Gaming Machines
The gaming machine addresses the issue of easy profit gain in advantageous sections by transitioning to a special RT state only under specific conditions, ensuring balanced gameplay and preventing unfair benefits.
Patent Information
- Application Number
- JP2023164245
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-27
- Publication Date
- 2025-04-09
- Estimated Expiration
- 2043-09-27
AI Technical Summary
In gaming machines with advantageous sections, players can easily benefit from the advantageous section penetration specification by switching to the advantageous section during initialization, setting changes, or power-on events, leading to unbalanced gameplay.
The gaming machine is designed to transition to a special RT state (RT4) only when specific conditions are met, such as winning a push order bell, thereby restricting the ease of gaining profits when transitioning to an advantageous section.
This solution effectively suppresses the ease of obtaining profits when transitioning to a special state during the morning, maintaining balanced gameplay and preventing unfair benefits.
Smart Images

Figure 0007659205000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there is known a gaming machine in which the game progress is controlled using an RT state in which the replay probability is predetermined (see Patent Document 1). In such a gaming machine, one of a plurality of types of RT states is selected to progress the game.
[0003] In addition, in gaming machines that have advantageous zones, the rules of the gaming machine require that the advantageous zone be ended when the advantageous zone difference number, which is the total amount of game value paid out in the advantageous zone (i.e., since the advantageous zone began) minus the number of bets, reaches a predetermined number (e.g., +2400).
[0004] On the other hand, there are known gaming machines that are equipped with a so-called "favorable zone penetration specification" that provides benefits related to ball output even after the favorable zone ends so that the player does not feel the upper limit on ball output due to the favorable zone.
[0005] This advantageous zone penetration specification means that when the conditions regarding the ball output are met, the AT will end by transitioning from the advantageous zone to the normal zone, but then it will return to the advantageous zone and start the AT (or CZ / chance zone) again. [Prior art documents] [Patent documents]
[0006] [Patent Document 1] JP 2019-166344 A Summary of the Invention [Problem to be solved by the invention]
[0007] Here, in gaming machines equipped with conventional advantageous zone penetration specifications, there is a risk that a player could easily benefit from the advantageous zone penetration specifications by simply moving to the advantageous zone in the so-called early morning state when the RAM is initialized, the setting values are changed, or the gaming machine is turned on.
[0008] The inventor recognized that these points are problems when devising a gaming machine with new gameplay, and discovered a gaming machine that can prevent players from easily obtaining the advantage of transitioning to a special state when transitioning from an early morning state to an advantageous zone, even when new gameplay is provided.
[0009] An object of the present invention is to provide a gaming machine that can prevent the easy acquisition of the advantage of transitioning to a special state when transitioning to a favorable zone in the early morning state. [Means for solving the problem]
[0010] The present invention relates to It is an amusement machine. Effect of the Invention
[0011] According to the present invention, it is possible to provide a gaming machine that can provide a player with benefits in terms of balls won through the advantageous zone penetration specification, while preventing the player from easily obtaining the benefits of the advantageous zone penetration specification when moving to the advantageous zone in the morning state. [Brief description of the drawings]
[0012] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 2 is a block diagram illustrating a schematic configuration of a slot machine and a card unit. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] 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] FIG. 13 is a diagram illustrating the transition of RT states. [Figure 8] This is a diagram explaining the range (MY) and the favorable zone difference number. [Figure 9] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 10] FIG. 11 is a flow chart showing the flow of the operation process of the slot machine. [Figure 11] FIG. 11 is a flow chart showing the flow of a game state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figs. 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. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.
[0014] As shown in FIG. 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the amount of gaming value is managed by electronic data (hereinafter referred to as "gaming value data"), without using physically existing medals.
[0015] Unlike conventional slot machines, this slot machine 1 does not require the insertion of real medals, and real medals are not paid out. In the slot machine 1, electronic data of pseudo game media is used as game value data to play the game. Such a slot machine 1 is called a medal-less machine, a Smart Slot (registered trademark), a slot machine with a sealed reel, etc.
[0016] First, the card unit 7 connected to this slot machine 1 will be described below.
[0017] <Card unit 7 configuration> As shown in FIG. 2, the card unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.
[0018] Moreover, the card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals as real objects.
[0019] In addition, the card unit 7 can mainly perform a game value lending process associated with the transfer of game value data to the slot machine 1, as described below, and conversely, a card 70 ejection process associated with the transfer of game value data from the slot machine 1.
[0020] Moreover, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management section 620 (described later) of the slot machine 1.
[0021] The card unit 7 also includes a lending button 71. When an operator inserts a bill into the card unit 7 and then operates the lending button 71, a lending signal is generated and transmitted to the medium management unit 620.
[0022] In this specification, "operator" refers to all of the following: players who are playing a game, users who have finished playing (including users walking around the store), and store staff; however, where necessary, they may be referred to individually as "store staff" or "players," etc.
[0023] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided, as shown in FIG.
[0024] The cash management mechanism 73 introduces bills inserted through an opening (not shown) for inserting cash into the inside of the card unit 7, and detects and accumulates the bills.
[0025] The card management mechanism 74 guides and stores the card 70 inserted through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the eject button 72 is operated.
[0026] The card unit side control unit 75 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 75 controls the operation of the cash management mechanism 73 and the card management mechanism 74, lends gaming value, authenticates the card 70, reads data from and writes data to the card 70, and performs other operations.
[0027] The operation processing of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 73, and a process of adding the play value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.
[0028] The operation processing of the card management mechanism 74 includes processing for operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, processing for operating the card management mechanism 74 so that the card 70 is ejected in response to the operation of the eject button 72, and the like.
[0029] The lending process of the gaming value includes a process of transmitting the gaming value data of the amount to be lent to the slot machine 1 (the medium management unit 620 mounted on the gaming value control unit 62 described later) in response to the operation of the lending button 71. At that time, a process of subtracting the gaming value data of the amount to be lent from the gaming value data of the remaining loan balance temporarily stored in the RAM in the card unit 7 is also performed.
[0030] In the authentication process of card 70, when a PIN is entered via the display panel when card 70 is inserted into the opening, it is determined whether the entered PIN matches the PIN written on the card. If the card unit side control unit 75 determines that the two match, it allows the authenticated card 70 to be continued to be used, but if it determines that the two do not match, it may not allow the authenticated card 70 to be continued to be used (it may restrict its use).
[0031] In the process of reading data from the card 70, if game value data has been written on the card 70, this is read and temporarily stored in the RAM as the loan balance.
[0032] In the process of writing to the card 70, when the counting button 44 of the slot machine 1 is operated and the game value data is transferred to the card unit 7, the game value data is temporarily stored in the RAM, and then, when the ejection button 72 is operated, the game value data is written to the card 70.
[0033] When the eject button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.
[0034] As a result, when the ejection button 72 on the card unit 7 is operated, the card 70 on which at least one of the game value data and the loan balance data owned by the player is written is ejected from the opening.
[0035] The card unit 7 is also connected to be able to communicate with a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. From the card unit 7 to the hall computer and the unit management computer, various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc., described later), transition of the quantity of game value, number of games played, ratio of roles, etc., is sent.
[0036] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine in which a game can be played without using medals, which are real objects. In the slot machine 1 of this embodiment, a game is played using game value data as electronic data, instead of medals, which are real objects. In the following, the term "game value" may be used in addition to "game value data" as a term corresponding to the conventional "medals."
[0037] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front side of the cabinet 10. This front door 100 is locked while a game is in progress.
[0038] 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.
[0039] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the rear of the paper in FIG. 1). A key for locking or unlocking the front door 100 and the cabinet 10 is inserted into the keyhole. Since the front door 100 and the cabinet 10 remain locked during play, the player cannot access the inside of the cabinet 10.
[0040] In addition, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the cabinet 10, and the store staff does not need to replenish actual medals during play. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not, in principle, lock / unlock the front door 100 and the cabinet 10.
[0041] When store staff are to change settings, check settings, perform maintenance, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10. This allows the store staff to access the inside of the housing 10.
[0042] 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.
[0043] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.
[0044] The speaker 101 outputs predetermined BGM (background music), SE (sound effects), and voice.
[0045] The illumination unit 102 is composed of LEDs and the like, and 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.
[0046] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom portion 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom portion 104 is designed to allow the operator to place personal belongings, etc.
[0047] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and a performance button 46.
[0048] Near each switch of the operation unit 4, a sensor is provided which detects the operation by the player and outputs an operation signal to the control unit 6.
[0049] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept an operation for stopping the rotation of the corresponding reel 20a, 20b, 20c while the reel 20a, 20b, 20c is rotating. That is, when the stop switch 40a is operated, the rotation of the reel 20a stops, when the stop switch 40b is operated, the rotation of the reel 20b stops, and when the stop switch 40c is operated, the rotation of the reel 40c stops.
[0050] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate that the stop switches 40a, 40b, and 40c are in an inoperative state by emitting a color (e.g., red) from the time the lever 42 is operated until the reels 20a, 20b, and 20c reach a constant speed rotation state. The lamps can also indicate that the stop switches 40a, 40b, and 40c are in an operable state by emitting a color different from the above color (e.g., blue) from the time the reels 20a, 20b, and 20c reach a constant speed rotation state until the stop switches 40a, 40b, and 40c are operated.
[0051] Information about which stop switches 40a, 40b, 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, the game result determination unit 612, the game status control unit 615, the medium management unit 620, etc., which will be described later.
[0052] The bet switch 41 is used when the operator bets a game value. The credited game value and the amount of the bet game value are managed by the slot machine 1 (the media management unit 620). In the following, the term "credited game value" refers to the game value (game value data) managed by the media management unit 620.
[0053] The lever 42 functions as a start switch that receives an operation for spinning the reels 20a, 20b, and 20c.
[0054] The digital counter 43 digitally displays the number of credits of the game value, the amount of game value paid out (amount acquired), etc. The operator can check the amount of game value he / she possesses by checking the digital counter 43 during the game. This also enables the player to play the game without having to hold actual medals.
[0055] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal drawing". In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data". For example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals".
[0056] The counting button 44 can receive an operation by an operator for transferring the gaming value data from the media management unit 620 to the card unit 7. When the counting button 44 receives an operation by the operator, a transfer signal is generated in the counting button 44.
[0057] After the counting button 44 is operated, for example, by raising or lowering the lever 42, an arbitrary amount of game value data designated by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer an arbitrary amount of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, an arbitrary amount of game value data designated by the operator may be transferred to the slot machine 1 by the operator operating a button on the card unit 7 side.
[0058] In addition, the amount of subtraction from the managed game value data when the count button 44 is operated once may be determined in advance, for example, to be "1" or "50." In addition, while the count button 44 is continuously operated (while it is being operated), the credited game value may continue to be subtracted.
[0059] In this embodiment, the counting button 44 is disposed at a position visible to the operator of the slot machine 1. The visible position is a position that the operator can touch without unlocking and opening the front door 100, and in this embodiment, it is the front of the cabinet 10.
[0060] 1, the counting button 44 is disposed on the side of the operation unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 44 is a button related to the card unit 7, and also makes the flow of operations from when the counting button 44 is operated until the card 70 is discharged from the card unit 7 smoother.
[0061] Furthermore, the counting button 44 may be provided with a lamp inside or around it that changes color before and after it is operated.
[0062] The cancel button 45 can receive an operation by an operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 receives an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data in the betting state as a non-betting state.
[0063] For example, when the cancel button 45 is operated when the bet game value is 1 or more, the media management unit 620 updates the bet game value to "0" and adds the game value data bet until it becomes "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the bet game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet release process that returns the bet game value to the number of credits by transitioning the betting state to a non-betting state.
[0064] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet is placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is disposed near the bet switch 41.
[0065] The effect button 46 is a button used by the player to set the volume, check game data, and set various menu settings related to the game when playing a game. The effect button 46 may be operated by the operator during the game depending on the effect. When the effect button 46 is operated during the game, a change occurs in the effect.
[0066] The effect button 46 also includes a lamp that can emit light in various colors and patterns. The lamp is turned on when the effect button 46 is in an operable state, and is turned off when the effect button 46 is in an invalid state. When the operation of the effect button 46 is triggered to output a winning notification effect of a special combination or an advantageous game state such as AT, the lamp can also flash at high speed in a color different from the normal lighting, such as red or rainbow colors.
[0067] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.
[0068] The reset button 51 is operated to release various errors and initialize the RAM constituting the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game zone is set to the "normal zone."
[0069] The setting change button 52 is a button that is operated by a store staff member when any one of a plurality of setting values is set in the slot machine 1. For example, when the power supply of the slot machine 1 is switched from OFF to ON while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.
[0070] During a game or while waiting to play, the cabinet 10 and the front door 100 are locked, and therefore the reset button 51 and the setting change button 52 cannot be touched by anyone other than those authorized to unlock them (for example, a store staff member who has a key). In principle, the cabinet 10 and the front door 100 are unlocked only when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.
[0071] The set value is a value that represents the payout rate, which indicates the ratio of the total number of game values paid out to the total number of game values inserted into the slot machine 1. The set set value affects the internal lottery. And the probability of winning at least some of the possible winning roles differs depending on the set value. The set value is set by the store staff before the store opens.
[0072] 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.
[0073] 1 and 2, the spinning reel unit 2 includes three spinning reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The spinning reel unit 2 is disposed inside the housing 10 in a position corresponding to the position of the reel window 200.
[0074] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether or not a combination of patterns displayed on a pay line L (described later) is a predetermined combination of patterns, and thus the game progresses.
[0075] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.
[0076] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c rotate once in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that advance within 190 ms is 127.
[0077] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.
[0078] <The flow of the game by the operator> The operator bets the game value on the slot machine 1 by using the credited game value by operating the bet switch 41. When a predetermined number of game values (e.g., 3) is 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.
[0079] In this embodiment, an example is described in which a predetermined number (for example, 3) of game values that can be played once is automatically bet by pressing the bet switch 41 once.
[0080] FIG. 1 shows 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 bets) is made, one line L is activated.
[0081] In the following, the term "winning" refers not only to the alignment of symbols that result in the payout of gaming value, such as bells and watermelons, along the valid line L, but also to the alignment of symbols that correspond to specific roles, such as replays, chance symbols, and special roles (bonuses / so-called real bonuses), which do not result in the payout of gaming value, along the valid line L.
[0082] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and increase / decrease processing of game value data.
[0083] Specifically, when the lever 42 is operated (lever on) in a state in which a game can be started, an internal drawing to determine a winning flag is performed, and the reels 20a, 20b, and 20c start to rotate. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is executed according to the combination (winning combination) of symbols that are aligned (winning) on the pay line L. This ends one game.
[0084] At least a portion of the information regarding the progress of the game until these specified game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a specified role, the spinning of the reel, etc.) is managed by the main control unit 61.
[0085] <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.
[0086] 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.
[0087] 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.
[0088] 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), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.
[0089] 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 bonus internal 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 carried over state, no further drawing of the 1st type BB will be performed.
[0090] The special role implementation state refers to a state in which a special role has been won by an internal lottery and no payout of gaming value has been made in excess of a predetermined amount.
[0091] 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.
[0092] In this embodiment, as shown in Fig. 7, four types of special roles (continuous operation devices for the first type special roles) BB1 to BB4, which are real bonuses, are prepared. When any of BB1 to BB4 is in operation, the RT state can be shifted to RT2 or RT3.
[0093] In addition, in conventional AT machines, the AT is generally executed using the internal state of a penalty bonus that is different from a real bonus. In contrast, the slot machine 1 in this embodiment is an AT (assist time) machine equipped with special roles BB1 to BB4, which are real bonuses. In addition, in the slot machine 1, the AT is executed when the first gaming state is not a bonus internal state (RT4 described later).
[0094] The second gaming state is one of the normal gaming state, AT (an example of a special gaming state), and CZ (a chance zone, an example of a special gaming state), as shown in Fig. 6. In the second gaming state, the normal gaming state, AT, and CZ are mutually exclusive.
[0095] The general game state is a state other than AT and CZ, that is, a state in which the assist function (for example, operation sequence navigation) does not occur (or is unlikely to occur). For example, after the RAM is cleared or after the AT (or CZ) ends, etc., until the AT lottery (or CZ lottery) is won, the second game state is set to the general game state.
[0096] AT is a state in which an assist function is activated that notifies the player of the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, 40c for roles other than the special roles won by internal lottery via the LCD screen 3, speaker 101, illumination unit 102, etc.
[0097] When the game zone is a favorable zone, the AT lottery is performed according to the winning combination (rare combination, number of winning combinations of a predetermined combination, etc.) by the internal lottery. When the AT is won by the AT lottery (the AT transition signal is generated) while the game zone is a favorable zone, the second game state transitions from the general game state to the AT.
[0098] The second game state transitions from the AT to the general game state when a predetermined number of games have passed since the start of play in the AT, when the number of stocks in the AT becomes 0 (zero), when the total number of game values paid out since the start of play in the AT reaches a predetermined number, when an assist is executed a predetermined number of times, or when an assist for a specific role (for example, a push order bell) is executed a predetermined number of times, etc. This ends the AT.
[0099] In the slot machine 1 of this embodiment, the AT process may be started when the normal zone is shifted to the advantageous zone in RT1 to RT4. This allows the slot machine 1 to activate the advantageous zone penetration specification, which "gives a benefit by shifting to the advantageous zone again in a game after the advantageous zone is penetrated." The advantageous zone penetration specification will be described later.
[0100] The CZ is an example of a special gaming state, different from the modes described below, and is a zone in which one can temporarily reside when not in the general gaming state or the AT, and which suggests the likelihood of winning the AT.
[0101] In addition, the CZ is entered when certain conditions are met, such as when the CZ lottery based on the winning combination in the internal lottery is won, when the number of games played in the advantageous zone reaches a predetermined number of games, when the points accumulated as the game progresses reach a predetermined value, etc. During this CZ, the probability of winning the AT is higher than in the general game state, making it easier for the second game state to transition to the AT.
[0102] <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.
[0103] Processing related to the instruction function includes, for example, processing to exercise the instruction function (providing assistance), drawing of modes (modes in which the AT winning probability is determined, or modes in which the AT additional winning probability is determined), mode transition processing, CZ drawing processing, CZ processing, AT drawing processing (including processing related to the continuation of the AT), AT processing, etc.
[0104] A mode is a zone in which a player can stay in any of the normal game state, CZ, and AT. For example, in FIG. 6, a mode (e.g., low probability mode, high probability mode, heaven mode) may be prepared for each of the normal game state, CZ, and AT. Also, the player can stay in the same mode during the advantageous zone, not limited to the normal game state, CZ, and AT.
[0105] In the normal zone, the processing related to the instruction function cannot be executed, but the processing for transition to the advantageous zone is executed when the transition condition to the advantageous zone is satisfied. Note that while the game zone is the normal zone, the second game state is the general game state.
[0106] 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 (including high probability mode and heaven mode) 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.
[0107] The possible combination patterns of the game sections and the second game states in the slot machine 1 can be summarized as follows: A pattern in which the game zone is the normal zone and the second game state is the normal game state A pattern in which the game zone is a favorable zone and the second game state is a general game state (including high probability mode and heaven mode). - The pattern where the game zone is a favorable zone and the second game state is a CZ A pattern where the game zone is a favorable zone and the second game state is an AT state
[0108] <About the advantageous zone penetration specification> The slot machine 1 of this embodiment is equipped with a specification for penetrating a favorable zone after penetrating the favorable zone. This specification for penetrating a favorable zone is advantageous for the player in that when the AT is executed during the favorable zone and the favorable zone difference number described below becomes, for example, +2400 (or it may be +1000, +1500, +2000, etc. These are examples of "when the conditions related to the ball output are satisfied"), the favorable zone ends once and the AT also ends, but when the player moves to the favorable zone again in RT1 to RT4 thereafter, the AT starts.
[0109] In explaining the advantageous zone penetration specification, first, a brief explanation will be given of the RT state. In this embodiment, as shown in FIG. 7, five types of RT states, RT0 to RT4, are prepared.
[0110] For example, when certain conditions are met, such as when the RAM is initialized, when the setting values are changed, when the power of the slot machine 1 is turned on (including after the slot machine 1 is shipped), the RT state is set to RT0 (an example of the initial state), which is the state first thing in the morning.
[0111] In this RT0, if the push order bell flag is established and the player operates the stop switches 40a, 40b, and 40c in the correct push order to win the push order bell, the RT state transitions to RT4 (an example of a specific RT state).
[0112] In this embodiment, once the RT state has transitioned from RT0 to RT4, it will not return to RT0 due to the player's operation. That is, in a game after the RT state has transitioned from RT0 to another RT state (RT1 to RT4), it will return to RT0 if a specific condition is met (for example, when the store staff clears the RAM, changes the setting value, or turns on the power of the slot machine 1). Therefore, except when a specific condition is met, the RT state will not return to RT0, and the player will progress in the game at any of RT1 to RT4.
[0113] In this way, in the slot machine 1 of this embodiment, the RT state in which the game progresses can be distinguished between the early morning state (RT0) and the state in which the advantageous zone is penetrated (RT4, etc.). That is, in the slot machine 1, the state can be distinguished between the time of the transition to the advantageous zone in the early morning state (RT0) and the time of the transition to the advantageous zone in a state other than the early morning state.
[0114] In this embodiment, such a configuration is adopted for the following reason. That is, the slot machine 1 of this embodiment is equipped with special roles BB1 to BB4, which are real bonuses, and unlike conventional AT machines, the AT is not executed inside the bonus, which is a so-called penalty bonus. Specifically, in the slot machine 1, the AT is executed outside the bonus, especially in RT4.
[0115] On the other hand, the winning probability of a real bonus as in this embodiment (e.g., 1 / 200) is extremely low, unlike the winning probability of a penalty bonus installed in a conventional AT machine (e.g., 1 / 5). Here, when the RT state is changed by the transition of the real bonus into the bonus, and the AT is executed in the transitioned RT state, the RT state will be maintained at RT0 until the real bonus is won. This state is only disadvantageous to the player, and such specifications do not provide an interesting gaming machine.
[0116] Here, if the AT suddenly starts when the player moves to the advantageous zone in the early morning state of RT0, the early morning state is too advantageous to the player, which is not necessarily desirable from the viewpoint of game play. Therefore, in this embodiment, the RT state in which the AT may start when the player moves to the advantageous zone is separated from the RT state in which the AT does not start even when the player moves to the advantageous zone. In this way, RT0 can be said to be a disadvantageous state for the player.
[0117] Therefore, in order to incorporate a beneficial zone penetrating specification into a slot machine 1 equipped with a real bonus such as this embodiment, the inventor came up with the idea of activating the beneficial zone penetrating specification in an RT state other than RT0.
[0118] Specifically, in the slot machine 1, when a game is started when the RT state is RT0, the slot machine 1 transitions to the advantageous zone at a relatively early stage in RT0. Then, by winning the push order bell in a game after the transition to the advantageous zone, the slot machine 1 can easily transition to the RT state RT4.
[0119] In addition, once the RT state has transitioned from RT0 to another RT state (RT1 to RT4), it will not return to RT0 until a specific condition is met, such as the RAM being initialized.
[0120] This configuration creates a gameplay feature (advantageous zone penetration specification) in which the advantageous zone is reset when in any of the RT states RT1 to RT4, and when the advantageous zone is entered again, the game is played in a special game state such as AT.
[0121] In this embodiment, as described above, a real bonus is provided, but the transition from RT0 to RT4 does not occur when the first game state transitions into the real bonus, but rather the transition from RT0 to RT4 occurs when a push order bell with a higher winning probability (e.g., 1 / 10) than the winning probability of the real bonus (e.g., 1 / 200) is won.
[0122] This push order bell is a winning combination when the push order bell flag is established. If the push order bell flag is established as a result of the internal lottery and the player operates the stop switches 40a, 40b, and 40c in the correct push order, the symbols corresponding to the push order bell will line up and a game value of 10 will be paid out.
[0123] On the other hand, if the push order bell flag is established but the player operates the stop switches 40a, 40b, 40c in an incorrect push order, the bell spill symbols will line up, resulting in the payout of 1 game value, or a loss (no game value will be paid out).
[0124] Here, since the Push Order Bell is generally a winning combination with three options (if the stop switch 40 that should be pressed first is correct, it will win regardless of whether the second or third stop switch 40 is pressed) or six options (if the stop switch 40 that should be pressed first, the stop switch 40 that should be pressed second, or the stop switch 40 that should be pressed third is correct), the winning probability of the Push Order Bell (1 / 3 or 1 / 6 if the correct push order is not announced) is lower than the winning probability of a bell spill or the probability of a miss (2 / 3 or 5 / 6 if the correct push order is not announced).
[0125] In this embodiment, as described above, the RT state transitions to RT4 when the push order bell flag is established in RT0 and the bell spill is won, or when it is not won, but when the push order bell is won. In other words, the probability of transitioning to RT4 (the probability of the push order bell winning) is lower than the probability of not transitioning to RT4 (the probability of the bell spill winning, etc. winning).
[0126] On the other hand, the probability of winning the push order bell and winning a prize (if the correct push order is not announced, it is (1 / 10) x (1 / 3) = 1 / 30 for a three-choice bell, or (1 / 10) x (1 / 6) = 1 / 60 for a six-choice bell) is higher than the probability of winning the real bonus (1 / 200).
[0127] As mentioned above, the reason why the system is configured to transition to RT4 when the push order bell is won (i.e., the reason why the system is not configured to transition to RT4 when the bell is dropped or missed) is as follows.
[0128] In the case of a configuration in which the game moves to RT4 due to a bell spill or miss, for example, if the push order bell flag is established while a single bonus (SB / bonus that changes the odds of a small win in one game during operation) is in operation in RT0 before the game moves to the advantageous zone, and the player fails to press the stop switches 40a, 40b, and 40c in the correct push order, the game may move to RT4 while still in the normal zone. If the game moves to the advantageous zone in RT4 after that, the player may benefit from the advantageous zone penetration specification in the early morning state.
[0129] To prevent such a situation, in this embodiment, the condition for transitioning to RT4 is the winning of a push order bell, which has a lower probability of appearing than the bell spill when the push order bell flag is established.
[0130] In this embodiment, the RT state transitions from RT0 to RT4 when the push order bell is won in a game after the transition to the advantageous zone at RT0. In other words, by using the push order bell as a trigger for transition to RT4, it is possible to create a state in which the game transitions from RT0 to RT4 in the advantageous zone when the game transitions from the normal zone to the advantageous zone at RT0. As a result, when the game transitions to the advantageous zone at RT0, the benefit of the advantageous zone penetration specification cannot be obtained.
[0131] From then on, the game will proceed in an RT state other than RT0 (RT1 to RT4), so the advantageous zone will be reset at any of RT1 to RT4, and the advantageous zone penetration feature will be activated when the player moves into the advantageous zone again after that.
[0132] In this embodiment, the RT state when moving from the normal zone to the advantageous zone is referred to to determine whether or not the advantageous zone penetration specification is executed. Specifically, when moving to the advantageous zone at RT4 (or RT1 to RT3), the advantageous zone penetration specification is activated, and for example, there is a 50% probability of moving to the AT with a continuation rate of 80%, but when moving to the advantageous zone at RT0, the advantageous zone penetration specification is not activated, and it is possible to prevent the transition to the CZ and AT.
[0133] In this embodiment, the conditions for transition to the advantageous zone are, for example, the establishment of the push order bell flag, the establishment of the common bell flag, and the establishment of the rare role flag. In this way, in this embodiment, the transition to the advantageous zone occurs when the push order bell flag is established, so that the game zone can be transitioned to the advantageous zone before the RT state transitions to RT4.
[0134] In the above, an example is described in which penetration of the advantageous zone occurs in any of RT1 to RT4 and the advantageous zone penetration specification is activated, but in RT1 to RT3 other than RT4, the advantageous zone does not have to be reset and the advantageous zone penetration specification does not have to be activated.
[0135] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a gaming value control unit 62, and a sub-control unit 63.
[0136] Each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).
[0137] Hereinafter, the connection relationship and communication process of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be described with reference to Fig. 9. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are mounted on different boards.
[0138] The main control board P1 on which the main control unit 61 is mounted, and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, and two-way serial communication is possible.
[0139] The information and commands transmitted from the main control board P1 to the game value control board P2 include outer end information, whether or not settings are being changed, commands related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting a bet cancellation process when the cancel button 45 is operated, a request for the transfer of game value when the counting button 44 is operated, and the like.
[0140] The information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function (described later) has been activated, information that the number of credits has reached an upper limit (a value used to prompt the operator to transfer credits because there are too many credits), information regarding the presence or absence of a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.
[0141] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is performed from the main control board P1 to the sub-control board P3. Information and commands transmitted from the main control board P1 to the sub-control board P3 include information on game value (for example, game value bet / payout information, total game value acquired during AT), information on the start / end of game, information on the start / end of device operation, information on various errors, etc.
[0142] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but serial communication is carried out in one direction from the game value control board P2 to the sub-control board P3.
[0143] The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands regarding advance notification before the complete function is activated, information regarding the transfer of game value (for example, information indicating that transfer has started, transfer in progress, transfer completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit number backup error has occurred.
[0144] As the game progresses, when functions of the operation unit 4, such as the lever 42 and the stop switches 40a, 40b, and 40c, are activated, one-way serial communication is performed from the main control unit 61 to the operation unit 4 and the like.
[0145] <Description of main control unit 61> The ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reel 20, ball output control, transfer request).
[0146] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of a game) required for the progress of a game.
[0147] The main control unit 61 functions as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615 (an example of a control unit), an RT state control unit 616, and an error determination unit 617 through the operation of the CPU of the main control unit 61 using a storage unit (ROM, RAM, RWM; the same applies below). These functions correspond to the functions of the game control unit.
[0148] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control executed by the main control unit 61 includes, for example, an internal lottery process, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as communication connection monitoring between the slot machine 1 and the card unit 7, error processing, and the like.
[0149] The game data includes the current number of games, as well as data indicating the game status (which state or section each game state and game section is in). The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.
[0150] <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. 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 RT state when the lever 42 is operated.
[0151] 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 (an example of information regarding the progress of a game) can be used by the reel control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.
[0152] 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 and the type of bonus when the lever 42 is operated.
[0153] In addition, the information on the winning combinations shown in the internal lottery table includes one or more winning combinations that are associated with the combinations. The winning combinations include losing winning combinations that do not pay out game value, as well as operation mode winning combinations (e.g., cherry, watermelon, push order bell) that pay out game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.
[0154] When an operation mode role is won and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role is won and a player can win a plurality of game values (for example, 10) according to the role. If the stop switch 40 is not operated according to the correct operation mode even though the operation mode role is won, the operation mode role will not win or another role (such as a so-called 1-coin role) will win.
[0155] In addition, the operation mode role is also won and established during the general game state (for example, other than AT and CZ). However, when the operation mode role is won during the general game state, the correct operation mode is not basically notified, so the operation mode role is missed or the payout amount of the game value is 1. On the other hand, during the AT, the correct operation mode is notified, so there is a high possibility that multiple (for example, 10) game values will be paid out. For example, when the push order bell flag is established during the execution of the AT, the correct push order is notified, so it is easy to win the push order bell and pay out game value in an amount (10) greater than the amount of the bet game value (3).
[0156] <Rotary reel control unit 611> The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, 20c, or rotation stop control to stop the rotation.
[0157] Specifically, when the lever 42 is operated while all the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all the reels 20a, 20b, and 20c. As described above, when the stop switch 40 (e.g., 40c) corresponding to the reel 20 (e.g., 20c) that is rotating is operated, the reel control unit 611 stops the rotation of the reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).
[0158] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c so that a combination of symbols corresponding to a role indicated by a winning flag (excluding a special role flag), which is the internal lottery result, is positioned on the pay line L of the reel 20, thereby winning the role.
[0159] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operation of the lever 43 by the operator. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game.
[0160] In addition, in the case of the control of the rotation stop by the operator during the 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 reels 20a, 20b, 20c corresponding to the operated stop switch 40a, 40b, 40c. 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.
[0161] In addition, when a special role, which is a real bonus, is won, the reel control unit 611 can control the rotation and stopping of the reels 20a, 20b, and 20c to make the special role win a prize. In addition, when a special role is won, the reel control unit 611 can control the special role not to win the prize immediately, but to temporarily prevent the special role from winning. This makes it possible to realize an AT machine equipped with a real bonus.
[0162] <Explanation of the gaming result determination 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.
[0163] 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 (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, and the like.
[0164] <Explanation of the setting value control unit 613> The set value control unit 613 progresses the game using one of a plurality of set values (for example, 1 to 6) with different advantageous degrees of control over the progress of the game, based on the operation of the setting change button 52 by 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 613 (set value signal) can be used by the internal lottery unit 610, the performance control unit 630, etc.
[0165] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine odds, the probability of winning a specific minor role such as the push order bell (also called the common bell), the probability of winning the CZ, the probability of winning the AT, etc., differs. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine odds).
[0166] The slot machine 1 may further include a setting key. The setting key is a switching key to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 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.
[0167] <Section control unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.
[0168] When the game zone is a normal zone, if the transition condition to the advantageous zone is satisfied, the zone control unit 614 sets (transitions) the game zone to the advantageous zone. As described above, the transition condition in this embodiment is that any one of the push order bell flag, the common bell flag, and the rare role flag is established by the internal lottery.
[0169] Furthermore, when the gaming zone is a favorable zone, the zone control unit 614 determines whether to maintain the favorable zone state or to transition to a normal zone (whether to end the favorable zone).
[0170] Specifically, the zone control unit 614 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including a case where the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of transition to the advantageous zone (the advantageous zone difference described later) reaches +2400. Note that the forced termination condition may be, for example, that the zone control unit 614 transitions the second gaming state from the AT to the general gaming state when the gaming zone is an advantageous zone, or that the game enters the CZ, which is a pull-back zone, after the AT ends but the AT cannot be pulled back in the CZ and transitions to the general gaming state.
[0171] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (particularly the player) can earn a maximum gaming value of 1000+2400=3400.
[0172] In addition, when the power of the slot machine 1 is turned on, when the setting value is changed, or when the RAM is cleared, the interval control unit 614 sets the game interval to the normal interval regardless of the previous game interval.
[0173] The interval control unit 614 can transmit information regarding the game interval (whether it is a normal interval or an advantageous interval) to the performance control unit 630 or the like as information regarding the progress of the game.
[0174] <Game status control unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.
[0175] Specifically, the game state control unit 615 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, AT, and CZ.
[0176] The gaming state control unit 615 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.
[0177] Then, when a special role is won by the internal drawing but the special role is not won, the gaming state control unit 615 sets the first gaming state to the bonus internal state.
[0178] 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 615 transitions the first game state from the bonus internal state to a special role non-carryover state.
[0179] In the special role non-carryover state, when a special role is won (from this point until the special role is won, the state is the bonus internal state) and the special role is won, the game state control unit 615 transitions the first game state from the special role non-carryover state to the special role implementation state via the bonus internal state.
[0180] In addition, when a special combination is won in the bonus internal state, the gaming state control unit 615 transitions the first gaming state from the bonus internal state to the special combination implementation state.
[0181] In addition, in the special role implementation state, if a predetermined condition is satisfied or if the gaming value is paid out in excess of a predetermined amount, the gaming state control unit 615 transitions the first gaming state from the special role implementation state to a special role non-carryover state.
[0182] Returning to FIG. 6, if the AT lottery is not won in the general gaming state or the CZ, the gaming state control unit 615 sets the second gaming state to the general gaming state.
[0183] In addition, when the AT ends, the gaming state control unit 615 transitions the second gaming state from the AT to a general gaming state or a CZ.
[0184] In this way, the game state control unit 615 can transition the second game state between the general game state and CZ, between CZ and AT, and between AT and the general game state.
[0185] Also, when the game state control unit 615 transitions the second game state to AT, it first starts the AT preparation state, and upon the winning of the AT start winning combination during the AT preparation state, it starts the AT execution state. Further, when the game state control unit 615 ends the AT execution state, it transitions the second game state to the general game state or CZ.
[0186] The game state control unit 615 can create a game flow such as transitioning from the general game state to AT by controlling the first game state and the second game state, setting the special winning combination state when a special winning combination occurs during AT, restarting AT upon the end of the special winning combination execution state, and restarting the general game state upon the end of AT.
[0187] Also, during the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to win the AT lottery and a high probability mode in which it is easy to win the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 615 executes the AT lottery (or the AT bonus lottery) with the AT winning probability (or the bonus probability) associated with the selected mode.
[0188] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the effect control unit 630 and the like.
[0189] <RT state control unit 616> The RT state control unit 616 can proceed with the game using one of the multiple RT states. The multiple RT states each have a predetermined probability (replay probability) that the replay flag will be established as a winning flag, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) is won.
[0190] In this embodiment, the specifications of the internal lottery process executed in response to the game start operation (operation of the lever 41) in each RT state (for example, an internal lottery table that specifies which winning combination flags are established / easier to be established) may differ. Therefore, the RT state control unit 616 controls the RT state, and the internal lottery table used in the internal lottery is changed in various ways, thereby realizing diversity in the game.
[0191] In this embodiment, as described above, five types of RT states, RT0 to RT4, are prepared.
[0192] RT0 is the RT state in which the slot machine 1 remains in when certain conditions are met, such as when the power to the slot machine 1 is turned on (including when the product is shipped), when the RAM is initialized, when settings are changed, etc., and in the so-called first thing in the morning state.
[0193] RT1 is the RT state to which the player transitions when the special roles BB1 to BB4 are won during RT4, but the special roles BB1 to BB4 are not won in that game.
[0194] During the special role implementation state, the RT state will be either RT2 or RT3. Also, the replay probability set for RT2 and RT3 is different.
[0195] RT4 is the RT state to which the player transitions from RT0, or the RT state to which the player transitions after the operation of special roles BB1 to BB4 has ended.
[0196] In addition, the RT state control unit 616 can transmit information regarding the RT state (which RT state it is, RT0, RT1, etc.) to the game state control unit 615, the performance control unit 630, etc. as information regarding the progress of the game.
[0197] <Error determination unit 617> The error determination unit 617 determines whether or not various errors have occurred. Examples of various errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit of the number of credits, etc.
[0198] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is sent from the main control unit 61 to each of the game value control unit 62 and the sub-control unit 63 as information regarding the error.
[0199] As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the content of the error that has occurred.
[0200] <Explanation of the gaming value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of the game value.
[0201] The RAM and RWM of the game value control unit 62 store game data (information regarding the progress of a game) required for managing the game value.
[0202] Through the operation of the CPU of the gaming value control unit 62 using the memory unit, the gaming value control unit 62 functions as a medium management unit 620 and a function operation unit 621.
[0203] <Explanation of Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.
[0204] The media management unit 620 receives an input request (a request to input a predetermined amount of gaming value) or a payout request (a request to pay out a predetermined amount of gaming value) from the main control unit 61, and executes the following processing.
[0205] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.
[0206] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is won based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of game value paid out based on the type of winning combination.
[0207] Furthermore, the media management unit 620 calculates the difference in game value (an example of information regarding the progress of the game), which is the cumulative value obtained by subtracting the number of bets on game value from the number of payouts on game value, regardless of whether the game is in a normal zone or an advantageous zone, and regardless of whether the game is in a normal game state or a special game state (CZ, AT), as shown in Fig. 8. The difference in game value is used for calculating the difference in advantageous zones and for determining whether the complete function is activated, as described below.
[0208] In addition, the media management unit 620 calculates the advantageous zone difference number, which is the difference in game value in the advantageous zone (from when the game zone transitions from the normal zone to the advantageous zone to when it transitions back to the normal zone), as shown in Figure 8.
[0209] In this embodiment, when the advantageous zone difference number becomes +2400, the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, when the difference number becomes -300 after the start of play in the advantageous zone and the game transitions to the AT, the media management unit 620 initializes the advantageous zone difference number when 2700 is paid out thereafter (in this case, the advantageous zone difference number becomes +2400). When the advantageous zone difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the zone control unit 614. As a result, the zone control unit 614 transitions the game zone to the normal zone.
[0210] In addition, the media management unit 620 can initialize the favorable zone difference number to 0 (zero) when the favorable zone ends as a specified termination condition is met other than when the favorable zone difference number becomes +2400.
[0211] The media management unit 620 starts calculating the favorable zone difference number when the game zone transitions again to the favorable zone.
[0212] 8, the media management unit 620 calculates a range (MY) which is the difference between the maximum and minimum values of the difference number using the difference number of the game value, which is the cumulative value obtained by subtracting the number of bets on the game value from the number of payouts of the game value since the slot machine 1 was last powered on. Unlike the advantageous zone difference number and the difference number of the game value described above, this range (MY) is calculated for all game zones (advantage zones and normal zones), that is, continuously as long as the power of the slot machine 1 is kept on.
[0213] This information regarding the range (MY) is transmitted to the function operation unit 621 and is used for the complete function described later.
[0214] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.
[0215] The number of bets, the number of credits, the difference, and the like of the gaming value calculated by the media management unit 620 are transmitted to the gaming status control unit 615, the performance control unit 630, and the like as information regarding the progress of the game.
[0216] <Function Activation Unit 621> The function operation unit 621 receives information about the range (MY) transmitted from the medium management unit 620.
[0217] Then, when the range (MY) becomes equal to or greater than the first range, for example 18500, the function activation unit 621 generates information regarding a pre-notification indicating that activation of the complete function is imminent.
[0218] 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 (the machine will be in a state where play is not possible) unless the power is turned off and on by store staff.
[0219] 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 game value as an operation for starting the spinning reel 20. When the complete function is activated, such an operation related to the game cannot be accepted, so even if the bet switch 41 is operated while the complete function is activated, the bet processing of the game value is not performed.
[0220] Note that, for example, information regarding advance notification is transmitted to the performance control unit 630 for each game while this information is being generated by the function operation unit 621. As a result, the performance control unit 630 performs advance notification.
[0221] Furthermore, when the range (MY) falls below the first range of 18500, the function activation unit 621 stops generating information related to advance notification. As a result, the performance control unit 630 stops providing advance notification.
[0222] 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 630, 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 630. In this way, by making the information regarding the advance notification 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 630.
[0223] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.
[0224] The function activation unit 621 cancels 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 cancelled, 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.
[0225] <Explanation of the sub-control unit 63> The ROM of the sub-control unit 63 stores programs and various data indirectly related to the progress of the game (for example, control of the presentation of the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the sound output of the speaker 101).
[0226] The RAM and RWM of the sub-control unit 63 store various data related to performance control.
[0227] The sub-control unit 63 functions as a performance control unit 630 through operation of the CPU of the sub-control unit 63 using the memory unit.
[0228] <Direction control unit 630> By executing a performance lottery, the performance control unit 630 determines at least one of the following as the performance pattern: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.
[0229] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) transmitted from the main control unit 61, and executes the performance lottery using the selected performance lottery table.
[0230] In addition, when the AT is being executed, the performance control unit 630 executes the AT performance using a performance lottery table dedicated to the AT.
[0231] Specifically, the performance control unit 630 executes the performance during AT preparation using a performance drawing table dedicated to the AT preparation, and executes the performance during AT execution using a performance drawing table dedicated to the AT execution.
[0232] Furthermore, when a special combination, which is a real bonus, is won, the performance control unit 630 can notify the player of the bonus win and can also make a notification such as "Aim for the red 7!".
[0233] In addition, during the special role implementation state, the presentation control unit 630 executes a presentation corresponding to the special role (in this embodiment, since there are four types of special roles, BB1 to BB4, a presentation corresponding to the special role being executed) and, when the special role implementation state ends, can announce the amount of game value acquired during the special role implementation state and that the special role implementation state will end.
[0234] <Basic operation process flow of slot machine 1> The flow of the basic operation process of the slot machine 1 will be described with reference to Fig. 10. For the sake of convenience, the flow when a special role, which is a real bonus, is won or awarded is not described below. When the above-mentioned non-playable state is not entered and a special role, which is a real bonus, is won, the game state control unit 615 executes a special role implementation state by winning the special role, and when a payout of game value exceeding a predetermined number is made, it transitions to a special role non-carryover state.
[0235] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 621 determines whether or not the slot machine 1 is in a playable state (whether or not the complete function is activated) (step S101).
[0236] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0237] On the other hand, when the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 display the amount of credited game value on the digital counter 43 and accept the operation of the bet switch 41, the lever 42, etc. by the operator, on the condition that game value data is transmitted from the card unit 7. This causes the slot machine 1 to enter a game start state (step S102).
[0238] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game regardless of whether it is a normal zone or an advantageous zone.
[0239] Next, the interval control unit 614 causes the game to proceed in the normal interval (step S104).
[0240] The game state control unit 615 allows the game to proceed in the normal game state (step S105).
[0241] Next, the zone control unit 614 determines whether the gaming zone has become a favorable zone because the conditions for transitioning to the favorable zone have been met, or whether the gaming zone is a favorable zone because the state of the favorable zone has been maintained (step S106).
[0242] If the game zone is not a favorable zone (S106: NO), the process returns to step S104.
[0243] On the other hand, if the game zone is an advantageous zone (S106: YES), the media management unit 620 counts the advantageous zone difference number (in a game that has transitioned to an advantageous zone, counting of the advantageous zone difference number starts) (step S107). After this, the zone control unit 614 continues counting the advantageous zone difference number while the game zone is an advantageous zone (in both the general game state and the CZ or AT).
[0244] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).
[0245] When the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.
[0246] On the other hand, when the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 advances the game in the AT (step S109).
[0247] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) is 19000 or more.
[0248] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.
[0249] On the other hand, if the complete function does not operate (S110: NO), the section control unit 614 determines whether the favorable section difference number is +2400 or more (step S111).
[0250] If the favorable zone difference number becomes +2400 or more (S111: YES), the zone control unit 614 transitions the game zone to the normal zone, the game status control unit 615 ends the AT, and the media management unit 620 initializes the favorable zone difference number to zero (0), and then the processing returns to step S104.
[0251] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game status control unit 615 determines whether or not to end the AT (step S112).
[0252] If the AT ends (S112: YES), the process returns to step S105.
[0253] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.
[0254] Returning to step S110, if the complete function has been activated (S110: YES), the function activation unit 621 controls the operator to be unable to proceed with the game on the slot machine 1 (step S113).
[0255] Next, in response to the operation of the count button 44, the medium management section 620 and the card unit 7 transmit and receive necessary information to execute a transfer process (step S114).
[0256] Next, in response to the power being turned off by the store staff member's power-off operation to turn off the power of the slot machine 1 (step S115), the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 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.
[0257] 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.
[0258] <The flow of the game state from the morning state until the advantageous zone penetration specification is activated> Next, an example of the flow of the game state from the early morning state until the advantageous zone penetration specification is activated will be described with reference to FIG.
[0259] First, for slot machine 1, the flow branches depending on whether certain conditions are met, such as whether the RAM has been initialized, whether the setting values have been changed, whether the power has been turned on (including after the product has been shipped), etc. (step S201).
[0260] If the specific condition is not met (S201: NO), the flow proceeds to step S207, which will be described later.
[0261] On the other hand, if the specific condition is met (S201: YES), the slot machine 1 enters a so-called early morning state (step S202).
[0262] Specifically, the main control unit 61 sets the RT state to RT0, sets the gaming section to the normal section, and sets the gaming state to the normal gaming state (step S203).
[0263] Next, the flow branches depending on whether the transition condition for transitioning to the advantageous zone is satisfied (step S204). As described above, the transition condition to the advantageous zone is that the push order bell flag, the common bell flag, or the rare role flag is satisfied as a result of the internal lottery.
[0264] If the transition condition is not met (S204: NO), the flow returns to step S203.
[0265] On the other hand, when the transition condition is met (S204: YES), the main control unit 61 transitions the gaming zone to the advantageous zone (step S205).
[0266] Next, the flow branches depending on whether the push order bell has been won (step S206). In this embodiment, even if the transition condition that has been established is the establishment of the push order bell flag, the sub-control unit 63 does not notify the correct push order in the game in which the push order bell flag has been established. Therefore, in the game in which the push order bell flag has been established and the game has transitioned to the advantageous zone, the player needs to guess the correct push order of the push order bell by himself.
[0267] If the push order bell has not won (S206: NO), the flow repeats step S206.
[0268] On the other hand, if the push order bell wins (S206: YES), the main control unit 61 transitions the RT state from RT0 to RT4 (step S207). In the subsequent games, the game progresses in one of RT1 to RT4 unless a specific condition is met.
[0269] Next, the flow branches depending on whether or not the player is in a favorable gaming state, including whether the AT is being executed or whether a special role that is a real bonus is being implemented (for example, whether or not the AT lottery has been won, whether or not the AT is being executed, whether or not a special role that is a real bonus has been won, or whether or not the special role is being implemented) (step S208).
[0270] If the player is not in a favorable gaming state (S208: NO), the flow returns to step S207. Normally, the gaming state in which the player plays is a low-base (low ball payout rate) stuck period in which steps S207 and S208 are repeated.
[0271] On the other hand, if the game is in a favorable gaming state (S208: YES), the flow branches depending on whether or not the favorable zone has been penetrated during the favorable gaming state (step S209).
[0272] If the advantageous zone is not penetrated during the advantageous gaming state (S209: NO), the flow returns to step S208.
[0273] On the other hand, if the advantageous zone is penetrated during the advantageous gaming state (S209: YES), the main control unit 61 executes a transition process to the normal zone (step S210).
[0274] Next, after the game zone transitions to the normal zone, the advantageous game state ends (step S211).
[0275] Next, the flow branches depending on whether or not the conditions for transition to the favorable zone are met (step S212).
[0276] If the transition condition is not met (S212: NO), the flow repeats step S212.
[0277] On the other hand, if the transition condition is met (S212: YES), the main control unit 61 keeps the RT state in one of RT1 to RT4 (the RT state in which the player was in when the transition condition was met) and transitions the gaming zone to the advantageous zone (step S213).
[0278] Then, when a transition to the advantageous zone occurs in any of the RT states RT1 to RT4, the main control unit 61 activates the advantageous zone penetration specification (step S214). The above is an explanation of the flow of the game state from the morning state until the advantageous zone penetration specification is activated.
[0279] In summary, the slot machine 1 of the present invention has the following features: An internal lottery unit 610 capable of determining one winning flag from among a plurality of winning combination flags based on the operation of the lever 42 by a player; An RT state control unit 616 capable of controlling the progress of a game in one of a plurality of RT states in which a replay probability is predetermined; Equipped with The winning combination includes at least one push order bell in which the correct push order of the stop switches 40a, 40b, and 40c is defined, If the push order bell wins, the game value is paid out in an amount equal to or greater than the game value bet in that game. The RT state control unit 616 When the push order bell is won in a specified initial state (RT0), it is possible to transition from RT0 to a specific RT state (RT4), and In the game after the transition to RT4, the game will not be transitioned to RT0 based on the player's operation.
[0280] <Effects of the Invention> In some conventional gaming machines, for example, when the RAM is initialized or the settings are changed, the player can receive benefits in terms of ball payout simply by moving to an advantageous zone in the so-called early morning state.
[0281] If a player can receive benefits in terms of ball output by moving to the favorable zone in this way while in the early morning state, the expected value of ball output will be higher in the early morning state, which could lead to the emergence of a strategy that only targets the early morning state, and players may no longer be able to play after the early morning state is no longer in effect.
[0282] In the case of an AT machine equipped with a penalty bonus, like conventional gaming machines, the above-mentioned problem can be solved by transitioning to the RT state during the penalty bonus.
[0283] However, in the case of AT machines equipped with real bonuses, the probability of winning the real bonus (e.g., 1 / 200) is much lower than the probability of winning the penalty bonus (e.g., 1 / 5), so it is necessary to devise countermeasures for the early morning situation that are different from those used for conventional gaming machines.
[0284] In particular, in the case of an AT machine equipped with a real bonus, if a game system is adopted in which the RT state is transitioned by the game state moving inside the bonus, there is a risk that RT0 will continue if the bonus is not won.
[0285] Therefore, it is difficult to use the above-mentioned specifications in gaming machines that are equipped with real bonuses, rather than game play that uses a transition of the RT state triggered by a transition into the penalty bonus.
[0286] For the above reasons, in the case of gaming machines that are equipped with a real bonus with a lower probability of winning than a penalty bonus and have new gameplay such as an AT being executed outside of the bonus period, it is not possible to realize the advantageous zone penetration specification using conventional methods.
[0287] Therefore, in the slot machine 1 of this embodiment, when the normal zone, RT0, is activated, for example, the push order bell flag is established, and the push order bell is then awarded, so that the slot machine 1 can transition from RT0 to RT4 in the advantageous zone state. After that, the game proceeds in any of RT1 to RT4, and the penetration of the advantageous zone is executed. Therefore, in the slot machine 1, the state can be differentiated between a case where the slot machine 1 transitions to the advantageous zone in the early morning state and a case where the slot machine 1 transitions to the advantageous zone in a state other than the early morning state. In this way, according to the present invention, it is possible to prevent the player from easily obtaining the benefit of transitioning to a special state when the player transitions to the advantageous zone in the early morning state.
[0288] Also, as a result of this effect, in particular when the slot machine 1 of this embodiment is provided with a favorable zone penetration specification, the favorable zone penetration specification is not activated when the player moves to the favorable zone in the early morning state, but the favorable zone penetration specification can be easily activated when the player moves to the favorable zone in a state other than the early morning state. Therefore, the favorable zone penetration specification can be installed even in the slot machine 1 of this embodiment, which is equipped with a real bonus and in which the AT is executed in a state other than the bonus.
[0289] According to the present invention, a gaming machine can be provided that can prevent the easy acquisition of the advantage of transitioning to a special state when transitioning to a favorable zone in the early morning state.
[0290] [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.
[0291] In addition, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.
[0292] In the above embodiment, the advantageous zone penetration specification is mainly executed when the RT state is RT4, but the advantageous zone penetration specification may be executed inside the real bonus (when RT1) or during the real bonus (when RT2, RT3). In this case, the processing of the real bonus is prioritized, and the AT or CZ may be started after the real bonus ends.
[0293] In addition, in the above embodiment, an example is described in which the correct push order is not announced in the game in which the push order bell flag is established in the normal section, RT0, but the present invention is not limited to this. That is, when the push order bell flag is established in the normal section, RT0, the correct push order may be announced in the game so that the player can easily win the push order bell. This is because the push order bell flag is established, and the game section moves to the advantageous section, so that the slot machine can execute the process related to the instruction function (announcement of the correct push order).
[0294] In the above embodiment, the conditions for transition to the advantageous zone are that the push order bell flag, the common bell flag, and the rare combination flag are established, but other conditions may be used. The conditions for transition to the advantageous zone may be, for example, that the lever is operated in the normal zone, that a combination flag other than a miss is established, or that a combination flag other than a replay flag is established.
[0295] Furthermore, the condition for transitioning to the advantageous zone may be that a game immediately after the game that transitioned to the normal zone is executed, that a zone transition lottery is won, etc. When a zone transition lottery is executed, when a predetermined lottery target role (for example, a rare role such as a cherry or a chance eye) is won, a lottery is held to determine whether or not to perform a zone transition lottery, and if the result is a win, the zone transition lottery is held.
[0296] In this way, the effect of the present invention can be obtained if the probability of the game zone transitioning from the normal zone to the advantageous zone is set higher than the probability of the RT state transitioning from RT0 to RT4. This allows the game zone to transition to the advantageous zone at RT0, which is the early morning state, so that it is possible to prevent the profit of the advantageous zone penetration specification from being easily obtained when transitioning to the advantageous zone in the early morning state.
[0297] In addition, when the conditions for the ball output are met, the game may transition to a special RT state, and if the advantageous zone is penetrated in that state, and the RT state when the advantageous zone is re-entered is the special RT state, the AT may be resumed. By doing this, the AT does not always start when the advantageous zone is penetrated, but it is possible to create a state in which the advantageous zone is penetrated in rare cases and the AT continues.
[0298] In addition, not limited to the above embodiment, when a special role that is a real bonus is won during the AT, even if the advantageous zone difference exceeds +2400 during that bonus, game value may be paid out until the real bonus is completed, and the advantageous zone may end thereafter.
[0299] In addition, when the special role, which is a real bonus, is being implemented, when the advantageous zone difference number becomes +2400, the advantageous zone may be penetrated and a transition may be made again to the advantageous zone during the special role implementation state.
[0300] Without being limited to the above embodiment, the advantageous zone penetration specification may be activated only when the advantageous zone difference number exceeds a predetermined number, such as +1500.
[0301] In addition, the advantageous zone penetration specification may be activated only when the conditions for completing the advantageous zone are met (= when it becomes +2400 or more).
[0302] In the above embodiment, an example of transitioning only from RT0 to RT4 is described, but the present invention is not limited to this. For example, the flag of bonus BB1 to BB4 is established at RT0 (transition to inside BB1 to BB4), so that the RT state may transition to RT1 without passing through RT4.
[0303] Even in this case, in the game after the RT state has transitioned from RT0 to another RT state, the RT state will not transition from any of RT1 to RT4 back to RT0 based on the player's operation. In other words, once the RT state has transitioned from RT0 to another RT state (RT1 to RT4), the RT state will transition to RT0 if certain conditions are met, such as when the RAM is initialized by the store staff, when the setting value is changed, or when the slot machine is turned on.
[0304] In addition, in the above embodiment, if the RT state when moving from the normal zone to the favorable zone is RT1 to RT4, a benefit is given (the favorable zone penetration specification is executed), but if it is RT0, no benefit is given, but the present invention is not limited to this. For example, the benefit of moving to the favorable zone at RT4 (for example, a 50% probability of moving to an AT with a continuation rate of 80%) can be more advantageous than the benefit of moving to the favorable zone at RT0 (for example, a 30% probability of moving to an AT with a continuation rate of 50%).
[0305] In addition, after penetrating the advantageous zone during AT execution in RT1 to RT4 and transitioning to the normal zone, a screen showing that the AT is in progress or a screen as if the AT is in progress may be displayed on the liquid crystal screen for a predetermined number of games (e.g., 10 games) until the conditions for transitioning to the advantageous zone are met. By transitioning to the advantageous zone again when the conditions for transitioning to the advantageous zone are met before the predetermined number of games are consumed, the player can be made to recognize that the AT is continuing.
[0306] In addition, in the above embodiment, an example is described in which a game value of 10 is paid out when the push order bell is won, but a game value of 3, the same as the amount bet, may also be paid out (in other words, there is no restriction on the amount of game value paid out, so long as a game value equal to or greater than the amount bet is paid out).
[0307] 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.
[0308] Also, in the above embodiment, an example is described in which the slot machine can execute both a bonus and an AT, but the slot machine may be capable of executing both a bonus and an ART (assisted replay time).
[0309] 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.
[0310] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3,000 games, the zone control unit may forcibly transition the game zone from the advantageous zone to the normal zone.
[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 game value may be used to determine whether or not to activate the complete function.
[0312] Also, although the slot machine in the above embodiment is a medal-less machine, the slot machine to which the present invention is applied does not have to be a medal-less machine. If the slot machine is not a medal-less machine, the slot machine is equipped with a medal insertion port, a medal payout port, a hopper, etc. In the above, an example is described in which the game value control unit and the main control unit are mounted on different control boards. Alternatively, the game value control unit and the main control unit may be mounted on the same control board.
[0313] In addition, although the embodiment describes an example of a so-called smart slot machine, the present invention is not limited thereto. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed.
[0314] Other examples include: A section control unit capable of playing a game in either a normal section or an advantageous section; An RT state control unit capable of controlling game progress in one of a plurality of RT states in which replay probabilities are predetermined; Equipped with The RT state control unit: In the normal section and in a game subsequent to the game in which the section control unit has transitioned to the advantageous section in a predetermined initial state, it is possible to transition from the initial state to a specific RT state, and In the game after the transition to the specific RT state, the transition to the initial state is not made based on the operation of the player. There are gaming machines. [Explanation of symbols]
[0315] 1. Slot machines (amusement machines) 61 Main control unit 610 Internal lottery 611 Rotating reel control unit 612 Game result judgment unit 613 Setting value control section 614 Section Control Unit 615 Game status control unit 616 RT state control unit 617 Error Judgment Unit 62 Game value control unit 620 Media Management Department 621 Functional operation part 63 Sub-control section 630 Production Control Unit
Claims
1. An internal lottery unit capable of determining one winning flag from among a plurality of winning combination flags based on an operation of a start switch by a player; The replay probability is determined in advance and the game is played in one of several RT states. A RT state control unit capable of controlling the progression of a technique; a zone control unit capable of controlling a game zone including an advantageous zone in which a process related to an instruction function can be executed, and a normal zone in which a process related to the instruction function cannot be executed but a process for transitioning to the advantageous zone can be executed; Equipped with The winning combination includes an operation mode combination in which a correct operation mode of at least one stop switch is defined, When the operation mode combination is won, the game value is paid out in an amount equal to or greater than the game value bet in that game. The RT state control unit is When the operation mode role is won in a predetermined initial state, it is possible to transition from the initial state to a specific RT state, and In the game after the transition to the specific RT state, the transition to the initial state is not made based on the operation of the player, When the game zone transitions from the normal zone to the advantageous zone in the initial state, the game zone does not transition to a game state advantageous to the player. Amusement machine.
2. An internal lottery unit capable of determining one winning flag from among multiple winning combination flags based on the operation of a start switch by a player; The replay probability is determined in advance and the game is played in one of several RT states. A RT state control unit capable of controlling the progression of a technique; a zone control unit capable of controlling a game zone including an advantageous zone in which a process related to an instruction function can be executed, and a normal zone in which a process related to the instruction function cannot be executed but a process for transitioning to the advantageous zone can be executed; Equipped with The winning combination includes an operation mode combination in which a correct operation mode of at least one stop switch is defined, When the operation mode combination is won, the game value is paid out in an amount equal to or greater than the game value bet in that game. The RT state control unit is When the operation mode role is won in a predetermined initial state, it is possible to transition from the initial state to a specific RT state, and In the game after the transition to the specific RT state, the transition to the initial state is not made based on the operation of the player, The benefit that the player can receive is greater when the gaming area transitions from the normal area to the advantageous area in the specific RT state than when the gaming area transitions from the normal area to the advantageous area in the initial state. Amusement machine.
3. The above-mentioned roles include special roles that are carried over to the next or subsequent games if the winning game does not win, The probability of winning the operation mode role is set higher than the probability of winning the operation mode role and winning a prize, The probability of winning the operation mode role is set higher than the probability of winning the special role.
3. The gaming machine according to claim 1 or 2.
4. The winning probability of the operation mode combination is set lower than the non-winning probability of the operation mode combination not winning.
3. The gaming machine according to claim 1 or 2.
5. When the operation mode combination is won, the correct operation mode can be notified to the performance device. A capable production control unit, Further equipped with The performance control unit is capable of not informing the performance device of the correct operation mode in a game in which the operation mode role is won in the initial state.
3. The gaming machine according to claim 1 or 2.
6. A section control unit capable of executing a game progress in either a favorable section or a normal section; Further equipped with The RT state control unit is capable of transitioning the initial state to the specific RT state in a game subsequent to a game that triggers the transition of the game zone to the advantageous zone in the initial state.
3. The gaming machine according to claim 1 or 2.
7. a game state control unit capable of executing game progress in any one of game states including a normal game state and a special game state which is more advantageous than the normal game state; Further equipped with The above-mentioned roles include special roles that are carried over to the next or subsequent games if the winning game does not win, The game state control unit is capable of executing the special game state when the special role is in a non-carryover state, which is neither the carryover state of the special role nor an execution state executed after the special role is won.
3. The gaming machine according to claim 1 or 2.
Citation Information
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