied (step S305).

[0240] If the display deletion condition is not satisfied (S305: NO), the process repeats step S305.

[0241] On the other hand, if the display removal condition is met (S305: YES), the performance control unit 620 removes the addiction prevention display and / or the payment forgetting prevention display (step S306). The above is the flow of the display to prevent addiction / forgetting to pay process.

[0242] In summary, the slot machine 1 of the present invention has the following features: A game control unit (such as a section control unit 615 and a game state control unit 619) capable of controlling the progress of a game on the slot machine 1; a medium management unit 613 capable of receiving medal data necessary for playing a game from a medal unit 7 connected to the slot machine 1 and capable of managing the number of medals that changes as the game progresses; A counting button 44 that can instruct the transfer of medal data from the medium management unit 613 to the medal unit 7 based on the operation of the operator; A performance control unit 620 capable of providing information related to a game to an operator; Equipped with. Furthermore, the slot machine 1 of this embodiment has the following functions.

[0243] First, the performance control unit 620 displays to the operator an anti-addiction display (the text "Pachinko and slot machines should be enjoyed in moderation") and an anti-payment forgetting display (the text "Please be careful not to forget to pay for your medals, or to remove or have your card stolen") without overlapping them.

[0244] In addition, the performance control unit 620 displays a display to prevent forgetting to pay to the operator when a display start condition (e.g., when the AT ends) is met, and erases the display to prevent forgetting to pay when a display erasure condition (e.g., when the card 70 is removed) is met.

[0245] Furthermore, the performance control unit 620 gives a privilege to the operator when the payment forgetting prevention display is displayed and / or when the payment forgetting prevention display is displayed.

[0246] <Effects of the Invention> The warning to prevent forgetting to settle the bill and the warning to prevent addiction have different purposes, so the timing at which each is displayed is important. For example, if a warning to prevent forgetting to settle the bill and a warning to prevent addiction are displayed overlapping each other on the same screen, the content of the warnings may be difficult to convey to the user, and there is a risk that the purpose of notifying these warnings will be lost.

[0247] In this regard, according to the above-mentioned configuration, if the addiction prevention display and the payment forgetting prevention warning are displayed overlapping each other, it may be difficult for the operator to understand the contents of these warnings, but with the above-mentioned configuration, these pieces of information are displayed at different times or in separate locations. Therefore, the necessary information can be reliably conveyed to the operator, and it is possible to prevent the operator from forgetting to take the card.

[0248] In particular, for example, when the display start condition is met, the addiction prevention display is displayed for three seconds and then erased, and then a payment forgetting prevention display is displayed in the same position, the addiction prevention display and the payment forgetting prevention display can be appropriately notified to the operator separately.

[0249] Therefore, according to this embodiment, a warning to prevent forgetting to pay can be appropriately conveyed to the operator together with, for example, a warning to prevent addiction.

[0250] If a warning to prevent forgetting to settle is given at a time that is inappropriate for the game progress, if it is given suddenly, or if it is given all the time, it may give the operator a sense of discomfort, or the importance of the warning may not be conveyed to the operator. For example, if a warning to prevent forgetting to settle is given when the performance related to the game progress is getting exciting, not only will the importance of the warning not be conveyed, but the operator may lose their immersion in the game.

[0251] With the above configuration, for example, by predetermining the display start condition to a timing that does not interfere with the game progress, such as when the AT ends or when the settlement button is pressed, it is possible to avoid a problem such as the display of the settlement prevention display being displayed when the performance related to the game progress is getting exciting. Therefore, it is possible to prevent the operator's immersion in the game from being lost.

[0252] Therefore, according to this embodiment, by providing information urging the player not to forget to complete the settlement process at an appropriate timing during the game progress, the importance of the warning can be properly conveyed to the player.

[0253] In addition, with the above configuration, when the payment forget prevention display is performed, for example, setting suggestions are made. Therefore, the operator is not only encouraged to prevent forgetting to pay, but can also obtain information related to the game (for example, information on whether the game is favorable for the operator) in a surprising state.

[0254] Therefore, according to this embodiment, it is possible to effectively use the timing to prompt the operator not to forget to perform the settlement process, thereby providing the operator with an unexpected benefit.

[0255] [Second embodiment] This embodiment is an example in which the performance control unit 620 may or may not display a display to prevent addiction and / or forgetting to settle depending on the state of game progress, etc. In the following, the names and symbols of each function are the same as in the first embodiment, and the parts where the functions are different will be mainly described.

[0256] The performance control unit 620 can display a display to prevent forgetting to settle when the number of credits is a predetermined number (for example, 100) or more (an example of a predetermined condition). On the other hand, when the number of credits is less than 100, for example, the performance control unit 620 does not display the display to prevent forgetting to settle.

[0257] Even if the number of credits exceeds 100, if the LCD screen 3 shows the number of medals paid out in the AT being counted up, the performance control unit 620 can also choose not to display the display to prevent forgetting to settle.

[0258] On the other hand, when the final number of coins won in the AT is displayed on the liquid crystal screen 3 as a result screen (an example of a predetermined condition), the performance control unit 620 can also display a display to prevent forgetting to settle.

[0259] In addition, the performance control unit 620 can also determine whether or not to display a display to prevent forgetting to pay depending on whether or not the complete function is about to be activated. For example, if the range (MY) is 15,000 or more, it is determined that the complete function is about to be activated (highly likely), and the performance control unit 620 can determine to display a display to prevent forgetting to pay.

[0260] Furthermore, the presentation control unit 620 can determine whether or not to display a display to prevent forgetting to settle as part of the game presentation, not depending on whether or not the activation of the complete function is imminent, but depending on the possibility of the activation of the complete function, specifically, depending on the difference between the actual range (MY) value and the range (MY) value which is the activation condition of the complete function. For example, the smaller the difference between the actual range (MY) value and the range (MY) value which is the activation condition of the complete function, the closer the activation of the complete function is (the higher the possibility), so the presentation control unit 620 can determine to display a display to prevent forgetting to settle.

[0261] In addition, the specified conditions may be, for example, a non-winning AT draw three consecutive times in the CZ, a winning draw to add to the number of AT games, or a winning AT within 10 games since the end of the last AT.

[0262] In addition, the display to prevent forgetting to settle the account determined in this embodiment can be output as a part of the game presentation during the game, for example. The display to prevent forgetting to settle the account can be any one of the following, or a combination of at least one of: a specific character appearing in the game uttering a line (for example, a specific character uttering a line such as "Press the counting button when you finish playing"), announcing the actual set value itself or suggesting the set value, or suggesting the current mode.

[0263] In addition, regardless of whether the display has been decided in the above manner, the settlement forget prevention display can also be output as part of the game presentation during the game. As already mentioned, the game presentation is a presentation that is appropriately output according to the progress of the game as the game progresses.

[0264] In addition, as part of the game presentation during play, a display to prevent forgetting to settle may be displayed together with a game tutorial.

[0265] Also, as part of the game performance during the game, a cut-in performance screen may be displayed, and during the cut-in performance screen, a display to prevent forgetting to settle may be displayed together with an image of a character that appeared in the previous game performance. The cut-in performance screen is output, for example, when a predetermined role such as a rare role is won, or when the winning judgment performance of CZ or AT starts.

[0266] In this embodiment, the performance control unit 620 may determine by lottery whether or not to display the settlement forgetting prevention display. Also, the more medals are credited, the more frequently the performance control unit 620 may display the settlement forgetting prevention display.

[0267] Furthermore, the display to prevent forgetting to settle may be selected to be displayed or hidden depending on the presence or absence of credit. In other words, when there is no credit, there is nothing to settle, so the display is hidden, and when there is credit, there is something to settle, so the display is displayed.

[0268] To summarise the above, the performance control unit 620 of the slot machine of this embodiment displays a display to prevent the operator from forgetting to settle when certain conditions are met (e.g. the number of credits is 100 or more, the number of payouts is not being counted during AT, etc.).

[0269] In addition, the performance control unit 620 displays a display to prevent forgetting to settle the bill as part of the game performance.

[0270] <Effects of the Invention> If the warning to prevent forgetting to settle is given frequently, suddenly, or all the time, the operator may feel bothered. For example, if the warning to prevent forgetting to settle is given frequently even when the number of medal credits is small, the operator may feel bothered, not only will the importance of the warning not be conveyed, but the operator may lose his or her immersion in the game.

[0271] In this regard, according to the above-mentioned configuration, the performance control unit 620 can determine whether or not to display the settlement forgetting prevention display depending on various situations in the game progress. This makes it possible to display the settlement forgetting prevention display without making the operator feel bothered. Also, it is possible to encourage the operator to prevent forgetting to settle the account more effectively than if the settlement forgetting prevention display was displayed uniformly.

[0272] In addition, if a warning is issued abruptly to encourage the player to avoid forgetting to settle the account, the player may feel uncomfortable. In particular, if a warning is issued without any relation to the effects of the game progress, the player may feel unnatural.

[0273] In this regard, according to the above configuration, since the settlement forget prevention display is displayed as part of the performance related to the progress of the game, it is possible to avoid the occurrence of a problem such as the operator feeling uncomfortable about the settlement forget prevention display being displayed. Therefore, it is possible to prevent the operator from losing his or her sense of immersion in the game.

[0274] According to this embodiment, information urging the player not to forget to complete the settlement process is provided as part of the presentation related to the progress of the game, so that the information can be conveyed in a natural and appropriate manner. The other configurations and effects are the same as those of the first embodiment.

[0275] [Third embodiment] This embodiment is another example in which the performance control unit 620 may or may not display a display to prevent addiction and / or forgetting to settle depending on the state of the game progress. In the following, the names and symbols of each function are the same as in the first embodiment, and the parts where the functions are different are mainly described.

[0276] In this embodiment, the operator can play the special role non-carryover state and the bonus internal state, as well as the special role implementation state by winning the special role that he / she has won. This special role activates a so-called real bonus, which can pay out more than 300 medals when it is won.

[0277] In this embodiment, when the special role is not being performed (when the special role is not being carried over or during a bonus) and the advantageous zone has ended because the end condition has been met, the performance control unit 620 can display a display to prevent forgetting to settle. The timing at which the display to prevent forgetting to settle is displayed when the advantageous zone has ended includes the timing at which the advantageous zone transitions to the normal zone and during the normal zone after the advantageous zone. In addition, when the normal zone transitions to the next advantageous zone again, the performance control unit 620 can also display a display to prevent forgetting to settle.

[0278] On the other hand, when the special role is being implemented and the advantageous period has ended, the performance control unit 620 does not display the settlement forget prevention display.

[0279] Here, when a special role is being implemented and the advantageous zone has ended means when a real bonus is won and the advantageous zone transitions to the normal zone while the bonus is being implemented.

[0280] More specifically, while the bonus is being implemented and the JAC is not won or the JAC is won but not won, the section control unit 616 can shift the game section from the advantageous section to the normal section and then to the next advantageous section again. At this time, since the advantageous section is interrupted during the bonus, the parameters of the advantageous section end conditions in the advantageous section (for example, the advantageous section difference number) are reset with the reset of the advantageous section.

[0281] This allows the player to feel as if the advantageous zone continues before and after the real bonus. Also, because the advantageous zone end condition of the advantageous zone is reset, the possibility of the advantageous zone ending becomes more remote than before the reset. Therefore, the player can feel as if the advantageous zone is connected through.

[0282] In this way, if the display to prevent forgetting to settle is displayed when the advantageous zone appears to be continuing, the player may perceive that the advantageous zone is continuing and may lose his or her sense of immersion in the special role implementation state even though the player is in the middle of a bonus.

[0283] In addition, during the bonus, the bonus performance continues to be output, but if the settlement forget prevention display is displayed during the performance output, it will interfere with the bonus performance and the player will feel uncomfortable. Therefore, in this embodiment, the performance control unit 620 does not display the settlement forget prevention display when the special role is being implemented and the advantageous zone has ended.

[0284] <Effects of the Invention> In this embodiment, even if the game zone shifts to the normal zone during the special role implementation state, the settlement forget prevention display is not displayed, so it is possible to make it look as if the advantageous zone continues even after the special role implementation state ends. This allows the player to maintain a sense of immersion in the game. The other configurations and effects are the same as those of the first embodiment.

[0285] [Other embodiments] The various control means and processing procedures described in the above embodiments 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 changing the gist of the present invention. In addition, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or in appropriate combinations.

[0286] Without being limited to the above embodiment, the number of medals bet may be displayed by an LED instead of a digital display.

[0287] Furthermore, without being limited to the above embodiment, the display for preventing forgetting to pay may be erased after the display for preventing addiction is erased, or the display for preventing addiction and the display for preventing forgetting to pay may be erased at the same time.

[0288] Furthermore, the display start conditions are not limited to the above embodiment, and may include the following: For example, the payment forget prevention display may be displayed when a predetermined amount of time has passed since the start of play (for example, two hours have passed since the start of play), or may be displayed at a predetermined time like a time signal, or may be displayed when a bonus ends, or may be displayed when medals are paid out, or may be displayed at a time set by the store staff.

[0289] Furthermore, the display stop conditions are not limited to the above embodiment, and may include the following: For example, the settlement forget prevention display may be erased when the game progresses, when another effect (e.g., game effect, attract screen) occurs, or when it overlaps with a display of another effect.

[0290] Also, without being limited to the above embodiment, especially during the AT, the display to prevent addiction may be displayed, but the display to prevent forgetting to settle may not be displayed. Note that this "AT is continuing" also includes a state in which a pseudo bonus is implemented between ATs and the result screen of the pseudo bonus is displayed.

[0291] In addition, without being limited to the above embodiment, a two-dimensional code that can be used for a "system for linking a mobile phone with a slot machine performance" or a "service that can link game records such as the total number of plays and the number of bonuses for a compatible model with an application" may be displayed as a bonus. In this case, the number of characters that can be selected next on the slot machine is increased, and costumes for the characters are added (these are managed by the application, and when a password is entered into the slot machine, the added content is reflected and can be set on the slot machine). The increase in the above-mentioned characters may be set according to the number of settlements and the total number of plays on the same type of slot machine.

[0292] Furthermore, without being limited to the above embodiment, the presentation control unit can adjust the volume of the game presentation, and when adjusting the volume of the game presentation, it is also possible to adjust the volume of the warning presentation related to the prevention of forgetting to settle.

[0293] In the above embodiment, both the addiction prevention warning and the payment forgetting prevention warning are made by visual "display", but the present invention is not limited to this. Both the addiction prevention warning and the payment forgetting prevention warning may be made by auditory "audio output", or may be made by both "display" and "audio output". In addition, the payment forgetting prevention warning may be made by light emission, vibration, etc. of the medal unit.

[0294] In the above embodiment, an example is described in which the addiction prevention display is displayed immediately before or at the same time as the payment forget prevention display is displayed, but the present invention is not limited to this. For example, the payment forget prevention display and the addiction prevention display may be displayed at different timings / display start conditions. Also, the addiction prevention display may be displayed after the payment forget prevention display is displayed.

[0295] In the above embodiment, the medal unit is connected to the slot machine so as to be able to communicate with the slot machine from outside the slot machine, but the present invention is not limited to this. The medal unit may be stored in the housing of the slot machine together with the main control unit, or may be incorporated in the main control unit to function as a part of the medium management unit. In other words, in this specification, "connected" means that there is no intervening state between the slot machine and the medal unit, and the two are directly connected, and there is an intervening state between the two and they are indirectly connected.

[0296] Furthermore, without being limited to the above embodiment, the display to prevent forgetting to settle may be a warning to encourage the operator not to forget to operate the counting button when it is necessary to transfer at least a portion of the medal data (for example, 50 medals) to the medal unit, rather than all medal data (not at the end of play).

[0297] Furthermore, without being limited to the above embodiment, when the performance control unit displays a display to prevent forgetting to settle, the operator may not be able to continue playing the game.

[0298] Also, in the above embodiment, an example is described in which a bonus can be awarded to the operator when the performance control unit displays the payment forgetting prevention display, but the present invention is not limited to this. For example, the performance control unit may be able to award a bonus to the operator when it has decided to display the payment forgetting prevention display but has not yet displayed the payment forgetting prevention display. Also, the performance control unit may decide whether or not to award a bonus by a predetermined lottery, or may decide based on the type of display start condition (for example, no bonus is awarded when the counting button is pressed, but a bonus is awarded when the AT ends).

[0299] In the above embodiment, an example is described in which the operator inserts a bill into the medal unit and then presses the lending button, causing the lending signal and medal data to be transmitted to the medium management unit, but the present invention is not limited to this. For example, the lending signal and medal data may be automatically transmitted to the medium management unit when a bill is inserted into the medal unit.

[0300] In the above embodiment, an example in which there is one liquid crystal screen is described, but the present invention is not limited to this. For example, the slot machine may have two liquid crystal screens, and the main liquid crystal screen may display the addiction prevention display, and the sub liquid crystal screen may display the payment forget prevention display. In this case, the addiction prevention display and the payment forget prevention display may be displayed / displayed / erased at the same timing, or may be displayed / displayed / erased at different timings.

[0301] In addition, the slot machine may be capable of transmitting medal data credited to the slot machine at that time to the medal unit at predetermined times (for example, every 5 games, every 10 minutes) (including transmitting the medal data to a hall computer, unit management computer, etc. via the medal unit).

[0302] In this case, the medal unit (and / or the hall computer, unit management computer; the same applies below) records the transmitted data and can compare it with the medal data transmitted along with the settlement signal when the counting button is finally pressed to check whether the medal data contains invalid information.

[0303] Furthermore, the medal unit may be able to check whether the medal data received at a predetermined timing is invalid based on the progress of the game on the slot machine (whether or not the game is in an AT, whether or not the game is in a bonus, whether or not the game is in a normal zone, etc.) Specifically, in a case where the number of medals increased by 1000 in 100 games despite the slot machine's specifications stating that the number of medals increased by 2 in one game during the AT, the medal unit can detect that the medal data is invalid.

[0304] The medal data managed by the unit management computer may be further consolidated in a game information computer, making it possible to manage medal data for all slot machines.

[0305] In the embodiment, the operator can take a break at any time during the game. In this case, the store staff may lock the slot machine and / or the medal unit so that other users cannot operate it.

[0306] In the above embodiment, the bonus is described as a continuous operation device for a first type special feature, but the present invention is not limited to this. The bonus may be at least one of the following: a first type special feature, a continuous operation device for a first type special feature, a second type special feature, or a continuous operation device for a second type special feature.

[0307] In addition, in the above embodiment, an example is described in which the slot machine is an AT machine, but the slot machine may be an ART machine.

[0308] In addition, a signal indicating the type of game zone may be sent from the zone control unit to a digital counter, so that the digital counter can display whether or not the game zone is an advantageous zone, for example, by whether or not a dot is displayed.

[0309] Furthermore, without being limited to the above embodiment, for example, when the number of continuing games in the advantageous zone reaches 3000 games, the zone control unit may forcibly transition the game zone from the advantageous zone to the normal zone.

[0310] Also, although not described in the above embodiment, the mode may be changed when certain conditions are met (for example, when the CZ is won but the AT is not won, when the AT ends, or when the advantageous zone ends).

[0311] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the number of medals may be used to determine whether or not to activate the complete function.

[0312] In the above embodiment, the gaming machine was a slot machine, but it is not limited to this and may be a pachinko. This pachinko includes, for example, a main game start opening into which a game ball can enter, a variable member that can be displaced between an open state and a closed state, a variable winning opening, and a special game determination means that determines whether or not to play a variable winning opening opening game. [Explanation of symbols]

[0313] 1. Slot machines (amusement machines) 45 Counting button (transfer instruction section) 610 Internal lottery unit (game control unit) 611 Rotating reel control unit (game control unit) 612 Game result determination unit (game control unit) 613 Media Management Department (Value Management Department) 614 Setting value control unit (game control unit) 615 Section control unit (game control unit) 616 Game status control unit (game control unit) 617 RT state control unit (game control unit) 618 Schedule Management Department (Game Control Department) 619 Functional operation unit (game control unit) 620 Production control unit (output unit)

Claims

1. A game control unit capable of controlling the progress of a game in the gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine or installed within the gaming machine, and capable of managing the game value that changes as the game progresses; a transfer instruction unit capable of instructing to transfer information relating to the game value from the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with The output unit is It is possible to provide a warning to prevent forgetting to settle, which is a warning to urge the operator not to forget to operate the transfer instruction unit when an operation to transfer at least a part of the information on the game value to the game value recording means is required, and / or a warning to urge the operator not to forget to perform an acquisition process to acquire information for converting the game value into a real value medium, and When the payment forgetting prevention warning is provided and / or when the payment forgetting prevention warning is provided, a privilege can be given to the operator, The game control unit is capable of managing a schedule relating to real dates and / or times, The output unit is capable of executing a performance according to the schedule as a performance warning for encouraging the user to prevent forgetting to pay, the performance warning being different from the payment forgetting prevention warning, as the bonus. Amusement machine.

2. A game control unit capable of controlling the progress of a game in the gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine or installed within the gaming machine, and capable of managing the game value that changes as the game progresses; a transfer instruction unit capable of instructing to transfer information relating to the game value from the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with The output unit is It is possible to provide a warning to prevent forgetting to settle, which is a warning to urge the operator not to forget to operate the transfer instruction unit when an operation to transfer at least a part of the information on the game value to the game value recording means is required, and / or a warning to urge the operator not to forget to perform an acquisition process to acquire information for converting the game value into a real value medium, and When it has been determined that the payment forgetting prevention warning should be provided but the payment forgetting prevention warning has not yet been provided, it is possible to provide a privilege to the operator. Amusement machine.

3. A game control unit capable of controlling the progress of a game in the gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine or installed within the gaming machine, and capable of managing the game value that changes as the game progresses; a transfer instruction unit capable of instructing to transfer information relating to the game value from the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with The output unit is It is possible to provide a warning to prevent forgetting to settle, which is a warning to urge the operator not to forget to operate the transfer instruction unit when an operation to transfer at least a part of the information on the game value to the game value recording means is required, and / or a warning to urge the operator not to forget to perform an acquisition process to acquire information for converting the game value into a real value medium, and It is possible to provide a privilege to the operator when the payment forgetting prevention warning is provided and / or when the payment forgetting prevention warning has been provided, on the condition that a predetermined provision start condition out of a plurality of provision start conditions for the payment forgetting prevention warning is satisfied. Amusement machine.

4. A game control unit capable of controlling the progress of a game in the gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine or installed within the gaming machine, and capable of managing the game value that changes as the game progresses; a transfer instruction unit capable of instructing to transfer information relating to the game value from the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with The output unit is It is possible to provide a warning to prevent forgetting to settle, which is a warning to urge the operator not to forget to operate the transfer instruction unit when an operation to transfer at least a part of the information on the game value to the game value recording means is required, and / or a warning to urge the operator not to forget to perform an acquisition process to acquire information for converting the game value into a real value medium, and When the payment forgetting prevention warning is provided and / or when the payment forgetting prevention warning is provided, a privilege can be given to the operator, The game control unit is capable of setting one of a plurality of types of setting values ​​having different advantageous degrees of control over the progress of the game, and / or setting one of a plurality of types of modes regarding the progress of the game, The output unit is capable of notifying and / or suggesting, to the operator, the set value and / or the mode that have been set together with the payment forgetting prevention warning as the privilege. Amusement machine.

5. A game control unit capable of controlling the progress of a game in the gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine or installed within the gaming machine, and capable of managing the game value that changes as the game progresses; a transfer instruction unit capable of instructing to transfer information relating to the game value from the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with The output unit is It is possible to provide a warning to prevent forgetting to settle using visual information, which is a warning to urge the operator not to forget to operate the transfer instruction unit when an operation to transfer at least a part of the information related to the gaming value to the gaming value recording means is required, and / or a warning to urge the operator not to forget to perform an acquisition process to acquire information for converting the gaming value into a real value medium, and The provision of the payment forgetting prevention warning may be used as an opportunity to give the operator a special benefit in the form of visual information. Amusement machine.

Citation Information

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