Pachinko machine
By integrating an effect display device and custom effect setting means into gaming machines, the limitations of conventional hall customization functions are overcome, resulting in a more engaging and customizable experience for players and a more effective business tool for managers.
Patent Information
- Application Number
- JP2024014866
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-02
- Publication Date
- 2025-06-20
- Estimated Expiration
- 2044-02-02
AI Technical Summary
Conventional gaming machines equipped with hall customization functions have limited customization range and low player engagement, as they primarily focus on suggesting set values without providing diverse and attractive custom effects.
The gaming machine incorporates an effect display device and custom effect setting means that allow managers to customize and display custom effects, including first and second custom effects based on internal parameters and manager-input information, with selectable execution and prerequisite conditions.
This enhancement provides a more attractive and flexible hall customization function, increasing player engagement and business appeal by offering customizable and varied custom effects that can be tailored to specific business strategies.
Smart Images

Figure 0007696175000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As an internal parameter that determines the level of the payout performance of a gaming machine, set values are known. The set values are provided in multiple stages (generally 6 stages from 1 to 6), and the manager of a pachinko parlor adjusts the payout rate of each gaming machine by setting the set value of each gaming table before the start of business. On the other hand, during business hours, it is common for players to select a gaming table that seems to have a high setting based on the payout situation of each gaming table and play the game.
[0003] Since the set value of the gaming table is a significant business secret for the pachinko parlor, it is naturally kept secret from players. However, since it is an important internal parameter that affects the outcome for players, it can be said to be the most desired internal parameter. For this reason, conventionally, as described in Patent Document 1, there is also known a gaming machine that implements a set value suggestion effect that suggests the currently set set value.
[0004] As described above, since the set value is a significant business secret for the pachinko parlor, in a gaming machine equipped with a set value suggestion effect, the appearance frequency of the effect is generally extremely low.
[0005] Furthermore, as described in Patent Document 2, there is also known a gaming machine equipped with a hall customization function that allows the pachinko parlor manager to customize the appearance frequency of the set value suggestion effect.
Prior Art Documents
Patent Documents
[0006]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0007] According to the gaming machine equipped with the above-mentioned hall customization function, based on the business policy of the hall, the hall manager can set the appearance frequency and appearance timing of the setting value suggestion performance for each gaming table. For players, since halls with a high appearance frequency are preferred, currently, the hall customization function is utilized as a business tool to attract customers.
[0008] However, in the conventional gaming machines equipped with the hall customization function, there are problems such as a narrow range that can be customized in the hall and low freedom, for example, the object of suggestion is only the setting value.
[0009] Therefore, an object of the present invention is to provide a gaming machine equipped with a hall customization function that is more attractive as a business tool.
Means for Solving the Problems
[0010] Hereinafter, the present invention will be described. For the ease of understanding the invention, reference numerals in the accompanying drawings are appended in parentheses, but the present invention is not limited to the form of display thereby.
[0011] The gaming machine (1) of the first invention is an effect display device (16) that displays a custom effect that can be customized by a manager, and custom effect setting means for receiving settings from the manager regarding the custom effect, and In the gaming machine (1) capable of setting whether to execute the custom effect by the custom effect setting means and, if executed, the prerequisite conditions to be satisfied during execution, the custom effect includes a first custom effect corresponding to the value of a predetermined internal parameter, and a second custom effect corresponding to the information input by the manager via the custom effect setting means, When the above-mentioned custom effect setting means satisfies the above-mentioned prerequisite conditions, it is possible to select which of the first custom effect and the second custom effect to execute, and when the second custom effect is executed, it is possible to input the above-mentioned information.
[0012] The gaming machine (1) of the second invention An effect display device (16) that displays a custom effect that can be customized by an administrator, A custom effect setting means for receiving settings from the administrator regarding the custom effect, and In the gaming machine (1) in which the custom effect setting means can set whether or not to execute the custom effect and the prerequisite conditions to be satisfied when executing, The custom effect includes A first custom effect corresponding to the value of the first internal parameter, And a second custom effect corresponding to the value of the second internal parameter, When the above-mentioned custom effect setting means satisfies the above-mentioned prerequisite conditions, it is possible to select which of the first custom effect and the second custom effect to execute.
Advantages of the Invention
[0013] According to the present invention, it is possible to provide a gaming machine equipped with a more attractive hall customization function as a sales tool.
Brief Description of the Drawings
[0014]
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Embodiments for Carrying Out the Invention
[0015] <1. Definition of Terms>
[0016] The terms used in this specification are explained below.
[0017] "Game medium" refers to electromagnetic medals or game balls used in gaming machines. Information indicating the number of game mediums stored electrically or magnetically in a gaming machine is called "credit", and the number is called "credit number".
[0018] "Betting" means wagering game media to start a game. The wagered game media is consumed upon the start of the game. The number of game media wagered to start a game is referred to as the "bet amount". A "bet button" refers to a device that a player operates to place a bet.
[0019] "Game" refers to a series of processes from the operation of the start lever, through the rotation and stop of the reels, until the processing based on the result of the winning determination is completed. "One game" or "one round of game" refers to one instance of that series of processes. Also, in some cases, "game" may be denoted as "game".
[0020] "Winning line" refers to a combination of predetermined symbol positions that is the target for determining the winning of a combination. Depending on the bet, the determination of winning changes from an invalid state to a valid state.
[0021] "Winning" means that the symbol combination corresponding to a combination stops and is displayed on the winning line. Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.
[0022] <2. External Configuration of the Gaming Machine> FIG. 1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. The slot machine 1 includes a box-shaped main body 2 with an open front surface, and a front door 3 provided to open and close the front surface of the main body 2. Inside the main body 2, a left reel R1, a middle reel R2, and a right reel R3 are arranged side by side from left to right at a position slightly above the central portion in the vertical direction. The left reel R1, the middle reel R2, and the right reel R3 have a configuration in which a reel band is wound around the circumferential surface of a drum-shaped reel frame, and are rotatably provided about an axis extending in the left-right direction at the center of the reel frame. Twenty symbols are arranged side by side in the circumferential direction on the reel band.
[0023] On the front door 3, an operation unit 4, a display panel unit 9, and a liquid crystal display 16 are provided. The display panel unit 9 is provided at a position facing the left reel R1, the middle reel R2, and the right reel R3. A reel window 8 for making a part of the circumferential surfaces of the left reel R1, the middle reel R2, and the right reel R3 visible is provided at the center of the display panel unit 9. During the rotation of the left reel R1, the middle reel R2, and the right reel R3, the symbols of the left reel R1, the middle reel R2, and the right reel R3 appear one after another in the reel window 8 (variable display of symbols). When the left reel R1, the middle reel R2, and the right reel R3 stop, three symbols of each of the left reel R1, the middle reel R2, and the right reel R3, a total of nine symbols, are displayed in the reel window 8 (stop display of symbols).
[0024] Below the reel window 8, a number of acquired medals display 10 is arranged. The number of acquired medals display 10 consists of a three-digit 7-segment display with dots. Also, the three-digit segments also serve as an instruction monitor NM.
[0025] On the front door 3, below the display panel unit 9, an operation unit 4 is provided. The operation unit 4 is provided with a gaming medal number display device 5, a one-coin bet button 7, a MAX bet button 11, a start lever 12, a left stop button 15L, a middle stop button 15C, a right stop button 15R, and a settlement button 17.
[0026] Also, at the center of the operation unit 4, an effect button PB for prompting an operation when a player intervention type effect is executed by the liquid crystal display 16, and a cross key JK are arranged.
[0027] Furthermore, on the front door 3, below the operation unit 4, a display panel 14 for displaying the model name of the slot machine 1, a pair of speakers 6L, 6R for outputting effect sounds for enhancing the atmosphere during the game, and a tray 13 are arranged.
[0028] As shown in FIG. 2, the game medal number display device 5 is provided with a credit number display 5a for displaying the current credit number of the slot machine 1, and a counting button 5b for operating when returning credits to the medal lending device 60 described later.
[0029] Returning to FIG. 1, the MAX bet button 11 is a button for operating to set the bet number to the maximum of three by withdrawing medals from credits.
[0030] The 1 - bet button 7 is a button for operating to add 1 to the bet number by withdrawing medals from credits.
[0031] The start lever 12 is a lever for operating when starting the game. After the number of medals required for one game (hereinafter referred to as the specified number) is bet, when the start lever 12 is operated, the left reel R1, the middle reel R2, and the right reel R3 start to rotate.
[0032] The left stop button 15L is provided corresponding to the left reel R1, the middle stop button 15C is provided corresponding to the middle reel R2, and the right stop button 15R is provided corresponding to the right reel R3, and they are buttons for operating when stopping the corresponding reels R1, R2, R3. For example, when the left stop button 15L is pressed during the rotation of the left reel R1, the rotation of the left reel R1 stops.
[0033] The acquired number display 10 displays the number of medals acquired by winning.
[0034] The settlement button 17 is a button for operating to return the number of medals bet by operating the MAX bet button 11 and the 1 - bet button 7 to credits. When the settlement button 17 is operated in a state where medals are bet, the bet number at the time of operation is added to the credits and the bet number becomes zero.
[0035] Above the display panel unit 9, a liquid crystal display 16 for displaying production images and the like according to the progress of the game is arranged.
[0036] Around the liquid crystal display 16, there are decorative lamps 18L, 18C, and 18R provided to enhance the atmosphere during the game by emitting light.
[0037] <3. Electrical Configuration of the Gaming Machine> Next, the electrical configuration of the gaming machine will be described. <3-1. Electrical Configuration of the Gaming Machine (Main Control Device)> Figure 3 is a block diagram showing the electrical configuration of the slot machine 1.
[0038] The slot machine 1 includes a main control device 100 responsible for game control and a sub-control device 101 responsible for controlling the effects associated with the game.
[0039] The main control device 100 includes a main control unit 100a and a payout control unit 100b. The main control unit 100a and the payout control unit 100b are each composed of a one-chip microcomputer. The payout control unit 100b specializes in credit-related processing. On the other hand, the main control unit 100a is responsible for overall game control excluding credit-related processing.
[0040] Connected to the input / output ports of the main control unit 100a are the MAX bet buttons 11, 1-coin bet button 7, start lever 12, left stop button 15L, middle stop button 15C, right stop button 15R, settlement button 17, acquired number display 10, left reel sensor 54L, middle reel sensor 54C, right reel sensor 54R, left reel motor 51L, middle reel motor 51C, right reel motor 51R, setting change switch 20, setting change button 21, payout control unit 100b, and sub-control device 101.
[0041] When any of the MAX bet buttons 11, 1-coin bet button 7, start lever 12, left stop button 15L, middle stop button 15C, right stop button 15R, and settlement button 17 is operated, an operation signal is output from a switch (not shown) built therein, and the operation signal is input to the main control unit 100a.
[0042] When the start lever 12 is operated, the main control unit 100a outputs drive pulse signals to the left reel motor 51L, the middle reel motor 51C, and the right reel motor 51R, and starts the rotation of the left reel R1, the middle reel R2, and the right reel R3. Each time the left reel R1, the middle reel R2, and the right reel R3 make one rotation, detection signals are output from the left reel sensor 54L, the middle reel sensor 54C, and the right reel sensor 54R, respectively, and the detection signals are input to the main control unit 100a. Based on the content of the reel drive control of the left reel R1, the middle reel R2, and the right reel R3, and the detection signals from the left reel sensor 54L, the middle reel sensor 54C, and the right reel sensor 54R, the main control unit 100a always grasps the rotational positions of the left reel R1, the middle reel R2, and the right reel R3.
[0043] After that, when any one of the left stop button 15L, the middle stop button 15C, and the right stop button 15R is pressed, the main control unit 100a determines the stop position based on the rotational positions of the reels R1, R2, R3 corresponding to the operated stop buttons 15L, 15C, 15R. When the rotational positions of the corresponding reels R1, R2, R3 reach the stop operation, the output of the drive pulse signals to the reel motors 51L, 51C, 51R is stopped, and the corresponding reels R1, R2, R3 are stopped (reel stop control).
[0044] In the reel stop control, after the left stop button 15L, the middle stop button 15C, and the right stop button 15R are operated, the rotations of the left reel R1, the middle reel R2, and the right reel R3 are stopped within a range of a predetermined maximum number of frames to be retracted (for example, 4 frames) or less.
[0045] When the game starts by operating the start lever 12, the main control unit 100a acquires a random number and executes an internal lottery for selecting a plurality of roles as lottery targets. If not winning any role in the internal lottery, by reel stop control, the 9 symbols (3 symbols each of the left reel R1, the middle reel R2, and the right reel R3) stopped and displayed in the reel window 8 will not form a winning combination, and no role will win. When a minor role that pays out medals as a payout for winning wins, the main control unit 100a displays the payout number on the acquired number display 10 and transmits the payout number information to the payout control unit 100b.
[0046] The setting change switch 20 and the setting change button 21 are provided inside the main body 2, and by selecting one setting value from 6 - step setting values from 1 to 6, the payout rate of the slot machine 1 can be set to be higher or lower. The higher the setting value, the higher the payout rate. The setting change switch 20 is a key switch that turns on by inserting a setting key and rotating it clockwise, and the setting change button 21 is composed of a push button.
[0047] Figure 4 is an enlarged view of the acquired number display 10 of the slot machine 1.
[0048] When selecting (changing) the set value, first, with the front door 3 open, insert the setting key into the setting change switch 20 and rotate it clockwise to change the operation mode of the slot machine 1 to the setting change mode. When shifting to the setting change mode, the current set value is displayed on the acquired number display 10. Also, in the setting change mode, each time the setting change button 21 is pressed once, when the set value displayed on the acquired number display 10 is between 1 and 5, it is incremented by 1, and when it is 6, it returns to 1. In this way, by operating the setting change button while checking the set value displayed on the acquired number display 10, it is possible to select the desired set value. With the desired set value displayed on the acquired number display 10, by operating the start lever 12, the selection (change) of the set value is completed. Then, rotate the setting key inserted into the setting change switch 20 counterclockwise to return the operation mode to the normal (game) mode, and remove the setting key from the setting change switch to complete the selection (change) operation of the set value.
[0049] Connected to the input / output port of the payout control unit 100b are a lending device connection terminal board 30 for game balls, etc., a credit number display 5a, and a counting button 5b. The current credit number is displayed on the credit number display 5a. Connected to the lending device connection terminal board 30 for game balls, etc., is a medal lending device 60 that lends game medals to the slot machine 1. The counting button 5b is a button operated when returning the credit of the slot machine 1 to the medal lending device 60. By continuously pressing the counting button 5b for a unit time, 1 is subtracted from the credit, and one game medal is returned to the medal lending device 60. That is, it is possible to adjust the number of credits to be returned according to the time of continuously pressing the counting button 5b.
[0050] Figure 5 is a diagram showing a state where the slot machine 1 is installed in the pachinko parlor 301 and connected to an external device. The slot machine 1 outputs information (hereinafter referred to as operation information) including input information related to the number of medals inserted for gaming, output information related to the number of medals paid out as a result of the game, jackpot information related to whether it is during a jackpot period (for example, during a bonus game) advantageous to the player, etc. from the lending device connection terminal board 30 for game balls or the like. The operation information is transmitted from the medal lending device 60 connected to the lending device connection terminal board 30 for game balls or the like of the slot machine 1 to the hall computer 62 via the relay board 61.
[0051] On the other hand, information regarding the amount of money inserted into the medal lending device 60 for medal lending is transmitted from the medal lending device 60 to the hall computer 62 and also transmitted to the management computer company 302 via the management computer 63. The management computer company 302 provides data to the gaming machine management center 303 for strengthening security against fraud and strengthening measures against addiction to gambling and the like.
[0052] Returning to FIG. 3, the main control unit 100a sends signals necessary for control to the sub-control device 101 as commands.
[0053] <3-2. Electrical Configuration of Gaming Machine (Sub-Control Device)> The sub-control device 101 is in charge of controlling the effects associated with the game. The input / output ports of the sub-control device 101 are connected to the main control unit 100a, the liquid crystal display 16, the effect button PB, the cross keys JK, the decorative lamps 18L, 18C, 18R, and the speakers 6L, 6R.
[0054] The sub-control device 101 controls the display content of the liquid crystal display 16 related to effects associated with the game based on commands from the main control unit 100a, operations of the effect button PB, and operations of the cross keys JK. Also, as one component of the effect, it controls the light effects by the decorative lamps 18L, 18C, 18R, the BGM and sound effects output from the speakers 6L, 6R.
[0055] <4. Explanation of Reel Arrangement and Stop Position> FIG. 6 is a diagram showing the symbol arrangements of the left reel R1, the middle reel R2, and the right reel R3.
[0056] On the reel tapes of the left reel R1, the middle reel R2, and the right reel R3, 20 symbols (20 frames) are arranged respectively, and symbol numbers "1" to "20" are respectively associated with the 20 symbols of each of the reels R1 to R3.
[0057] On the reel tape of the left reel R1, the symbols of "Cherry", "Blue 7", "Lemon", "Bell A", "Watermelon A", "Lemon", "Cherry", "Lemon", "Bell B", "Black Bar", "Watermelon B", "Red 7", "Lemon", "Bell B", "Watermelon A", "Lemon", "Yellow Bar", "Lemon", "Bell A", and "Watermelon A" are arranged in this order, and symbol numbers "1" to "20" are respectively associated with these symbols.
[0058] On the reel tape of the middle reel R2, the symbols of "Lemon", "Yellow Bar", "Bell B", "Watermelon A", "Cherry", "Lemon", "Watermelon B", "Bell B", "Black Bar", "Cherry", "Lemon", "Red 7", "Bell A", "Black Bar", "Cherry", "Lemon", "Blue 7", "Bell A", "Watermelon A", and "Cherry" are arranged in this order, and symbol numbers "1" to "20" are respectively associated with these symbols.
[0059] On the reel tape of the right reel R3, the symbols of "Lemon", "Yellow Bar", "Watermelon A", "Watermelon A", "Bell B", "Lemon", "Blue 7", "Cherry", "Watermelon A", "Bell A", "Lemon", "Red 7", "Watermelon B", "Watermelon A", "Bell A", "Lemon", "Black Bar", "Cherry", "Watermelon A", and "Bell B" are arranged in this order, and symbol numbers "1" to "20" are respectively associated with these symbols.
[0060] FIG. 7 is a diagram for explaining the symbol stop position and the winning line.
[0061] When the left reel R1 stops, one symbol stops at each of the symbol stop positions PL1, PL2, and PL3 arranged vertically in the reel window 8. When the middle reel R2 stops, one symbol stops at each of the symbol stop positions PC1, PC2, and PC3 arranged vertically in the reel window 8. When the right reel R3 stops, one symbol stops at each of the symbol stop positions PR1, PR2, and PR3 arranged vertically in the reel window 8.
[0062] The slot machine 1 is a so-called one-line machine that uses the middle line L1 connecting the symbol stop positions PL2, PC2, and PR2 as the winning line NL. Hereinafter, the line connecting the three symbol stop positions PL1, PC1, and PR1 arranged horizontally in a row at the upper stage in the reel window 8 is the upper line L2, the line connecting the three symbol stop positions PL3, PC3, and PR3 arranged horizontally in a row at the lower stage is the lower line L3, the line connecting the three symbol stop positions PL1, PC2, and PR3 arranged on the diagonally downward slanted line is the diagonally downward line L4, and the line connecting the three symbol stop positions PL3, PC2, and PR1 arranged on the diagonally upward slanted line is the diagonally upward line L5.
[0063] <5.1 Explanation of the game> FIG. 8 is a diagram for explaining the outline of the flow of one game executed by the main control device 100 of the slot machine 1.
[0064] <5-1. Flow of processing>
[0065] <5-1-1. Bet processing> First, the number of bets is set according to the operation of the one-bet button 7, the MAX-bet button 11, or the winning of the replay winning combination (S101).
[0066] Specifically, when a single bet button 7 is operated, if the current number of bets is less than or equal to the maximum specified number in the game and there are remaining credits, the main control device 100 subtracts 1 from the credits and adds 1 to the number of bets. Also, when the MAX bet button 11 is operated, if there are remaining credits, the main control device 100 subtracts the required number from the credits and sets the number of bets to the maximum specified number in the game. In addition, when a replay winning combination is won, the main control device 100 executes an automatic bet process of betting again, in the next game, the number of bets that were bet in the current game without subtracting from the credits.
[0067] <5-1-2. Lever reception process> When the main control device 100 receives an operation of the start lever 12 in a state where the number of bets is set to the specified number, it starts the game (S102). On the other hand, even if the start lever 12 is operated when the number of bets is less than the specified number, the game is not started.
[0068] <5-1-3. Internal lottery process> When the game starts, the main control device 100 acquires a random number value and executes an internal lottery process of determining, by lottery, information for deriving the result of the game based on the random number value (S103).
[0069] <5-1-4. AT-related lottery process> When the game starts, the main control device 100 acquires a random number value and executes various lottery processes related to AT, that is, an AT-related lottery process, based on the random number value and based on the game state and the result of the internal lottery process (S104). AT indicates a state in which the instruction function necessary for winning a winning combination advantageous to the player among the winning combinations selected in the internal lottery becomes effective. Specifically, the order of pressing the stop buttons provided corresponding to each of the left, middle, and right reels is instructed to the player, and by operating the stop buttons in the instructed order, the player can win without missing an advantageous winning combination and obtain the payout for that win.
[0070] <5-1-5. Reel Display Process> After the execution of the AT-related lottery process, the slot machine 1 executes a reel display using each of the reels R1 to R3 based on the result of the AT-related lottery process (S105). The reel display starts a freeze state that temporarily delays the progress of the game, and during the freeze state, controls are performed to rotate each of the reels R1 to R3 and execute a pseudo-game process that causes the player to perform a stop operation that vibrates each of the reels R1 to R3.
[0071] <5-1-6. Instruction Monitor Display Process> When the instruction function is activated, the slot machine 1 displays identification information corresponding to the activation of the instruction function on the instruction monitor NM (S106). The activation of the instruction function is determined by the game state, the lottery category won by the internal lottery process, and the activation lottery of the instruction function. The activation of the instruction function will be described later.
[0072] <5-1-7. Reel Rotation Process> After the execution of the internal lottery process, the main control device 100 rotates each of the left reel R1, the middle reel R2, and the right reel R3 in order to variably display the symbols arranged on each of the reels R1 to R3 (S107).
[0073] Note that until 4.1 seconds have elapsed since the start of the rotation of the left reel R1, the middle reel R2, and the right reel R3 in the previous game, the reel display and the reel rotation process of the left reel R1, the middle reel R2, and the right reel R3 in the next game are not started. As a result, the time taken for one game is kept at 4.1 seconds or more.
[0074] <5-1-8. Reel Stop Process> During the rotation of the reels R1, R2, and R3, when the stop buttons 15L, 15C, and 15R are operated, the main control device 100 determines the stop position based on the rotation positions of R1, R2, and R3 corresponding to the operated stop buttons 15L, 15C, and 15R and the internal lottery result, and stops the rotation operation of the corresponding R1, R2, and R3 at the determined stop position (S108).
[0075] <5-1-9. Symbol Determination Process> After all the reels R1, R2, and R3 have stopped, the main control device 100 determines whether the symbol combination that has stopped and is displayed on the winning line is a symbol combination corresponding to any of a plurality of types of symbol combinations to be determined in advance as the determination target (S109).
[0076] <5-1-10. Indicator Monitor Turn-off Process> After executing the symbol determination process, if the slot machine 1 has displayed identification information on the indicator monitor NM, the slot machine 1 executes a turn-off process for the indicator monitor NM (S110). That is, the indicator monitor NM is a monitor that is displayed during a game in which the indicator function is activated and turns off at the end of the game.
[0077] <5-1-11. Medal Payout Process> When the main control device 100 determines that a winning symbol combination for a minor winning combination among a plurality of types of symbol combinations to be determined has stopped and is displayed, the main control device 100 executes a medal payout process for the number of medals corresponding to the payout number of the winning minor winning combination (S111). Since the slot machine 1 does not use medals as game medals, but instead conducts lending, acquisition by winning, or use of game medals for the game only by electromagnetic means, that is, for a so-called smart pachislo, only the payout number is added to the credit number, and no actual medals are paid out.
[0078] <5-1-12. State Transition Process> When the main control device 100 determines, as a result of the symbol determination process, that the state transition condition for transitioning the game state is satisfied, the main control device 100 transitions the game state (S112).
[0079] <5-2. Details of the Internal Lottery Process> Next, the details of the internal lottery process in the slot machine 1 will be described. The internal lottery process is a process for determining, by lottery, a winning combination that allows a win from a plurality of predetermined combinations.
[0080] In the slot machine 1, the roles subject to the internal lottery include bonus roles, replay roles, and minor roles. Even if a winning is nullified in the selected game, the bonus role remains in the winning state until a winning occurs in the subsequent games. When a winning occurs, the bonus game state is started from the next game.
[0081] On the other hand, the replay role and the minor role are roles in which the winning state disappears when all the reels R1, R2, and R3 stop and one game ends. Also, the minor role is a role in which medals are paid out upon winning, and the replay role is a role in which the next game can be executed without betting medals upon winning.
[0082] <5-2-1. Lottery Classification>
[0083] Figure 9 is a table showing the lottery classification, type, and symbol combinations at the time of winning in the internal lottery process. As shown in Figure 9, as bonus roles, there are three types: red 7 bonus, blue 7 bonus, and different-color bonus. As replay roles, there are three types: replay 1 role, special replay 1, and special replay 2. As minor roles, there are ten types: push-order bell roles 1 to 6, common bell role, watermelon role, cherry role, and all-win minor role. A total of 16 types are set as lottery classifications.
[0084] The lottery classifications of red 7 bonus, blue 7 bonus, and different-color bonus are lottery classifications related to bonus roles. Red 7 bonus, blue 7 bonus, and different-color bonus are each a device for continuous operation of items related to the first type of special item under the game machine-related regulations. The winning symbol combination of the bonus role of the lottery classification red 7 bonus is a combination in which the "red 7" symbol is arranged on the winning line NL. The winning symbol combination of the bonus role of the lottery classification blue 7 bonus is a combination in which the "blue 7" symbol is arranged on the winning line NL. The winning symbol combination of the bonus role of the lottery classification different-color bonus is set to a combination in which the "red 7", "red 7", and "blue 7" symbols are arranged in order from the left on the winning line NL, respectively.
[0085] Even if a bonus character wins a prize in a selected game, the winning status will be carried over until the next prize is won in subsequent games. If a prize is won, a bonus game will start from the next game. The bonus games started by the winning of each bonus character will have the first type of special items operating continuously. However, all of them are set to the so-called continuous operation type that does not require winning for the operation of the first type of special items. Each bonus game ends when the number of medals paid out during the bonus game exceeds the preset number of paid-out medals. The bonus game (hereinafter referred to as the red 7 bonus game) due to the winning of the bonus character in the lottery category of the red 7 bonus ends in a game where more than 224 payouts are made. The bonus game (hereinafter referred to as the blue 7 bonus game) due to the winning of the bonus character in the lottery category of the blue 7 bonus ends in a game where more than 184 payouts are made. The bonus game (hereinafter referred to as the different-color bonus game) due to the winning of the bonus character in the lottery category of the different-color bonus ends in a game where more than 96 payouts are made.
[0086] The number of games in each bonus game is approximately 32 games in the red 7 bonus game, approximately 26 games in the blue 7 bonus game, and approximately 14 games in the different-color bonus game.
[0087] The maximum number of acquired medals (the number obtained by subtracting the number of bets used during the bonus game from the number of paid-out medals) in each bonus game is 145 medals in the red 7 bonus game, 120 medals in the blue 7 bonus game, and 65 medals in the different-color bonus game.
[0088] The lottery categories of the replay 1 character, special replay 1, and special replay 2 are lottery categories related to the replay characters. The replay characters are characters that enable the execution of the next game without betting according to the winning of the character.
[0089] In a game in which the lottery category replay 1 wins, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a replay winning combination in which the replay symbols are aligned on any of the lines L1 to L5 wins.
[0090] In a game in which the lottery category special replay 1 wins, the winning combination varies depending on whether the game state is during the bonus game. Specifically, when the game state is not during the bonus game, similar to the lottery category replay 1 combination, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a replay winning combination in which the replay symbols are aligned on any of the lines L1 to L5 wins. When the game state is during the bonus game, if the operation timing of each of the left stop button 15L, the middle stop button 15C, and the right stop button 15R is appropriate, a replay winning combination in which the yellow bar symbols are aligned on any of the lines L1 to L5 wins, and in other cases, a replay winning combination in which the replay symbols are aligned wins. In other words, in the winning game of the lottery category special replay 1, only during the bonus game, it is possible to align the yellow bar symbols, while outside the bonus game, the reel stop control is switched so that only the replay symbols are aligned regardless of the operation timing and stop operation order of the stop buttons 15L, 15C, and 15R.
[0091] In a game in which the lottery category special replay 2 wins, if the operation timing of each of the left stop button 15L, the middle stop button 15C, and the right stop button 15R is appropriate, a replay winning combination in which the yellow bar symbols are aligned on any of the lines L1 to L5 wins, and in other cases, a replay winning combination in which the replay symbols are aligned wins.
[0092] The lottery categories for the small winning combinations 1 to 6 of the lottery category push order bell combination, the common bell combination, the watermelon combination, the cherry combination, and all winning small combinations are lottery categories for small winning combinations.
[0093] The lottery category push order bell roles 1 to 6 are so-called push order minor roles in which different minor roles for payouts are won depending on the stop operation order. Specifically, in a game in which the lottery result wins any one of the lottery category push order bell roles 1 to 6, when the stop buttons 15L, 15C, and 15R are operated in the correct operation order, regardless of the operation timing, a minor role with a payout of 8 tokens wins. On the other hand, in the same game, when the stop buttons 15L, 15C, and 15R are operated in a stop operation order other than the correct operation order, depending on the operation timing, a minor role with a payout of 1 token wins on any one of the lines L1 to L5, or the win is nullified.
[0094] The correct operation order for the lottery category push order bell role 1 is set to "left → middle → right". In a game in which the lottery category push order bell role 1 is won, when the stop operation is performed in the correct operation order and a minor role with a payout of 8 tokens wins, bell symbols align on the middle line L1. On the other hand, when the stop operation is performed in a stop operation order other than the correct operation order, bell symbols do not align on any of the lines L1 to L5.
[0095] The correct operation order for the lottery category push order bell role 2 is set to "left → right → middle". In a game in which the lottery category push order bell role 2 is won, when the stop operation is performed in the correct operation order and a minor role with a payout of 8 tokens wins, bell symbols align on the upper line L2. On the other hand, when the stop operation is performed in a stop operation order other than the correct operation order, bell symbols do not align on any of the lines L1 to L5.
[0096] The correct operation order for the lottery category push order bell role 3 is set to "middle → left → right". In a game in which the lottery category push order bell role 3 is won, when the stop operation is performed in the correct operation order and a minor role with a payout of 8 tokens wins, bell symbols align on the lower line L3. On the other hand, when the stop operation is performed in a stop operation order other than the correct operation order, bell symbols do not align on any of the lines L1 to L5.
[0097] The correct operation order for the lottery selection push order bell role 4 is set to "center → right → left". In the game where the lottery selection push order bell role 4 is won, when the stop operation is performed in the correct operation order and a small role with a payout of 8 medals wins, the bell symbols align on the downward right line L4. On the other hand, when the stop operation is performed in a stop operation order other than the correct one, the bell symbols will not align on any of the lines L1 - L5.
[0098] The correct operation order for the lottery selection push order bell role 5 is set to "right → left → center". In the game where the lottery selection push order bell role 5 is won, when the stop operation is performed in the correct operation order and a small role with a payout of 8 medals wins, the bell symbols align on the upward right line L5. On the other hand, when the stop operation is performed in a stop operation order other than the correct one, the bell symbols will not align on any of the lines L1 - L5.
[0099] The correct operation order for the lottery selection push order bell role 6 is set to "right → center → left". In the game where the lottery selection push order bell role 6 is won, when the stop operation is performed in the correct operation order and a small role with a payout of 8 medals wins, the bell symbols stop on any of the lines L1 - L3. On the other hand, when the stop operation is performed in a stop operation order other than the correct one, the bell symbols will not align on any of the lines L1 - L5.
[0100] In the game where the lottery selection common bell role is won, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, when a small role with a payout of 8 medals wins, at this time, the bell symbols align on any of the lines L1 - L5.
[0101] In the game where the lottery selection watermelon role is won, depending on the operation timing of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, when a small role with a payout of 3 medals wins, at this time, the watermelon symbols (watermelon A or watermelon B) align on any of the lines L1 - L5.
[0102] In the game where the lottery category cherry role is won, depending on the operation timing of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, the payout is that three small roles win, and at this time, the cherry symbol stops at the upper stage PL1 or the lower stage PL3 of the left reel.
[0103] In the game where the lottery category all-winning small roles are won, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, the payout is that eight small roles win, and at this time, the bell symbols align on any of the lines L1 - L5. The lottery category all-winning small roles is a lottery category in which all the roles including the above-mentioned bell roles 1 - 6 in pressing order, the common bell role, the watermelon role, and the cherry role are won in duplicate, and it is only drawn during the bonus game and is not drawn in the game states other than during the bonus game.
[0104] <5-2-2. Lottery value> Figure 10 shows the content of the lottery table used in the internal lottery process in the normal state and the bonus game state of the slot machine 1, and shows the lottery values corresponding to each lottery category for each set value. Since the range of the random number value in the internal lottery process is 0 - 65535, the winning probability of each lottery category for each set value can be calculated by lottery value / 65536.
[0105] In the normal state, regardless of the set value, the lottery value of the lottery category red 7 bonus is set to 25. Also, the lottery values of the lottery category blue 7 bonus are set to 180 for setting 1, 185 for setting 2, 190 for setting 3, 195 for setting 4, 200 for setting 5, and 205 for setting 6. Furthermore, the lottery values of the lottery category different-color bonus are set to 145 for setting 1, 150 for setting 2, 155 for setting 3, 160 for setting 4, 165 for setting 5, and 170 for setting 6. In this way, as the set value increases, the lottery value increases, so the winning probability is given preferential treatment.
[0106] The lottery value for the lottery category "Replay 1 for lottery selection" is set to 6022 regardless of the set value in the normal state. Also, in the bonus game state, it is set to 0 regardless of the set value.
[0107] The lottery value for the lottery category "Special Replay 1 for lottery selection" is set to 2700 regardless of the set value in either the normal state or the bonus game state. Therefore, for the lottery category "Special Replay 1 for lottery selection", it is set to be a lottery category that is always drawn with a constant winning probability regardless of the game state and the set value.
[0108] The lottery value for the lottery category "Special Replay 2 for lottery selection" is set to 256 regardless of the set value in either the normal state or the bonus game state. Therefore, for the lottery category "Special Replay 2 for lottery selection", it is set to be a lottery category that is always drawn with a constant winning probability regardless of the game state and the set value.
[0109] Therefore, the sum of the lottery values for the replay winning combination is 8978.
[0110] The lottery values for the lottery categories "Bell button press order 1 - 6 for lottery selection" are set to 4000 regardless of the normal state and the set value. On the other hand, in the bonus game state, they are set to 0 regardless of the set value.
[0111] The lottery value for the lottery category "Common bell for lottery selection" is set to 4000 regardless of the normal state and the set value. On the other hand, in the bonus game state, it is set to 0 regardless of the set value. The lottery values for the lottery category "Watermelon for lottery selection" are set as follows: setting 1 is 660, setting 2 is 665, setting 3 is 670, setting 4 is 675, setting 5 is 680, and setting 6 is 685. On the other hand, in the bonus game state, it is set to 0 regardless of the set value. The lottery value for the lottery category "Cherry for lottery selection" is set to 1114 regardless of the normal state or the bonus game state and regardless of the set value. On the other hand, in the bonus game state, it is set to 0 regardless of the set value.
[0112] The lottery value for all winning small roles in the lottery category is set to 62580 regardless of the set value in the bonus game state. On the other hand, in the normal state, it is set to 0 regardless of the set value.
[0113] For the so-called misses where there is no winning in any lottery category, setting 1 is set to 26434, setting 2 is set to 26419, setting 3 is set to 26404, setting 4 is set to 26889, setting 5 is set to 26374, and setting 6 is set to 26359. On the other hand, in the case of the bonus game state, it is set to 0 regardless of the set value.
[0114] As described above, the internal lottery result is determined to be any one of the 17 lottery categories including misses shown in FIG. 10. In addition, in the slot machine 1, a favorable interval transition role that causes a transition to a favorable interval is set on the condition of winning in an unfavorable interval. As shown in FIG. 10, the favorable interval transition roles are set to Red 7 Bonus, Blue 7 Bonus, Different Color Bonus, Replay 1 Role, Special Replay 1, Special Replay 2, Push Order Bell Roles 1 to 6, Common Bell Role, Watermelon Role, and Cherry Role. On the other hand, in the lottery categories of misses and all winning small roles, even if the said lottery category wins, it is set to an unfavorable interval transition impossible role that cannot cause a transition of the interval state to a favorable interval. Note that on the condition of winning an unfavorable interval transition impossible role during the favorable interval, the interval state will not be transitioned to an unfavorable interval.
[0115] <6. Detailed Explanation of the Game> Next, the details of the game on the slot machine 1 will be explained.
[0116] <6-1. Regarding Interval States (Unfavorable Interval, Favorable Interval)> In this slot machine 1, the non - advantageous section is a gaming section in which the instruction function for notifying the player of information that facilitates winning does not operate. On the other hand, the advantageous section is a gaming section in which the instruction function can operate. In other words, the non - advantageous section is a gaming section in which the main control device 100 cannot (does not) transmit instruction information for facilitating winning to the sub - control device 101, while the advantageous section is a gaming section in which the main control device 100 can transmit instruction information to the sub - control device 101. Specifically, in the non - advantageous section, in a game in which, as a result of the internal lottery, any one of the lottery category pressing order bell roles 1 to 6 is won, information capable of identifying the correct operation order (hereinafter referred to as correct operation order identification information) is not transmitted from the main control device 100 to the sub - control device 101. The correct operation order identification information may be information capable of identifying the selected lottery category, in addition to the so - called instruction information that directly instructs the stop operation order of the stop buttons 15L, 15C, and 15R. Therefore, in the non - advantageous section, since the sub - control device 101 cannot know the correct operation order in a game in which any one of the lottery category pressing order bell roles 1 to 6 is won as a result of the internal lottery, this notification cannot be made either.
[0117] On the other hand, the advantageous section is a gaming section in which the main control device 100 can transmit the correct operation order identification information to the sub - control device 101. When the main control device 100 transmits a command instructing the correct operation order to the sub - control device 101 under the advantageous section, the main control device 100 displays identification information corresponding to the type of the command on the instruction monitor NM. In this slot machine 1, in the normal state and the bonus game state, which are gaming states other than the AT game, it is configured to be able to stay in the non - advantageous section and the advantageous section. In the AT state, it is set to a gaming state in which it can stay only during the advantageous section and is configured not to stay during the non - advantageous section. Note that in this slot machine 1, even during the advantageous section, when the gaming state is the normal state, it is set not to operate the instruction function.
[0118] In addition, in this slot machine 1, the advantageous interval ratio, which is the ratio of the number of games staying in the advantageous interval among the interval states (number of games staying in the advantageous interval ÷ total number of game plays), is set so as not to exceed 70%, and the interval state is shifted to the non-advantageous interval at a certain frequency.
[0119] FIG. 11 is a simplified diagram showing the non-advantageous interval and the advantageous interval of the slot machine 1.
[0120] During the non-advantageous interval, in the game in which the advantageous interval transition symbol is won, it transitions to the advantageous interval. When transitioning to the advantageous interval, the number of games in the advantageous interval, the number of credits input in the advantageous interval, the number of credits output in the advantageous interval, and the difference in the number of credits in the advantageous interval are set to 0, and it transitions to the advantageous interval.
[0121] In the process during the advantageous interval, for each game, the number of games in the advantageous interval is incremented by 1, the bet amount at the time of executing the game is added to the number of credits input in the advantageous interval, the payout number of credits at the time of executing the game is added to the number of credits output in the advantageous interval, and the value obtained by subtracting the number of credits input in the advantageous interval from the current number of credits output in the advantageous interval is updated as the difference in the number of credits in the advantageous interval.
[0122] When the advantageous interval end condition is met, all the information updated during the advantageous interval is cleared, and it transitions to the non-advantageous interval. In the slot machine 1, when the setting value is changed, when the AT stock is 0 and the AT number of games is 0, when the difference in the number of credits in the advantageous interval reaches 2400 credits, and when winning the advantageous interval end lottery, it transitions to the non-advantageous interval.
[0123] Regarding the advantageous interval end condition, the conditions are different for each slot machine, but for the end condition due to the difference in the number of credits in the advantageous interval reaching 2400 credits in one advantageous interval (the so-called limiter function), and regarding the change of the setting value, the end conditions are unified by the self-regulation of the game machine combination. In the conventional limiter function before Smart Pachislo, the upper limit of the maximum number of credits was regulated to 2400 credits, and since players tended to avoid playing pachislo games, in Smart Pachislo, it was changed to regulate the so-called upper limit of the difference in the number of credits to 2400 credits. Therefore, in the smart pachislot, the more negative the difference in the number of medals is, the larger the number of balls before the limiter function activates becomes. Thus, with the maximum number of balls, it is possible to release more than 2,400 balls.
[0124] <6-2. Transition of game states> Next, the processing in each game state will be described.
[0125] <6-2-1. Game states> FIG. 12 is a diagram showing the transition of game states in the slot machine 1. The game states of the slot machine 1 are roughly divided into a normal state and a special prize state. The normal state is an interval aiming for the special prize state based on the lottery result according to the lottery category and the internal mode selected in the game. On the other hand, the special prize state is a state in which the AT game, the red 7 bonus, the blue 7 bonus, and the different-color bonus are activated, and it is an interval where medal acquisition can be expected.
[0126] <6-2-2. AT game winning probability in game states> The normal state generally has three internal modes: normal, high probability, and chance zone, and the winning rate of the AT game is different in each mode. The winning probability is generally preferentially given in the order of normal < high probability < chance zone. Also, regarding the BB game, the winning probability is the same regardless of the mode.
[0127] FIG. 13(a) is a lottery table regarding the winning probability of the high-probability state lottery, which is one of the internal modes. The high-probability lottery has different winning probabilities depending on each lottery category. After the BB game ends, the winning probability is 100% for all setting values. However, regarding the winning probability by watermelon and cherry, the winning probability varies depending on the setting value, and the higher the setting value, the more preferentially the winning probability is given. When winning the high-probability lottery, the number of high-probability games is lottery-drawn according to the lottery table in FIG. 13(b). Also, when winning the high-probability lottery during the high-probability stay, the number of high-probability games is added.
[0128] Figure 14 is a lottery table for the chance zone which is one of the internal modes. Figure 14(a) is a table showing the winning probability of the chance zone during normal stay. The winning probability varies depending on each lottery category. Also, the higher the set value, the more preferentially the winning rate is treated. Figure 14(b) is a table showing the winning probability of the chance zone during high-probability stay. The winning probability varies depending on each lottery category. Also, the higher the set value, the more preferentially the winning rate is treated. Figure 14(c) is a table showing the allocation of the specified number of games (so-called, relief function) in which the chance zone wins according to the specified number of games. The relief function is a function in the slot machine 1 that counts the number of games executed regardless of the lottery category, and when the count reaches the specified number of games, the chance zone wins. Thus, in general, the higher the set value in the chance zone lottery, the more preferentially the winning probability is treated.
[0129] Figure 15 is a lottery table for the AT game which is a special prize state. Figure 15(a) is a table showing the winning probability of the AT game during normal stay. The winning probability varies depending on each lottery category. Figure 15(b) is a table showing the winning probability of the AT game during high-probability stay. The winning probability varies depending on each lottery category. Figure 15(c) is a table showing the winning probability of the AT game during chance zone stay. The winning probability varies depending on each lottery category. Figure 15(d) is a table showing the winning probability of the AT game during BB game stay. The winning probability varies depending on each lottery category. Figure 15(e) is a table showing the allocation of the specified number of games (so-called, relief function) in which the AT game wins according to the specified number of games. Figure 15(f) is a table showing the winning probability of the AT game during AT game stay. The winning probability varies depending on each lottery category. Also, the AT game is 30 games per set. When multiple AT games are won, the rights are stocked, and after the end of the AT game, the stocked AT games are started. Also, in the AT game lottery, similar to the high-probability state lottery and the chance zone lottery, the higher the set value, the more the winning probability is preferentially treated.
[0130] <6-3. Suggestive Presentation and Customization> Next, suggestive presentation and customization will be described.
[0131] <6-3-1. Set Value Suggestive Presentation> First, in the slot machine 1, the set value suggestive presentation for suggesting the set value will be described. In this slot machine 1, the set value suggestive presentation may be executed after the bonus game ends.
[0132] FIG. 16 shows the flow of processing in the set value suggestive presentation. First, in step S201, it is determined whether the bonus game has ended. If the determination is no, the same determination is repeated in step S201. If the determination in step S201 is yes, then in step S202, it is determined whether the hall customization has been completed. Hall customization will be described later.
[0133] If the determination in step S202 is no, then in step S211, a set suggestion character lottery (without customization) is performed. Next, according to the lottery result, in step S223, the set suggestion character is displayed on the liquid crystal display 16. The set suggestion character lottery (without customization) and the set suggestion character will be described later.
[0134] If the determination in step S202 is yes, then in step S221, the range of the current game number is referred to, and it is determined whether it is the default setting section by the hall customization setting.
[0135] If the determination in step S221 is yes, a set suggestion character lottery (without customization) is performed in S211. Also, if the determination in step S221 is no, a set suggestion character lottery (with customization) is performed in S222. The set suggestion character lottery (with customization) will be described later.
[0136] Figure 17 shows the setting suggestion characters to be displayed on the liquid crystal display 16.
[0137] Figure 18 shows the types of the setting suggestion characters. From this, it can be seen that the setting suggestion characters displayed in Figure 17 suggest two or more settings.
[0138] Figure 19 is a table showing the setting suggestion character lottery (without customization) described in step S211 of Figure 16.
[0139] For setting 1, the selection rate of the basic characters is 100%, and characters other than the basic characters are not displayed. For setting 2, in addition to the basic characters, character A may be selected. For setting 3, the basic characters, character A, and character B may be selected. For setting 4, the basic characters, character A, character B, and character C may be selected. For setting 5, the basic characters, character A, character B, character C, and character D may be selected. For setting 6, the basic characters, character A, character B, character C, character D, and character E may be selected.
[0140] Thus, since the selection rates of the characters displayed according to the setting values of the slot machine 1 are different, the setting can be inferred from the appearance rate of the setting suggestion characters. Therefore, when a character indicating a high setting appears, it becomes a motivation for the player to continue the game. On the other hand, when the basic characters, which have a high appearance rate in the low setting, appear continuously, the player judges that the setting value is low, which becomes a factor leading to a decrease in the gaming desire.
[0141] As a result, situations frequently occur where the gaming tables with high settings are continuously played and the gaming tables with low settings end the game, and the hall operation is forced to operate at a loss. In order to prevent such a situation, in the setting suggestion character lottery (without customization), even in the case of high settings, the appearance rate of characters other than the basic characters is set to be low. Therefore, those who benefit from the setting suggestion effect are limited to the lucky players who were actually playing at the time when the effect occurred.
[0142] Note that in the slot machine 1, the characters correspond to each setting (for example, character A for setting 2 and character E for setting 6), but it is not limited to this. For example, it may be a character that suggests a combination of setting values, such as character F corresponding to an even setting and character G corresponding to an odd setting.
[0143] <6-3-2. Hall Custom Function> Next, an explanation will be given regarding the hall custom that can customize the appearance rate of the setting suggestion effect.
[0144] FIG. 20 is a system menu screen for a hall manager to make settings regarding the operation of the gaming machine. Since the system menu screen is configured to be output by opening the front door 3, inserting a setting key into the setting change switch 20, and rotating it clockwise, basically, only the hall manager can output it, similar to when changing settings.
[0145] As shown in FIG. 20, on the system menu screen, three types of menus, namely clock setting, hall custom, and model-specific custom, are displayed on the liquid crystal display 16. By operating the cross keys JK to select one item from the three types of menus and then operating the effect button PB, a detailed screen corresponding to the selected menu is displayed.
[0146] FIG. 21 shows an example of a screen displayed on the liquid crystal display 16 after selecting and determining the clock setting. The clock setting is for adjusting the time of the slot machine 1. For the year, month, day, hour, and minute, use the cross keys JK to select the numerical values for each item. Finally, select "Determine" on the upper left of the screen center and operate the effect button PB, then the set numerical values will be reflected and the clock setting will be completed. If you want to cancel the clock setting midway, select "Cancel" on the upper right of the screen center and operate the effect button PB, then the set numerical values will not be reflected and the clock setting can be cancelled.
[0147] Figure 22 shows an example of the hall custom setting screen. First, when setting the hall custom, operate the cross keys JK, select "ON" at the upper part of the screen, and operate the effect button PB, then the hall custom setting becomes possible.
[0148] After the slot machine 1 is powered on, it counts the number of games executed (hereinafter referred to as the consumed game number). When it comes to the timing of displaying the setting suggestion effect, it refers to the consumed game number and performs the result display corresponding to the customization set in each section.
[0149] In the slot machine 1, for each game number section in increments of 1000 games, one item can be selected from five selection items: Custom 1, Custom 2, Custom 3, Custom 4, and Default. After selecting one item, operate the cross keys JK, select "Determine" at the lower part of the screen, and operate the effect button PB, then the selected item will be reflected and the setting is completed.
[0150] Also, if you operate the cross keys JK, select "Initialization" at the lower part of the screen, and operate the effect button PB, the selection items for each game number section in increments of 1000 games will be reset and all items will be set to the default. Furthermore, if you operate the cross keys JK, select "Batch Setting" at the lower part of the screen, and operate the effect button PB, one item can be selected from four selection items: Custom 1, Custom 2, Custom 3, and Custom 4. According to the item 1 selected in the above batch setting, all the selection items for each game number interval in units of 1000 games are set to the same item. By operating the cross keys JK, selecting the determination at the bottom of the screen, and operating the effect button PB, the set item is reflected and the setting is completed.
[0151] Figure 23 is a table showing the specifications of the setting suggestion effect lottery for each selection item.
[0152] When Custom 1 is selected, at the timing of displaying the setting suggestion effect screen, if the set value is 1, the basic character will always appear, and if the set value is other than 1, character A will always appear. Custom 1 aims to appeal by negating setting 1 with the lowest payout rate when the hall manager sets a value other than the set value 1. Although setting 2 has a higher payout rate than setting 1, it is by no means a setting value advantageous to the player. However, by negating the lowest setting, it is the purpose to reduce the player's sense of uneasiness about losing, give an expectation to the possibility of a high setting, and promote the motivation to continue playing. Also, for the setting values with high payout rates of setting 1 and setting 2 (settings 3 to 6), characters other than character A do not appear. In this way, it can be said that Custom 1 is a custom used when negating the lowest setting while not wanting to disclose the specific setting.
[0153] When Custom 2 is selected, at the timing of displaying the setting suggestion effect screen, the displayable characters corresponding to each setting are evenly displayed. Similar to Custom 1, Custom 2 negates the lowest setting while including a lottery element in the appearance of characters. By including the lottery element, it can be said that it is a custom for expanding the playability by increasing the variations of the characters that appear. For example, in the case of setting 2, characters other than character A are not selected, but in the case of setting 5, four types of characters, character A, character B, character C, and character D, are each selected with a 25% probability by lottery.
[0154] When Custom 3 is selected, at the timing of displaying the setting suggestion effect screen, each character corresponding to each setting is always displayed. Custom 3 is used when it is desired to surely appeal the settings of the slot machine 1.
[0155] When Custom 4 is selected, at the timing of displaying the setting suggestion effect screen, regardless of the setting, the basic character is always displayed. In other words, Custom 4 is a setting that does not cause any setting suggestion effects.
[0156] When the default is selected, refer to the setting suggestion character lottery (without custom) described in FIG. 19, and display each selected character according to the lottery.
[0157] As described at the beginning, since the setting value corresponds to important confidential information for the pachinko hall, the appearance rate of the setting suggestion effect is set extremely low. If the appearance rate of the setting suggestion effect is increased by default, the level of the setting value becomes an element that can be easily discriminated, so there is a risk that it may lead to the situation where the non-occurrence of the setting suggestion effect = negating the high setting. Therefore, it is common to lower the appearance rate of the setting suggestion character even for high settings. Even if the hall manager uses a high setting as an appeal for attracting customers, since the appearance rate of the setting suggestion effect is low by default, it can only be appealed by the result of the actual winning balls. However, by using hall custom, the appearance rate of the setting suggestion effect can be customized, and the setting can be appealed at an arbitrary timing.
[0158] Since hall custom can customize the appearance rate of the setting suggestion effect in units of 1000 games, if it is desired to appeal a high setting from the early stage of opening, for the items of 1G to 1000G shown in FIG. 22, select the custom content to be appealed, and the setting suggestion effect can be made to appear at an early stage. Also, when you want to inform the player of the set values as the answer check for the result of playing for a long time, if you select Custom 3 for the items of 8001G to 9000G and 9001G or more, it becomes possible to surely convey the set values of the slot machine 1.
[0159] In the example of Fig. 22, an example is described when the hall manager sets the setting 6 with the highest payout rate. First, for the items of 1G to 1000G, since Custom 1 is selected, a setting suggestion effect appears as soon as the store opens. At this timing, Character A with a setting of 2 or more always appears. At this point, it is only aimed at suggesting to deny the minimum setting and promoting continuous play. Next, for the items of 4001G to 5000G, since Custom 2 is selected, Characters A to E appear evenly. At this point, although the actual set value of the slot machine 1 is not determined, since high-setting characters are likely to appear, it is aimed at providing materials for the player to infer the actual setting based on the situation of the balls coming out and the content of the setting suggestion effect, and to judge whether to continue playing or not. After that, for the items of 8001G to 9000G corresponding to the number of games of long-time play, since Custom 3 is selected, Character E that determines Setting 6 always appears. For the items of 9001G or more, Custom 4 is selected. Despite the appearance of Character E that determines Setting 6 in the range of 8001G to 9000G, when the default is selected for the items of 9001G or more, in order to prevent characters other than Character E from appearing in the setting suggestion character lottery (without custom) shown in Fig. 19, Custom 4 is selected. As a result, it is possible to set so that characters other than the basic characters do not appear.
[0160] In this way, in hall customization, it is possible to customize the timing and appearance rate at which the set values of the slot machine 1 are appealed to the player. In the slot machine 1, each setting is selected using the cross keys JK, and the set items are reflected by operating the effect button PB. However, each time the cross keys JK are operated, the currently set items may be reflected as well.
[0161] <6-3-3. Model-Specific Custom Function> Next, the model-specific custom feature, which is a feature of the present invention, will be described.
[0162] Unlike the hall custom that generates setting suggestion effects according to the number of games, the model-specific custom is a customization that selects two different types of suggestion effects and causes the selected suggestion effect to occur at a specified time.
[0163] FIG. 24(a) shows various effect setting screens for the model-specific custom displayed on the liquid crystal display 16. First, select whether to execute each of the effects 1, 2, and 3. To execute each effect, move the cursor using the left and right buttons of the cross keys JK, select ON from the setting items in parallel with each effect on the left side of the screen using the up and down buttons of the cross keys JK, and make a decision by operating the effect button PB. When not generating an effect, select OFF from the setting items using the up and down buttons of the cross keys JK, and the effect will not occur.
[0164] When ON is selected for each effect setting, the effect type can be selected. Select the desired effect using the up and down buttons of the cross keys JK and make a decision by operating the effect button PB.
[0165] Next, select the time to execute the effect. In the slot machine 1, the time since power-on is counted. As shown in FIG. 24(a), when the time since power-on reaches the specified time, the effect selected in the type item will occur.
[0166] Next, select the result on the right side of the screen. Here, the items that can be selected in the result display differ according to the selected effect. Details of each effect will be described later.
[0167] Also, when operating the cross keys JK, selecting initialization at the lower left of the screen, and operating the effect button PB, all settings for effects 1 to 3 will be turned off, all selected items will be reset, and no effects will occur.
[0168] After selecting various items, use the left and right buttons of the cross keys JK to move the cursor to "OK" at the lower center of the screen, and operate the effect button PB to complete the effect settings. After execution, as shown in Fig. 24(b), the selected content can be reconfirmed in a list display.
[0169] Next, each effect that can be selected by model-specific customization will be described.
[0170] Fig. 25 is an example of the exciting lottery event effect, which is one of the effect types that can be selected in the various effect settings of Fig. 24.
[0171] The exciting lottery event effect is an effect that suggests the number of difference medals in the advantageous section of the slot machine 1 within the advantageous section of 1 as described in <6-1. Interval state (non-advantageous section, advantageous section)>. It is an effect that indicates the number of difference medals in the advantageous section of the slot machine 1 within the advantageous section of 1 as described in <6-1. Interval state (non-advantageous section, advantageous section)>. The slot machine 1 is a smart pachislot. The more negative the number of difference medals in the advantageous section, the larger the number of difference balls until the limiter function activates. Therefore, with the maximum number of difference balls, it is possible to pay out more than 2400 balls. Therefore, since the player can expect to obtain balls in one hit from a gaming table with a larger number of difference balls until the limiter function activates, the larger the number of difference balls until the limiter function activates, the more it becomes one of the factors for the gaming motivation. On the other hand, the fact that the number of difference balls until the limiter function activates is large can also be assumed to be a setting value with a low payout rate. Thus, although the number of difference balls until the limiter function activates is one of the gaming motivations, it is also a factor that reduces the gaming desire. Therefore, it can be said to be one of the precious internal parameters that influence the outcome for the player.
[0172] From here, a specific example of the exciting lottery event presentation will be explained. Figure 25(a) shows the start screen of the exciting lottery event presentation, and the presentation starts according to the start time set on the various presentation setting screens in Figure 24(a). Since the exciting lottery event presentation occurs at the set start time regardless of the game progress, the number of seconds until the presentation occurs is displayed on the liquid crystal display 16 in a countdown manner from 10 seconds before the presentation starts. Figure 25(b) shows the exciting lottery event presentation. In the exciting lottery event, a plurality of lottery balls of different ranks are placed in the lottery box, and the lottery balls with the ranks described are discharged from the discharge port of the lottery box. Figure 25(c) shows the result display screen of the rank described on the lottery ball that has appeared from the discharge port of the lottery box. Also, comments may be displayed according to the rank. In Figure 25(c), it is an example of the presentation when a first - class lottery ball is obtained. The comment at the upper part of the screen indicates that the difference in balls until the limiter function operates is large, that is, the number of difference balls in the advantageous interval at the current time is large and in a negative state.
[0173] Figure 26 is the lottery table for the rank display of the exciting lottery event presentation. The exciting lottery event refers to the difference in balls until the limiter function of the slot machine 1 operates and selects the rank selection rate of the lottery balls. The first class is only selected when the number of difference balls in the advantageous interval is 3000 or less in the negative. Also, the second class is only selected when the number of difference balls in the advantageous interval is 2000 or less in the negative, and the third class is only selected when the number of difference balls in the advantageous interval is 1000 or less in the negative. Also, as shown in Figure 12, since the number of difference balls in the advantageous interval shifts to the non - advantageous interval by changing the set value, the number of difference balls in the advantageous interval becomes 0 when the set value is changed. Therefore, by setting the start time of the exciting lottery event to a time shortly after the pachinko hall opens, it becomes possible to determine whether the set value has been changed. If there is a gaming machine that closes with a large difference in the number of balls remaining until the limiter function activates the previous day, and if the result of the exciting lottery the next day is a winning result from the fourth to the sixth prize, there is a high possibility that the set value has been changed. On the other hand, if the result of the exciting lottery is a winning result from the first to the third prize, it is certain that the set value of the previous day has not been changed.
[0174] On the result display screen of the exciting lottery in Fig. 25(c), the first prize is displayed. In this case, it is certain that the difference in the number of balls in the advantageous section from the current state is 3000 or less in the negative direction. In this way, by customizing the effect that suggests the number of balls remaining until the limiter function activates, various speculative elements related to various gaming motivations can be provided to the player, and at the same time, it can also be used by the hall manager as a tool for attracting customers according to the time. Note that since the exciting lottery is a result display that refers to the internal parameters of the slot machine 1, the content of the item of the result selected in Fig. 24(a) cannot be selected except for the items of the lottery.
[0175] Next, an explanation will be given of the heart-pounding race, which is one of the effects that can be selected by machine-specific customization.
[0176] The heart-pounding race is an effect that displays information arbitrarily input by the hall manager on the liquid crystal display 16 regardless of the internal parameters of the slot machine 1.
[0177] The heart-pounding race is one of the types of effects that can be selected in the various effect settings in Fig. 24, similar to the exciting lottery described above. Fig. 27(a) shows the start screen of the heart-pounding race effect, and the effect starts according to the start time set in the various effect setting screens in Fig. 24(a). Since the heart-pounding race effect occurs at the set start time regardless of the game progress, the number of seconds until the effect occurs is displayed on the liquid crystal display 16 in a countdown manner from 10 seconds before the start of the effect.
[0178] Figure 27(b) shows the thrilling race performance. This example is a race performance with multiple humanoid icons, and it is a performance that watches which place the humanoid icon described as "you" reaches the goal in. Figure 27(c) is the result display screen of the thrilling race. It is a display screen showing the result that the humanoid icon described as "you" reached the goal in 6th place as a result of the race performance. This result display can be set on various production setting screens for model-specific customizations explained in Figure 24.
[0179] Since the thrilling race has a result display that does not refer to internal parameters, the content of the result item selected in Figure 24(a) can be arbitrarily selected from 1st place to 9th place. Here, 6th place is selected, and the result display screen in Figure 27(c) shows the result of reaching the goal in 6th place.
[0180] This enables the hall manager to display the information they want to convey to the player at a specific time with a specific performance.
[0181] In this production example, since the number 6 is selected, players may perceive it as a numerical value suggesting setting 6, which is the setting value with the highest payout rate in slot machine 1. If 10 slot machines 1 with the same specifications are installed, and all 10 have a thrilling race occur at the same time and are set so that all the result displays reach the goal in 6th place, it can be easily conveyed that there is some intention behind the number 6 and the hall manager is appealing to the players.
[0182] Moreover, it can also be used as a tool to appeal for business days with a high return rate, such as providing services on days with the number 6.
[0183] In this way, the hall manager can customize the information related to the internal parameters of the slot machine 1, and further, the hall manager can freely customize the information unrelated to the internal parameters, thereby increasing the appealing methods in hall operations and providing new interests to the players.
[0184] As described above, one embodiment of the present invention has been explained. However, the present invention can be subjected to various design changes within the scope of the matters described in the claims. For example, the slot machine 1 does not require actual medals and is a so-called smart pachislo that can play games only with electrically stored game media. However, it may be applied to a slot machine that requires medals as game media and a pachinko machine.
[0185] In addition, not only the internal parameters indicating the number of stops of the slot machine 1 but also the effects that suggest the game states (for example, the high-probability state shown in FIG. 12 or the winning of the AT game by a specified number of games) in which the AT game is advantageous may be made into effects that suggest by model-specific customization.
[0186] Furthermore, in the slot machine 1, the display timing of the setting suggestion effect by hall customization is set at the end of the bonus game, but it is not limited to this. For example, it may be generated at the end of the AT or at a predetermined timing (for example, during the AT game before the end of the advantageous section).
[0187] Furthermore, in the slot machine 1, in FIG. 24, it is described in a format of setting the time after power-on. However, a design may also be adopted in which the effect is executed at a predetermined timing based on the clock setting set internally or by a real-time clock.
Explanation of Reference Numerals
[0188] 1 Slot machine R1 Left reel R2 Middle reel R3 Right reel 12 Start lever 15L Left stop button Stop button at 15C Right stop button at 15R 16 Liquid crystal display 100 Main control device 101 Sub-control device
Claims
[Claim 1] a performance display device that displays custom performances that can be customized by an administrator; A custom effect setting means for receiving settings from an administrator regarding the custom effect is provided. In a gaming machine in which whether or not the custom effect is executed and, if executed, a prerequisite condition to be satisfied for the execution can be set by the custom effect setting means, The custom effects include: A first custom effect corresponding to a setting value that determines the level of ball output performance of the gaming machine; a second custom effect corresponding to a current value of an internal parameter related to the balance of the game medium, the second custom effect being initialized when the setting value is changed; The custom effect setting means includes: accepting a selection from an administrator regarding which of the first custom effect and the second custom effect is to be executed; A gaming machine characterized in that, when the prerequisite conditions are satisfied, a performance selected by an administrator can be executed.
Citation Information
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