Pachinko machine
The gaming machine addresses player manipulation during AT preparation by implementing a control unit that manages distinct lottery processes with varying benefit probabilities, enhancing gameplay integrity and engagement.
Patent Information
- Application Number
- JP2023100087
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-19
- Publication Date
- 2025-07-09
- Estimated Expiration
- 2043-06-19
AI Technical Summary
Players exploit conventional gaming machines by deliberately pressing stop switches in incorrect operation modes during Assist Time (AT) preparation to prolong the preparation phase and receive benefit processes, undermining the intended gameplay experience.
The gaming machine introduces a control unit that manages a special gaming state with a first and second period, where the player's operation in the first period must satisfy a condition to shift to the second period, and during this phase, it executes one of two distinct lottery processes with varying benefit probabilities, discouraging incorrect operations.
This design encourages appropriate gameplay by reducing the likelihood of players prolonging the AT preparation phase, maintaining game balance and player engagement through differentiated lottery processes.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, gaming machines having a special gaming state of AT (Assist Time) or ART (Assist Replay Time) have been known (see Patent Document 1).
[0003] In this special gaming state, when an operation mode role (push order role) such as a so-called push order bell hits, the correct operation mode (for example, correct push order, correct operation timing) is notified, and when the player performs the correct operation mode, the role wins.
[0004] Also, when the special gaming state is AT, there are provided a state of being in AT preparation and a state of being in AT execution, which is executed after the AT preparation and in which the net increase in gaming value is greater than that during the AT preparation.
[0005] In such a conventional gaming machine, when an AT start role (for example, a push order bell) hits during the AT preparation, navigation (assist) may be notified as in "×?? 2-choice correct answer for AT start". Among the navigation, "?" suggests that any one of the "?" (the middle stop switch or the right stop switch) is the correct operation mode to be operated first, and "×" indicates that it is not the correct operation mode (an incorrect operation mode).
[0006] And when the AT start role hits and the player presses the first stop switch in the correct operation mode out of the two choices, the game shifts to the AT execution.
[0007] On the other hand, if the first stop switch is not pressed in the correct operation mode out of the two choices even though the AT start role has hit, the AT preparation continues until the first stop switch is pressed in the correct operation mode when the AT start role hits in the subsequent games.
Prior Art Documents
Patent Document
[0008]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0009] In this game during AT preparation, when a so - called rare combination such as a cherry appears, there are also gaming machines that execute benefit processes such as adding extra game counts to AT or conducting a promotion lottery for AT.
[0010] On the other hand, there may be players who try to take advantage of such game characteristics and, by deliberately pressing the stop switch in an incorrect operation mode to continue during AT preparation, attempt to receive the benefit process triggered by the appearance of a rare combination.
[0011] An object of the present invention is to provide a gaming machine that can encourage players to play in an appropriate way.
Means for Solving the Problems
[0012] The present invention comprises a control unit capable of controlling the progress of a game in a special gaming state in which information regarding operations advantageous to a player can be notified, and in the special gaming state, a first period and a second period executed after the first period are prepared, and the control unit in the special gaming state, when an operation by the player in the first period satisfies a first condition, it is possible to shift to the second period, and during one game played in the first period until the first condition is satisfied, it is possible to execute one type of lottery process among different types of lottery processes, or other types of lottery processes. Among the lottery processes of different types, the probability of granting the benefits that can be granted by the lottery process of the one type and / or the benefits are different from the probability of granting the benefits that can be granted by the lottery process of the other type and / or the benefits. It is a gaming machine.
Effect of the Invention
[0013] According to the present invention, it is possible to provide a gaming machine that can prompt a player to make an appropriate bet.
Brief Description of the Drawings
[0014]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Mode for Carrying Out the Invention
[0015] [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 11. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. Further, in the following description, "connection" includes both a case where the connection targets are directly connected and a case where the connection targets are indirectly connected via another board or device.
[0016] As shown in FIG. 1, the slot machine 1 of the present embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals.
[0017] In this slot machine 1, unlike conventional slot machines, there is no need to insert physically existing medals, and physically existing medals are not paid out. In the slot machine 1, a pseudo gaming medium converted into electronic data is used as gaming value data, and the game progresses. Such a slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), an enclosed reel gaming machine, etc.
[0018] First, the card unit 7 connected to this slot machine 1 will be described below.
[0019] <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.
[0020] Further, the card unit 7 can store a card 70 that stores gaming value data as electronic data instead of physically existing medals inside it.
[0021] 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 described below, and conversely, a process of discharging the card 70 associated with the transfer of game value data from the slot machine 1.
[0022] Also, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from the medium management unit 620 (described later) of the slot machine 1.
[0023] The card unit 7 is also provided with a lending button 71. When a bill is inserted into the card unit 7 by the operator and then the lending button 71 is operated by the operator, a lending signal is generated and transmitted to the medium management unit 620.
[0024] In this specification, the "operator" means all of the player who is a user executing the game, the user who has finished the game (including the user walking in the store), and the store staff. However, if necessary, it may be individually referred to as "store staff", "player", etc.
[0025] Inside the card unit 7, in addition to the I / F (interface) for communication with the slot machine 1, as shown in FIG. 2, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided.
[0026] The cash management mechanism 73 introduces the bill inserted from an opening (not shown) for inserting cash into the card unit 7 and detects and accumulates the bill.
[0027] The card management mechanism 74 introduces and accommodates the card 70 inserted from an opening (not shown) for inserting and discharging the card 70, and discharges the card 70 from the opening when the discharge button 72 is operated.
[0028] The card unit side control unit 75 is composed of a CPU, a RAM, a ROM, etc. The card unit side control unit 75 performs operation control of the cash management mechanism 73 and the card management mechanism 74 respectively, lending processing of game values, authentication processing of the card 70, data reading processing and writing processing from the card 70, etc.
[0029] The operation processing of the cash management mechanism 73 includes processing for operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, processing for performing an error notification to that effect when the inserted banknote gets jammed in the cash management mechanism 73, processing for temporarily storing in the RAM by adding the game value corresponding to the inserted banknote to the current lending balance, etc.
[0030] 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 along with the operation of the ejection button 72, etc.
[0031] The lending processing of game values includes processing for transmitting the game value data for the amount to be lent to the slot machine 1 (media management unit 620 mounted on the game value control unit 62 described later) along with the operation of the lending button 71. At that time, processing for subtracting the game value data for the amount to be lent from the game value data of the lending balance temporarily stored in the RAM in the card unit 7 is also performed.
[0032] In the authentication processing of the card 70, when the PIN is input via the display panel when the card 70 is inserted into the opening, it is determined whether or not the input PIN matches the PIN written on the card. When the card unit side control unit 75 determines that both match, it allows the card 70 to be continuously used as the authentication target, but when it determines that both do not match, it may not allow the card 70 to be continuously used as the authentication target (restricts the use).
[0033] In the data reading process from the card 70, when game value data is written on the card 70, it is read out and temporarily stored in the RAM as the loan balance.
[0034] In the writing process to the card 70, when the game value data is transferred to the card unit 7 following the operation of the counting button 44 of the slot machine 1, 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 on the card 70.
[0035] When the ejection button 72 is operated and game value data is already written on the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of the game value data received from the slot machine 1 to the game value data and writing it on the card 70.
[0036] Thereby, when the ejection button 72 is operated in the card unit 7, 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.
[0037] In addition, the card unit 7 is also communicably connected to 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, for example, information regarding advantageous gaming states including the number of gaming times in advantageous gaming states (AT, CZ, special combination (bonus) implementation states, etc. described later), the transition of the quantity of game values, the number of played games, various types of information related to the slot machine 1 such as the accessory ratio, are sent.
[0038] <Configuration of the slot machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that can progress the game without using medals, which are real objects. In the slot machine 1 of this embodiment, instead of medals, which are real objects, the game is played using game value data as electronic data. Hereinafter, separately from the "game value data", there are cases where it is expressed as "game value" as a term corresponding to the conventional "medal".
[0039] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.
[0040] A transparent reel window 200 is provided in the central portion of the front door 100. The operator can visually recognize a plurality of symbols displayed on the surface of each of the plurality of rotating reels 20, which will be described later, through this reel window 200.
[0041] In the front door 100, near the right end portion of the front door 100 in the front view of the slot machine 1 (the direction of the back side of the paper in FIG. 1), a keyhole (not shown) is provided. A key for locking or unlocking the front door 100 and the housing 10 is inserted into the keyhole. Since the locked state of the front door 100 and the housing 10 is maintained during the game, the player cannot access the inside of the housing 10.
[0042] Also, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the housing 10, and the store staff does not need to replenish real medals during the game. Therefore, during the game, except when an error occurs in the slot machine 1, in principle, the store staff does not lock / unlock the front door 100 and the housing 10.
[0043] When the store staff performs setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 can be rotated with respect to the housing 10. As a result, the store staff can access the inside of the housing 10.
[0044] Above the reel window 200, a liquid crystal display screen 3, a speaker 101, and a lighting decoration unit 102 for performing various effects during the game are provided.
[0045] The liquid crystal display screen 3 displays various effect videos (effect screens) during the player's game.
[0046] The speaker 101 outputs a predetermined BGM (background music), SE (sound effect), and voice.
[0047] The lighting decoration unit 102 is composed of LEDs or the like, and lights up or goes out in a predetermined pattern, for example, when an effect screen with high expectancy is displayed or a winning combination is achieved.
[0048] Below the reel window 200, an operation unit 4, a lower panel 103, a front bottom 104, etc. are provided. On the lower panel 103, the title of the slot machine 1 and the like are displayed. On the front bottom 104, personal belongings of the operator can be placed.
[0049] 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 an effect button 46.
[0050] Near each switch of the operation unit 4, a sensor for detecting the player's operation and outputting an operation signal to the control unit 6 is provided.
[0051] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each rotating reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c receive an operation for stopping the rotation of the corresponding rotating reels 20a, 20b, 20c while the rotating reels 20a, 20b, 20c are rotating. That is, when the stop switch 40a is operated, the rotation of the rotating reel 20a stops; when the stop switch 40b is operated, the rotation of the rotating reel 20b stops; and when the stop switch 40c is operated, the rotation of the rotating reel 40c stops.
[0052] Inside the stop switches 40a, 40b, 40c, a lamp is provided. The lamp can indicate, for example, in a color (e.g., red) that the stop switches 40a, 40b, 40c are in an inoperative state from when the lever 42 is operated until each rotating reel 20a, 20b, 20c reaches a steady rotation state. Also, the lamp can indicate, in a color different from the above-mentioned color (e.g., blue), that the stop switches 40a, 40b, 40c are in an operative state from when each rotating reel 20a, 20b, 20c reaches a steady rotation state until the stop switches 40a, 40b, 40c are operated.
[0053] Information that the stop switches 40a, 40b, 40c have been pressed (information about which stop switch 40 was pressed, in what order it was pressed, and at what timing it was pressed) is used by the rotating reel control unit 611, game result determination unit 612, game state control unit 615, medium management unit 620, etc., which will be described later.
[0054] The bet switch 41 is used when the operator bets game values. Note that the quantity of the credited game values and the bet game values is managed by the slot machine 1 (medium management unit 620). Hereinafter, the term "credited game values" means the game values (game value data) managed by the medium management unit 620.
[0055] The lever 42 functions as a start switch that receives an operation for rotating the rotary reels 20a, 20b, and 20c.
[0056] In the digital counter 43, the credit number of game values, the payout number (winning number) of game values, etc. are digitally displayed. By checking the digital counter 43, the operator can also check during the game how much the quantity of the game values he / she holds is. Also, thereby, the player can play the game without having an actual medal in hand.
[0057] Note that the "payout number of game values" in the present embodiment does not mean an operation in which actual medals are paid out to the outside of the slot machine 1, but means "based on a winning established by internal lottery, the game values corresponding to that winning increase". That is, the "payout number of game values" means "the numerical value of the virtual game medium converted into electronic data increases". Also, for example, the "predetermined number of game values" is a concept corresponding to the "predetermined number of medals" in the past.
[0058] The counting button 44 can receive an operation by the operator for transferring game value data from the medium management unit 620 to the card unit 7. When the counting button 44 receives the operator's operation, a transfer signal is generated by the counting button 44.
[0059] Note that after the counting button 44 is operated, for example, by raising and lowering the lever 42, any quantity of game value data specified by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer any quantity of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, by the operator operating the button on the card unit 7 side, any quantity of game value data specified by the operator may be transferred to the slot machine 1.
[0060] In addition, the amount of subtraction of the game value data being managed when the count button 44 is operated once may be determined in advance, such as "1" or "50". Also, while the count button 44 is being continuously operated (while it is being operated continuously), the credited game value may continue to be subtracted.
[0061] In the present embodiment, the count button 44 is arranged at a position visible to the operator among the slot machines 1. The visible position is a position where the operator can touch it without unlocking and opening the front door 100, and in the present embodiment, it is the front surface of the housing 10.
[0062] More specifically, as shown in FIG. 1, the count button 44 is arranged on the operation unit 4 on the side closer to the card unit 7 in the front view of the slot machine 1. Thereby, it becomes easier for the player to be informed that the count button 44 is a button related to the card unit 7, and the operation flow from when the count button 44 is operated until the card 70 is discharged from the card unit 7 becomes smooth.
[0063] Also, the count button 44 may be provided with a lamp whose emission color changes before and after being operated, inside or around it.
[0064] The cancel button 45 can receive an operation by the operator to change the game value in the bet state (bet state) to the non-bet state (non-bet state). When the cancel button 45 receives the operator's operation, a cancel signal is generated by the cancel button 45. Thereafter, the medium management unit 620 that has received the cancel signal manages the game value data in the bet state as the non-bet state.
[0065] For example, when the cancel button 45 is operated in a state where the gaming value in the bet is 1 or more, the medium management unit 620 updates the gaming value in the bet to "0" and adds the gaming value data that has been bet until it becomes "0" to the credited gaming value data. As a result, the credit number displayed by the digital counter 43 increases by the amount of the gaming value data that has been bet. That is, the cancel button 45 is a button for causing the medium management unit 620 to execute a bet cancellation process that returns the gaming value in the bet to the credit number by transitioning the bet state to a non-bet state.
[0066] Note that the bet cancellation process based on the operation of the cancel button 45 is valid when the bet state exists but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is invalidated from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In the present embodiment, the cancel button 45 is disposed near the bet switch 41.
[0067] The effect button 46 is a button used for the player to perform volume setting, confirmation of game data, and various menu settings related to the game when playing the game. In addition, the effect button 46 may be operated by the operator according to the effect during the game. When the effect button 46 is operated during the game, a change occurs in the effect.
[0068] In addition, the effect button 46 includes a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state and is turned off when it is in an inoperable state. Also, when outputting a winning notification effect for advantageous game states such as special roles and ATs triggered by the operation of the effect button 46, the lamp can also blink rapidly in a color different from when it is normally lit, such as red or rainbow color.
[0069] In addition, inside the housing 10, as shown in FIG. 2, a reset button 51 and a setting change button 52 are provided.
[0070] The reset button 51 is operated when clearing various errors and initializing the RAM that constitutes 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 values managed by the medium 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 section is set to the "normal section".
[0071] The setting change button 52 is a button that is operated by the store staff when any one of a plurality of levels of setting values is set in the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on in a state where the slot machine 1 is set to the setting change mode, the setting change button 52 becomes in an operable state, and when the setting change button 52 is operated in this state, setting of the setting value becomes possible.
[0072] During game progress or game standby, since the cabinet 10 and the front door 100 are locked, those who do not have the right to unlock (for example, store staff who own the key) cannot touch the reset button 51 and the setting change button 52. The scene where the cabinet 10 and the front door 100 are unlocked is, in principle, limited to the case where an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.
[0073] The setting value is a value representing 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 setting value affects the internal lottery. And depending on the setting value, at least some of the winning probabilities of the winning candidates are different. The setting value is set by the store staff before the store opens.
[0074] Also, as shown in FIG. 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power of the slot machine 1.
[0075] As shown in FIGS. 1 and 2, the rotary reel unit 2 includes three rotary reels 20a, 20b, 20c and three stepping motors 21a, 21b, 21c. The rotary reel unit 2 is arranged inside the housing 10 corresponding to the position of the reel window 200.
[0076] On the surfaces of the rotary reels 20a, 20b, 20c, for example, patterns (symbols) as shown in FIG. 3 are arranged. The game progresses by the game result determination unit 612 described later determining whether the combination of patterns displayed on the effective line L described later when the rotation of the rotary reels 20a, 20b, 20c stops is a predetermined combination of patterns.
[0077] The stepping motors 21a, 21b, 21c are provided corresponding to the rotary reels 20a, 20b, 20c and drive the corresponding rotary reels 20a, 20b, 20c.
[0078] The stepping motors 21a, 21b, 21c stop the rotation of the rotary reel 20 (for example, 20a) corresponding to the operated stop switch 40 (for example, 40a) within 190 milliseconds after the stop switches 40a, 40b, 40c are operated during the rotation of the rotary reels 20a, 20b, 20c. The stepping motors 21a, 21b, 21c rotate once every 504 steps. Thereby, the rotary reels 20a, 20b, 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps that can be advanced within 190 milliseconds is 127 steps.
[0079] The rotation and stop of these rotary reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by the rotary reel control unit 611 described later.
[0080] <Flow of the game by the operator> The operator bets game values on the slot machine 1 by using the game values credited by operating the bet switch 41. When a predetermined number (for example, 3) of game values are bet on the slot machine 1, the valid line L is activated. Thereafter, the operation of the lever 42, that is, the game can be started.
[0081] In this embodiment, an example is described in which, by pressing the bet switch 41 once, a predetermined number (for example, 3) of game values that can execute one game are automatically bet.
[0082] FIG. 1 shows an example in which the valid line L is composed of one downward-right line. The valid line L is a virtual line for determining the winning of a combination. In this embodiment, when three bets (triple bet) which is the MAX BET are made, one line L is activated.
[0083] Hereinafter, not only the combinations with a payout of game values such as bells and watermelons are aligned on the valid line L, but also the symbols corresponding to specific combinations such as replay, chance symbol, special combination (bonus / so-called real bonus) without a payout of game values are aligned on the valid line L are also expressed as "winning".
[0084] One game (one play) in this embodiment refers to a series of operations by the player operating the bet switch 41, the lever 42, and the stop switches 40a, 40b, 40c, etc., including internal lottery, winning determination process, and increase / decrease process of game value data to obtain a predetermined game result.
[0085] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery for determining the winning flag is conducted, and the rotation of the rotary reels 20a, 20b, and 20c starts. In this state, when any of the stop switches 40a, 40b, or 40c is operated, the rotary reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the rotary reels 20a, 20b, and 20c stop, a payout process for a predetermined number of game values is executed according to the combination (winning combination) of symbols aligned (winning) on the valid line L. Thereby, one game ends.
[0086] Note that at least a part of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 was operated, that the lever 42 was operated, that the stop switch 40 was operated, that the internal lottery was executed, that a predetermined winning combination was won, that the rotary reel rotated, etc.) is managed by the main control unit 61.
[0087] <Regarding the game state> During the game, as shown in FIG. 4, the type of game section is set, and as shown in FIGS. 5 and 6, one game state is set from among a plurality of game states. Based on the set game section and game state, an internal lottery and a predetermined lottery are conducted.
[0088] The game states include 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 game states that exclusively hold, but are merely classified states for convenience of explanation.
[0089] As shown in FIG. 5, the first game state includes a non - carry - over special winning combination state, a bonus internal state (carry - over special winning combination state), and a special winning combination execution state. The non - carry - over special winning combination state, the bonus internal state, and the special winning combination execution state are in a relationship where they exclusively hold.
[0090] The non - carry - over state of the special role means a state in which the special role (for example, 1 type BB which is a continuous operating device for roles related to the first - type special role items) is not selected by internal lottery and the winning of the special role is not carried over. The non - carry - over state of the special role is set, for example, when the set values described below are changed, when the RAM is initialized (an example of a predetermined condition), when more than a predetermined number of game values are paid out in the special - role execution state, etc.
[0091] The bonus internal state means a state in which, although the special role is selected by internal lottery, the winning of the special role is carried over. That is, the bonus internal state means a state in which, by internal lottery, the flag of the special role is selected, but the symbols indicating the special role are not aligned on the effective line L and the special role has not yet won. Note that when the winning of 1 type BB is in a carried - over state, no further lottery for 1 type BB is conducted.
[0092] The special - role execution state means a state in which the special role selected by internal lottery has won and no more than a predetermined number of game values are paid out.
[0093] During the game of the slot machine 1, the operator continues the game with the first game state remaining in the special - role carry - over state without causing the carried - over special role to win.
[0094] The slot machine 1 in this embodiment is an AT (assist time) machine. The AT machine is, for example, a machine in which the first game state is set to the bonus internal state by the operation of the store staff before the store opens, and in this state, the operator can transition to the second game state to enjoy the game.
[0095] As shown in FIG. 6, the second game state takes one of the general game state, AT (an example of a special game state), and CZ (chance zone, an example of a special game state). In the second game state, the general game state, AT, and CZ are in an exclusive relationship.
[0096] The normal gaming state is a state that is not AT or CZ, that is, a state in which an assist function (for example, operation sequence navigation) does not occur (or occurs less frequently). For example, after RAM clearing or after the end of AT (or CZ), until the start of AT drawing (or CZ drawing), the second gaming state is set to the normal gaming state.
[0097] AT is a state in which an assist function that notifies the correct operation modes (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c of the roles other than the special role selected by internal drawing via the liquid crystal screen 3, the speaker 101, the lighting section 102, etc. is operating.
[0098] AT drawing is performed according to the role selected by internal drawing (winning of rare roles, number of wins of predetermined roles, etc.) when the gaming section is an advantageous section. When AT is selected by AT drawing (an AT transition signal is generated) while the gaming section is an advantageous section, the second gaming state transitions from the normal gaming state to AT.
[0099] When a predetermined number of games have elapsed since the start of the game in AT, when the stock number of AT becomes 0 (zero), when the total number of game values paid out since the start of the game in AT reaches a predetermined number, when the assist is executed a specified number of times, or when the assist for a specific role (for example, push order bell) is executed a specified number of times, etc., the second gaming state transitions from AT to the normal gaming state. As a result, AT ends.
[0100] CZ is, unlike the mode described later, an example of a special gaming state, a zone that can stay temporarily when it is neither the normal gaming state nor AT, and it gives an expectation of winning AT.
[0101] In addition, CZ enters when certain conditions are met, such as when the number of games cleared in the advantageous section reaches a predetermined number of games, or when the points accumulated according to the progress of the game reach a predetermined value, when CZ lottery is conducted based on the role selected by internal lottery. In this case of CZ, the AT hit probability becomes higher than in the normal game state, and the second game state easily shifts to AT.
[0102] <Regarding the game section> The above-mentioned game section is a state (section) for determining whether the process related to the instruction function is performed. As shown in FIG. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section are in an exclusive relationship, and the game section can take either the normal section or the advantageous section.
[0103] The process related to the instruction function is, for example, the process of exerting the instruction function (providing assistance), lottery of a mode (a mode in which the AT hit probability is determined, or a mode in which the AT bonus hit probability is determined), mode transition process, CZ lottery process, CZ process, AT lottery process (including the process related to the continuation of AT), AT process, and the like.
[0104] Note that the mode is a zone where it can stay in any of the normal game state, CZ, and AT. For example, in FIG. 6, modes (for example, low probability mode, high probability mode, heaven mode) may be prepared for each of the normal game state, CZ, and AT. Also, it is not limited to the normal game state, CZ, and AT, and it can also stay in the same mode during the advantageous section.
[0105] The normal section is a section where the process related to the instruction function cannot be executed, but the transition process to the advantageous section is executed when the transition condition to the advantageous section is satisfied. Note that while the game section is in the normal section, the second game state is the normal game state.
[0106] The advantageous section is a section in which processing related to the indication function can be executed. The advantageous section includes an advantageous section in which the second game state proceeds in the general game state (including the high-probability mode and the heaven mode), and an advantageous section in which it proceeds in CZ or AT. The state in which the game section is the advantageous section is maintained from when the game section transitions to the advantageous section until a predetermined end condition is satisfied.
[0107] Note that the combination patterns of the game section and the second game state that can be taken in the slot machine 1 are summarized as follows. · A pattern in which the game section is the normal section and the second game state is the general game state · A pattern in which the game section is the advantageous section and the second game state is the general game state (including the high-probability mode and the heaven mode) · A pattern in which the game section is the advantageous section and the second game state is CZ · A pattern in which the game section is the advantageous section and the second game state is the AT state
[0108] <Configuration of the control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a game value control unit 62, and a sub control unit 63.
[0109] 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).
[0110] Hereinafter, the connection relationship and communication processing 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. 8. In the present embodiment, each of the main control unit 61, the game value control unit 62, and the sub control unit 63 is mounted on a different board.
[0111] 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 bidirectional serial communication can be executed.
[0112] The information and commands transmitted from the main control board P1 to the game value control board P2 include outer edge information, whether or not settings are being changed, commands regarding various errors, a bet request signal for game values due to the operation of the bet button 41, a payout request signal for game values corresponding to winning combinations, a request signal for bet cancellation processing due to the operation of the cancel button 45, a transfer request for game values due to the operation of the count button 44, and so on.
[0113] The information and commands transmitted from the game value control board P2 to the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the credit number has reached the upper limit value (a value for prompting the operator to transfer because the credit number is too large), information regarding the presence or absence of communication abnormalities between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and so on.
[0114] 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 from the main control board P1 to the sub-control board P3 is performed. The information and commands transmitted from the main control board P1 to the sub-control board P3 include information regarding game values (for example, bet / payout information for game values, total number of game values acquired during AT), information indicating the start / end of a game, start / end information for accessory operation, information regarding various errors, and so on.
[0115] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication from the game value control board P2 to the sub-control board P3 is performed.
[0116] The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described later, information indicating the operation of the complete function, commands regarding the prior notice before the operation of the complete function, information regarding the transfer of game values (for example, the fact of transfer start, during transfer, transfer completion, etc.), information indicating the number of credits or the number of winnings, information indicating that the number of credits has reached the upper limit, error information in the case where a backup error of the number of credits has occurred, and so on.
[0117] As the functions of the operation unit 4 such as the lever 42, stop switches 40a, 40b, and 40c are activated as the game progresses, one-way serial communication is performed from the main control unit 61 to the operation unit 4 and the like.
[0118] <Explanation of the main control unit 61> In the ROM of the main control unit 61 mounted on the main control board P1, programs and various data directly related to the progress of the game (for example, control of the rotating reels 20, out-ball control, transfer request) are stored.
[0119] In the RAM and RWM of the main control unit 61, game data (information regarding the progress of the game) necessary for the progress of the game is stored.
[0120] The main control unit 61 functions as an internal lottery unit 610, a rotating 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 by operations using the storage units (ROM, RAM, RWM. The same applies hereinafter) of the main control unit 61 by the CPU of the main control unit 61. These functions correspond to the functions of the game control unit.
[0121] That is, in the present 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, internal lottery processing, control of the rotating reels 20a, 20b, 20c, control of various game states and / or game sections, various error monitoring such as communication connection monitoring between the slot machine 1 and the card unit 7, and error processing.
[0122] The game data includes, in addition to the current number of games, data indicating the game status (which state or section each game state and game section is in). The game data in the present embodiment includes, for example, data indicating that the first game state is a state without a special combination carry-over, a bonus internal state, and the like.
[0123] <Internal lottery unit 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and designates one of the flags of a plurality of combination flags as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state and the RT state when the lever 42 is operated.
[0124] 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 related to the progress of the game) can be used by the reel control unit 611, the game result determination unit 612, the game state control unit 615, and the effect control unit 630.
[0125] The internal lottery table shows information on the combinations that may be won by the internal lottery. The internal lottery unit 610 performs an internal lottery according to the combination of the RT state and the type of bonus when the lever 42 is operated, based on the internal lottery table.
[0126] Note that in the information of the roles shown in the internal lottery table, one or more combinations of symbols and the roles corresponding to those combinations are associated and set. The roles include losing roles where no game value is paid out, as well as operation mode roles (such as cherry, watermelon, push - order replay, push - order bell) where game value is paid out if the operation modes of the stop switches 40a, 40b, and 40c are correct.
[0127] When the operation mode role is drawn and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role wins, and a plurality (for example, 8) of game values corresponding to that role can be obtained. Even if the operation mode role is drawn, if the stop switch 40 is not operated according to the correct operation mode, the operation mode role does not win, or another role (such as a so - called single - symbol role) wins.
[0128] Note that the operation mode role is also drawn and established during the general game state (for example, other than AT and CZ). However, when the operation mode role is drawn during the general game state, basically the correct operation mode is not notified, so the operation mode role may be missed, or the number of game values paid out may be 1. On the other hand, during AT, since the correct operation mode is notified, the possibility of paying out a plurality (for example, 8) of game values is high.
[0129] <Rotary reel control unit 611> Based on the operation of the lever 42 or each of the stop switches 40a, 40b, and 40c, the rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c to perform rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c or rotation stop control to stop the rotation.
[0130] Specifically, when the lever 42 is operated while the rotations of all the rotating reels 20a, 20b, and 20c have stopped, the rotating reel control unit 611 starts the rotations of all the rotating reels 20a, 20b, and 20c. As described above, when the stop switch 40 (for example, 40c) corresponding to the rotating reel 20 (for example, 20c) during rotation is operated, the rotating reel control unit 611 stops the rotation of the rotating reel 20 (for example, 20c) corresponding to the operated stop switch 40 (for example, 40c).
[0131] In the rotation stop control during the game by the player, the rotating reel control unit 611 stops the rotations of the rotating reels 20a, 20b, and 20c based on the operations of the stop switches 40a, 40b, and 40c so that the combination of symbols corresponding to the winning combination indicated by the winning flag (excluding the flags for special winning combinations), which is the internal lottery result, is arranged on the effective line L of the rotating reel 20 to win that combination.
[0132] Also, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of the rotations of the rotating reels 20a, 20b, and 20c in the previous game, the rotating reel control unit 611 starts the rotations of the rotating reels 20a, 20b, and 20c based on the operation of the lever 43 by the operator. That is, in this slot machine 1, until 4.1 seconds have elapsed since the start of the rotations of the rotating reels 20a, 20b, and 20c in the previous game, even if the lever 42 is operated, the rotations of the rotating reels 20a, 20b, and 20c are not started and the game does not progress.
[0133] Also, in the rotation stop control during the game by the operator, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination determined by internal lottery, and the positions of the rotation reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. The pull-in control is a control for stopping the rotation of the rotation reel 20 so as to pull the symbol corresponding to the winning combination onto the valid 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 combinations do not align on the valid line L.
[0134] In addition, when a special winning combination is determined, the rotation reel control unit 611 rotates and stops the rotation reel 20 based on the operation of the lever 42 immediately before the special winning combination is determined and the operation of the stop switch 40 immediately after that, but can prevent the special winning combination from winning.
[0135] <Description of the game 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 rotation reel 20 stops. The result of the game is determined by whether or not the winning combination wins based on the symbols aligned on the valid line L.
[0136] Specifically, when the combination of the symbols stopped on the valid line L matches the predetermined combination of the predetermined symbols, it is determined that the winning combination has won. 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.
[0137] <Description of the set value control unit 613> The setting value control unit 613 controls the progress of the game using any one of a plurality of types of setting values (e.g., 1 to 6) with different degrees of advantage in the progress control of the game, based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. The information (setting value signal) of the setting value set by the setting value control unit 613 can be used by the internal lottery unit 610, the effect control unit 630, etc.
[0138] Depending on which setting value is used, at least one of the degree of advantage in the progress of the game, for example, the machine allocation, the assignment probability of specific small roles such as the push order regardless bell (also called the common bell), the assignment probability of CZ, the assignment probability of AT, etc., is different. For example, the higher the setting value (e.g., the closer it is to 6), the greater the degree of advantage in the progress of the game (e.g., the greater the machine allocation).
[0139] Note that the slot machine 1 may further include a setting key. The setting key is a key for switching to the setting change mode and is provided inside the housing 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.
[0140] <Interval control unit 614> As shown in FIG. 4, the interval control unit 614 sets any one of a plurality of game intervals (normal interval and advantageous interval) during the game.
[0141] When the game interval is the normal interval, the interval control unit 614 sets (transitions) the game interval to the advantageous interval when the transition condition to the advantageous interval is satisfied. Examples of the transition condition include that the game immediately following the game that has transitioned to the normal interval is executed, and winning the interval transition lottery. When the interval transition lottery is executed, a lottery is conducted to determine whether to conduct the interval transition lottery when a predetermined lottery target role (e.g., rare roles such as cherry, chance symbol) wins, and if the result is a win, the interval transition lottery is conducted.
[0142] In addition, when the game section is a favorable section, the section control unit 614 determines whether to maintain the state of the favorable section or shift to the normal section (whether to end the favorable section).
[0143] Specifically, when a forced end condition is satisfied, including the case where the difference in game values during the favorable section (the favorable section difference described later) based on the quantity of game values at the time of shifting to the favorable section reaches +2400, the section control unit 614 forcibly shifts the game section from the favorable section to the normal section. The forced end condition may be, for example, that when the game section is in the favorable section, the second game state has shifted from AT to the general game state, or that after entering the CZ which is a pull-back zone after the end of AT but being unable to pull back AT in the CZ and shifting to the general game state.
[0144] For example, when the favorable section difference becomes -1000 after the favorable section is entered, the operator (especially the player) can acquire a maximum of 1000 + 2400 = 3400 game values.
[0145] In addition, when the power of the slot machine 1 is turned on or the RAM is cleared, etc., regardless of the previous game section, the section control unit 614 sets the game section to the normal section.
[0146] Note that the section control unit 614 can transmit information regarding the game section (whether it is the normal section or the favorable section) as information regarding the progress of the game to the effect control unit 630, etc.
[0147] <Game state control unit 615> The game state control unit 615 sets each of the first game state and the second game state.
[0148] Specifically, the game state control unit 615 sets the first game state to any one of the non-carry-over state of special symbols, the bonus internal state, and the special symbol execution state, and sets the second game state to any one of the general game state, AT, and CZ.
[0149] The game state control unit 615 sets the first game state to a special combination non - carry - over state, for example, immediately after the RAM of the main control unit 61 is cleared.
[0150] And when a special combination is determined by internal lottery and the special combination does not win, the game state control unit 615 sets the first game state to a bonus internal state.
[0151] In the bonus internal state, when a predetermined condition is satisfied (for example, when the RAM is cleared or when the set value is changed), the game state control unit 615 shifts the first game state from the bonus internal state to the special combination non - carry - over state.
[0152] In the special combination non - carry - over state, when a special combination is determined (from this point until the special combination wins, it is in the bonus internal state) and the special combination wins, the game state control unit 615 shifts the first game state from the special combination non - carry - over state, via the bonus internal state, to the special combination execution state.
[0153] Also, in the bonus internal state, when the special combination wins, the game state control unit 615 shifts the first game state from the bonus internal state to the special combination execution state.
[0154] Also, in the special combination execution state, when a predetermined condition is satisfied or when the game value is paid out exceeding a predetermined number, the game state control unit 615 shifts the first game state from the special combination execution state to the special combination non - carry - over state.
[0155] Also, as shown in FIG. 6, the game state control unit 615 determines whether to set the second game state to AT based on the result of the AT lottery. Specifically, when the game state control unit 615 participates in the AT lottery conducted when the game section is an advantageous section, the game state control unit 615 sets the second game state to AT.
[0156] In the AT, when an operation mode role such as a push-order bell is assigned, the correct operation mode is notified to the liquid crystal screen 3, the speaker 101, etc., and the credit number of the game value increases during "AT execution" (an example of the second period), and "AT preparation" (an example of the first period), which is a preparation period until the AT execution, exists.
[0157] Note that during the AT preparation, it is still in the AT together with the AT execution. In the AT of this embodiment, after going through the AT preparation, the AT execution, which can be said to be the main part, starts. This is because it is easier for the player to understand the flow of the AT by going through the AT preparation, which suggestively shows that the main AT execution starts, rather than directly transitioning from the general game state or CZ to the main AT execution. Therefore, when the AT preparation starts, a signal indicating that it is the AT is output from the external terminal of the gaming machine.
[0158] Note that during the AT execution, for example, the game value increases by a net increase of 3, and during the AT preparation, for example, the game value increases by a net increase of 1. That is, during the AT, the AT execution is a period more advantageous for the player than the AT preparation in terms of the performance of the game balls.
[0159] The game state control unit 615 can execute a first lottery process for adding extra games to the number of AT games until a specific number of games (for example, 5 games) is completed during the AT preparation.
[0160] Specifically, in the first lottery process, when a rare role (for example, a strong cherry, a weak cherry, a watermelon, a chance symbol, etc.) is assigned within 5 games after entering the AT preparation (and during a period when it is not in the AT execution), the lottery for adding extra games to the number of AT games is executed according to the lottery table in Fig. 9(a).
[0161] In addition, the game state control unit 615 can execute a second lottery process, which is a less favorable lottery for adding extra games than the first lottery process, from after a specific number of games is completed during the AT preparation until the AT execution.
[0162] Specifically, in the second lottery process, when a rare hand is dealt after entering during the AT preparation and after 6 games (and during the period until the AT is executed), a bonus lottery for the number of AT games is executed using the lottery table in Fig. 9(b).
[0163] As shown in Figs. 9(a) and 9(b), the probabilities for determining whether a bonus is added to the number of AT games and, if so, how many games, differ depending on the type of rare hand.
[0164] Note that for the hands shown in Fig. 9, the rarer the hand, the lower the probability of being dealt by the internal lottery. For example, in this embodiment, the probability of dealing a strong cherry is set to be lower than that of a weak cherry (that is, the probability of appearance for the strong cherry is lower than that of the weak cherry with respect to the number of cleared games), so the strong cherry is rarer than the weak cherry. And the rarer the hand, the higher the probability of hitting the bonus lottery when that hand is dealt.
[0165] Also, comparing Fig. 9(a) and Fig. 9(b), it can be seen that for each rare hand, the lottery table in Fig. 9(a) makes it easier to add a bonus to the number of AT games than the lottery table in Fig. 9(b).
[0166] That is, in the lottery table of Fig. 9(a), the expected value of the bonus AT games (the total value of the bonus games × the bonus hitting probability for each type of rare hand) is higher than that of the lottery table in Fig. 9(b). For example, the expected value of the bonus games when a strong cherry is dealt in Fig. 9(a) is greater than the expected value of the bonus games when a strong cherry is dealt in Fig. 9(b). The same can be said for other hands (weak cherry, watermelon, chance eyes, etc.).
[0167] Thus, in the superimposed lottery table used in the superimposed lottery of this embodiment, the opportunities for which benefit contents can be given (in the example of FIG. 9, the allocation of rare roles) are the same, and the benefit contents (in the example of FIG. 9, the number of AT games is superimposed) are the same, but the probability of giving the benefit contents (in the example of FIG. 9, the probability of allocating the superimposed number of AT games) is different.
[0168] When the lottery control unit 615 wins the superimposed lottery in the first lottery process or the second lottery process, it increases the number of AT games by the corresponding number of games. That is, the increase in the number of AT games here means that the number of AT games determined by the superimposed lottery during the AT preparation is added to the initial number of AT games set when the execution of AT starts in a state where no superimposition is made. When the superimposed lottery is performed multiple times during the AT preparation, the lottery results of the multiple superimposed lotteries are each added to the initial number of games, and the number of games after the addition is at least the number of games for which AT can be continued.
[0169] During the AT preparation, until the AT is actually executed, when a role (for example, a middle press bell or a right press sequence bell. Hereinafter, referred to as the "AT start role") that is a condition for starting the execution of the AT wins the lottery, navigation for making it easier to win the role is notified to the liquid crystal screen 3 and the speaker 101.
[0170] Specifically, during the AT preparation, when the AT start role wins the lottery as a result of the internal lottery, as shown in FIG. 1, a message "×?? Guess the 2 - choice!" is displayed on the liquid crystal screen 3. In addition, it may be notified from the speaker 101 "Guess the 2 - choice!".
[0171] "×" is an example of an "incorrect operation mode", and when the stop switch 40 corresponding to "×" (in the above example, the left stop switch 40a) is pressed first, it means that the AT start role does not win the lottery.
[0172] Also, "?" indicates that when any correct one of the stop switches 40 corresponding to "?" (in the above example, the middle stop switch 40b and the right stop switch 40c) is pressed first (which one is correct is predetermined in this embodiment by whether the AT start role is the middle-push bell or the right-push bell), the AT start role wins.
[0173] Therefore, for the navigation of the operation mode displayed as "×??", since the stop switch 40 that should be pressed first is a choice between two because the incorrect pressing order "×" is included, (1) When no navigation is issued, or (2) When "???" is displayed, which is a mode where there is no clue about the stop switch 40 that should be pressed first, it can be said that it is easier for the player to win the AT start role compared to the above.
[0174] Hereinafter, the effect in which the navigation of the operation mode including the incorrect pressing order "×" (in the example of FIG. 1, "×?? Guess the 2 - way selection!") is notified is referred to as the "operation mode navigation effect".
[0175] Also, in this embodiment, the AT start role (for example, the middle - push bell or the right - push bell) that wins when the middle stop switch 40b or the right stop switch 40c is pressed first has a higher non - winning probability than the so - called sequential - push bell that may win when the left stop switch 40a is pressed first.
[0176] Specifically, in the slot machine 1 of this embodiment, in all game states (including general game state, CZ, and AT), there is a bias in the non - winning probability of the push - order bells (sequential - push bell, middle - push bell, right - push bell). And the non - winning probability of the middle - push bell = the non - winning probability of the right - push bell > the non - winning probability of the sequential - push bell is set. And in this embodiment, the middle - push bell and the right - push bell are set as the AT start roles.
[0177] Note that, although one of the "?" in the operation mode navigation effect (e.g., "×??") is in the correct pressing order, the player does not always guess the correct pressing order. In some cases, the player may accidentally press the "?" that is in the incorrect pressing order, and this may continue continuously.
[0178] If such cases continue continuously, the period of staying during the AT preparation increases accordingly, and it becomes difficult to shift to the AT execution. Also, as described above, in this embodiment, the net increase during the AT preparation is lower than that during the AT execution. Therefore, if the period of staying during the AT preparation is long, the player stays in the period with a lower net increase, which may increase the player's frustration.
[0179] Therefore, in this embodiment, when the operation mode navigation effect is performed, an upper limit number of times (hereinafter referred to as the "incorrect answer number of times") is provided for the number of times when the player fails to press the stop switch 40 in the correct pressing order.
[0180] The upper limit number of times may be determined by lottery, or the upper limit number of times may be determined in advance, such as 5 times. The upper limit number of times in this embodiment is fixed at 10 times in advance.
[0181] The game state control unit 615 counts (measures) the number of times when the operation mode navigation effect is notified but the player fails to guess the correct pressing order as the incorrect answer number of times.
[0182] And when the incorrect answer number of times reaches the upper limit number of times (10 times), even when the AT start winning combination is hit next, the effect control unit 630 does not notify the operation mode navigation effect, and the game state control unit 615 sets the state of the AT to the AT execution state regardless of the order in which the player presses the stop switches 40a, 40b, and 40c.
[0183] However, even when the upper limit number of times is set as in this embodiment, if the player presses the stop switch 40 from "×" which is the incorrect answer pressing order, the game state control unit 615 does not count that game as the number of incorrect answers (or initializes the number of incorrect answers to 0 (zero)). This is a function as a penalty for pressing the left stop switch 40a in a manner that is considered intentional even though the player knows that "×" is the incorrect answer pressing order.
[0184] In addition, when the AT is started, the game state control unit 615 initializes (resets) the number of incorrect answers counted up to that point. In this way, the number of incorrect answers is counted during one AT preparation and is not counted across multiple AT preparations.
[0185] In addition, the game state control unit 615 determines whether the stop switch 40 has been pressed in the correct answer pressing order when the AT start combination is not won, based on the information transmitted from the stop switch 40.
[0186] As described above, in this embodiment, the game state control unit 615 can execute the first lottery process advantageous to the player until 5 games have elapsed (an example of the second condition) after the start of the AT preparation, and in the games during the AT preparation after that (after the 6th game after the start of the AT preparation), it is possible to execute the second lottery process disadvantageous to the player (continue the second lottery process). Therefore, even when the AT start combination (the middle press bell or the right press bell) is not won, it is possible to suppress the player from deliberately preventing the AT start combination from winning and trying to prolong the period (during the AT preparation) in which they can receive benefits.
[0187] In this embodiment, the opportunity for changing the type of the overlaid lottery table (the fact that five games have elapsed since the start of AT preparation) is set to half of the upper limit number of times (10 times) of the operation mode navigation effect. This is to create an expectation for overlaid prizes due to drawing a rare combination in the first about five games, to imply the meaning of suppressing irregular pressing in the subsequent five games, and to imply a relief measure for the fact that the correct pressing order could not be pressed until the upper limit number of times was reached. As a result, the game balance can be maintained comprehensively.
[0188] In addition, separately from the above processing, during the execution of AT, for example, when the lottery bell has three consecutive wins (regardless of the type of the lottery bell), when a predetermined combination (for example, a rare combination) is won, etc., the game state control unit 615 can execute an overlaid lottery for the number of games of AT using either the lottery table in FIGS. 9(a) and (b), or a lottery table different from the lottery tables in FIGS. 9(a) and (b).
[0189] Returning to FIG. 6, when not winning the AT lottery in the general game state or CZ, the game state control unit 615 sets the second game state to the general game state.
[0190] When AT ends, the game state control unit 615 changes the second game state from AT to the general game state or CZ.
[0191] 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.
[0192] When the game state control unit 615 changes the second game state to AT, it first starts the AT preparation state, and starts the AT execution state when the AT start combination wins during the AT preparation state. When the game state control unit 615 ends the AT execution state, it changes the second game state to the general game state or CZ.
[0193] In addition, during the advantageous period, the game state control unit 615 selects any one of a plurality of types of modes related to the progress of the game (for example, a normal mode in which it is difficult to win the AT lottery, a high-probability mode in which it is easy to win the AT lottery) for the second game state. Then, the game state control unit 615 executes the AT lottery (or the AT bonus lottery) with the AT winning probability (or the additional probability) associated with the selected mode.
[0194] 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.
[0195] <RT state control unit 616> The RT state control unit 616 can carry out the game progress using one of a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) at which the flag of the replay is established as the winning flag is determined in advance, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) wins.
[0196] In the present embodiment, the RT state control unit 616 makes the RT state different in each of the special combination execution state, the non-carry-over state of the special combination, and the bonus internal state. As another example, the RT state control unit 616 can maintain the same RT state between the non-carry-over state of the special combination and during the bonus, and not transition the RT state during the bonus in which the AT is executed.
[0197] Note that the RT state control unit 616 can transmit information regarding the RT state (which RT state among RT0, RT1 in which the winning probability of the replay is higher than RT0, etc.) as information regarding the progress of the game to the effect control unit 630 and the like.
[0198] <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of various errors include backup abnormalities, communication abnormalities between the main control board P1 and the game value control board P2, connection abnormalities between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like.
[0199] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted 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.
[0200] Thereby, the game value control unit 62 can perform processing according to the content of the error such as backup processing of the game value being managed, and the sub-control unit 63 can perform processing to notify the liquid crystal screen 3 and the speaker 101 of the content of the occurred error.
[0201] <Description of the game value control unit 62> In the ROM of the game value control unit 62 mounted on the game value control board P2, programs and various data directly related to the management of game values are stored.
[0202] In the RAM and RWM of the game value control unit 62, game data (information regarding the progress of the game) necessary for the management of game values is stored.
[0203] By the operation using the storage unit by the CPU of the game value control unit 62, the game value control unit 62 functions as a medium management unit 620 and a function operation unit 621.
[0204] <Description of the medium management unit 620> The medium management unit 620 manages the credit number and bet number of game values.
[0205] The medium management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and executes the following processing.
[0206] Specifically, when a gaming value is bet based on the player's operation (when an input request is made), the media management unit 620 decreases the credit number (an example of information regarding the progress of the game) according to the number of bets of the gaming value, and when a gaming value is credited based on the player's operation, the media management unit 620 increases the credit number.
[0207] In addition, when the winning flag is established by internal lottery and a winning combination corresponding to the winning flag wins based on the player's operation (when a payout request is made), the media management unit 620 increases the credit number according to the number of payouts of the gaming value based on the type of the winning combination.
[0208] In addition, as shown in FIG. 7, the media management unit 620 calculates a difference number of gaming values (an example of information regarding the progress of the game), which is the cumulative value of the number obtained by subtracting the number of bets of the gaming value from the number of payouts of the gaming value, regardless of whether it is in the normal section or the advantageous section, and also regardless of whether it is in the general gaming state or the special gaming state (CZ, AT). Note that the difference number of gaming values is used for, for example, the calculation of the advantageous section difference number and the determination of whether the complete function is activated, which will be described later.
[0209] In addition, as shown in FIG. 7, the media management unit 620 calculates an advantageous section difference number, which is the difference number of gaming values in the advantageous section (after the game section shifts from the normal section to the advantageous section and until it shifts back to the normal section again).
[0210] In this embodiment, when the advantageous section difference number becomes +2400, the media management unit 620 initializes the advantageous section difference number to 0 (zero). For example, when shifting to AT when the difference number becomes -300 after the start of the game in the advantageous section, the media management unit 620 initializes the advantageous section difference number when 2700 is paid out thereafter (in this case, the advantageous section difference number becomes +2400). Note that when the advantageous section difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the section control unit 614. Thereby, the section control unit 614 shifts the game section to the normal section.
[0211] In addition, when a predetermined end condition is satisfied and the advantageous section ends except when the advantageous section difference number becomes +2400, the medium management unit 620 can initialize the advantageous section difference number to 0 (zero).
[0212] When the game section shifts to the advantageous section again, the medium management unit 620 starts calculating the advantageous section difference number.
[0213] In addition, as shown in FIG. 7, the medium management unit 620 uses the difference number of game values, which is the cumulative value of the number obtained by subtracting the number of bets of game values from the number of payouts of game values since the power of the slot machine 1 was last turned on, to calculate the range (MY), which is the difference between the maximum value and the minimum value of the difference number. Unlike the above-mentioned advantageous section difference number, game value difference number, etc., this range (MY) is calculated continuously for all game sections (advantageous sections and normal sections), that is, as long as the power of the slot machine 1 remains on.
[0214] The information regarding this range (MY) is transmitted to the function operation unit 621 and used for the complete function described later.
[0215] When the power of the slot machine 1 is turned off by the store staff, the medium management unit 620 resets the range (MY).
[0216] Note that the number of bets of game values, credit number, difference number, etc. calculated by the medium management unit 620 are transmitted to the game state control unit 615, effect control unit 630, etc. as information regarding the progress of the game.
[0217] <Function operation unit 621> The function operation unit 621 receives the information regarding the range (MY) transmitted from the medium management unit 620.
[0218] Then, when the range (MY) becomes equal to or greater than a first range, for example, 18500, the function operation unit 621 generates information regarding a prior notice indicating that the operation of the complete function is approaching.
[0219] This complete function is a so-called stop function. When the complete function is activated, the slot machine 1 does not accept operations related to the game, and the operator cannot continue the game (enters a non-game state) unless the power is turned off and on by the store staff.
[0220] The operations related to the game mentioned here mean the operations for completing one game, and particularly include the operation of the bet switch 41 for betting the game value as an operation for starting the rotating reel 20. When the complete function is activated, such operations related to the game cannot be accepted. Therefore, even if the bet switch 41 is operated in a state where the complete function is activated, the bet process of the game value is not performed.
[0221] In addition, the information regarding the prior notice is transmitted to the effect control unit 630 every game, for example, while this information is being generated by the function activation unit 621. Thereby, a prior notice is given by the effect control unit 630.
[0222] Also, when the range (MY) becomes less than 18,500 which is the first range, the function activation unit 621 stops generating the information regarding the prior notice. Thereby, no prior notice is given by the effect control unit 630.
[0223] In addition, the information regarding the prior notice may be a flag for turning on or off the notification of the prior notice. In this case, when the notification of the prior notice changes from off to on, the information that the flag is "on" is transmitted to the effect control unit 630, and conversely, when the notification of the prior notice changes from on to off, the information that the flag is "off" is transmitted to the effect control unit 630. In this way, by using the flag type for the information regarding the prior notice, it is possible to suppress an excessive number of signals transmitted from the main control unit 610 to the sub-control unit 630.
[0224] Further, when the range (MY) becomes 19000 or more, which is the second range, the function activation unit 621 activates the complete function.
[0225] When the store staff turns off the power of the slot machine 1, the function activation unit 621 cancels the complete function. 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 prior notice is given, and gaming on the slot machine 1 becomes possible while being far from the condition for the complete function to be activated again.
[0226] <Description of the sub-control unit 63> In the ROM of the sub-control unit 63, programs and various data related to indirectly controlling the game progress (for example, effect control of the liquid crystal screen 3, LED emission control of the electrical decoration unit 102, audio output control of the speaker 101) are stored.
[0227] In the RAM and RWM of the sub-control unit 63, various data related to effect control are stored.
[0228] The sub-control unit 63 functions as an effect control unit 630 by an operation using the storage unit by the CPU of the sub-control unit 63.
[0229] <Effect control unit 630> The effect control unit 630 determines at least one of the video / still image output on the liquid crystal screen 3, the sound pattern output from the speaker 101, the light emission pattern of the electrical decoration unit 102 such as an LED, and the light emission pattern of the effect button 46 as an effect pattern by performing an effect lottery.
[0230] Specifically, the effect control unit 630 selects an effect lottery table based on the game progress information (for example, game state, stay mode) transmitted from the main control unit 61, and performs an effect lottery using the selected effect lottery table.
[0231] In addition, when the AT is being executed, the production control unit 630 executes the AT production using the production extraction table dedicated to AT.
[0232] Specifically, the production control unit 630 executes the production during AT preparation using the production extraction table dedicated to AT preparation, and executes the production during AT execution using the production extraction table dedicated to AT execution.
[0233] In addition, when the AT start cue (for example, the middle-press bell or the right-press bell) is hit during AT preparation, the production control unit 630 causes the liquid crystal screen 3 to notify the operation mode navigation production of "×??" in order to facilitate the start of the AT. Further, at this time, a voice such as "Choose one of the two!" may be notified by the speaker 101.
[0234] <Basic operation process flow of the slot machine 1> Using FIG. 10, the basic operation process flow of the slot machine 1 will be described.
[0235] With the power of the slot machine 1 turned on and the set value changed, the function operation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is in operation) (step S101).
[0236] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115 described later.
[0237] On the other hand, when the slot machine 1 is in a playable state (S101: YES), on the condition that game value data is being transmitted from the card unit 7, the main control unit 61 and the game value control unit 62 of the slot machine 1 cause the digital counter 43 to display the quantity of the credited game values, and accept operations of the bet switch 41, the lever 42, etc. by the operator. Thereby, the slot machine 1 enters the game start state (step S102).
[0238] Next, the medium management unit 620 starts counting the range (MY) (step S103). After that, regardless of the normal section and the advantageous section, the medium management unit 620 counts the range (MY) for each game.
[0239] Next, the section control unit 614 advances the game in the normal section (step S104).
[0240] The game state control unit 615 advances the game in the general game state (step S105).
[0241] Next, the section control unit 614 determines whether the game section has become an advantageous section due to the transition condition to the advantageous section being satisfied, or whether the game section is an advantageous section because the state of the advantageous section is maintained (step S106).
[0242] If the game section is not an advantageous section (S106: NO), the process returns to step S104.
[0243] On the other hand, if the game section is an advantageous section (S106: YES), the medium management unit 620 counts the advantageous section difference (in the game that has transitioned to the advantageous section, start counting the advantageous section difference) (step S107). Thereafter, the section control unit 614 continues to count the advantageous section difference while the game section is an advantageous section (regardless of whether it is in the general game state or CZ, AT).
[0244] Next, the game state control unit 615 determines whether to transition the second game state to AT (step S108).
[0245] If the second game state does not transition to AT (S108: NO), the process returns to step S105.
[0246] On the other hand, if the second game state transitions to AT (S108: YES), the game state control unit 615 advances the game in AT (step S109).
[0247] Next, the function operation unit 621 determines whether to activate the complete function (step S110). Specifically, the function operation unit 621 determines whether the range (MY) has become 19000 or more.
[0248] When the complete function is activated (S110: YES), the process proceeds to step S113 described later.
[0249] On the other hand, when the complete function is not activated (S110: NO), the section control unit 614 determines whether the advantageous section difference number has become +2400 or more (step S111).
[0250] When the advantageous section difference number has become +2400 or more (S111: YES), the section control unit 614 shifts the game section to the normal section, the game state control unit 617 ends the AT, and the medium management unit 620 initializes the advantageous section difference number to zero (0), and then the process returns to step S104.
[0251] On the other hand, when the advantageous section difference number is not +2400 or more (S111: NO), the game state control unit 615 determines whether to end the AT (step S112).
[0252] When the AT ends (S112: YES), the process returns to step S105.
[0253] On the other hand, when the AT does not end (S112: NO), the process returns to step S109.
[0254] Returning to step S110, when the complete function is activated (S110: YES), the function operation unit 621 controls so that the operator cannot 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 unit 620 and the card unit 7 transmit and receive necessary information to execute the transfer process (step S114).
[0256] Next, in response to the power-off operation by the store staff, the medium management unit 620 initializes the range (MY) to 0 (zero) and the function operation unit 621 releases the complete function (step S116) in response to the power of the slot machine 1 being turned off (step S115). When the slot machine 1 is only restored from power-off, the range (MY) is initialized and the complete function is released, but the advantageous section and the advantageous section difference count are carried over.
[0257] Next, in response to the power-on restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). Thereafter, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.
[0258] <Flow of the additional game number lottery process during AT preparation> Next, the flow of the additional game number lottery process during AT preparation will be described with reference to FIG. 11.
[0259] First, the game state control unit 615 determines whether or not it has won in the AT lottery when in the advantageous section and in the general game state or the CZ state (step S201).
[0260] If it has not won in the AT (S201: NO), the process of S201 is repeated until it wins in the AT when in the advantageous section and in the general game state or the CZ state.
[0261] On the other hand, if it has won in the AT (S201: YES), the game state control unit 615 starts the AT process and sets the state of the AT to being in preparation for the AT (step S202). Also, the game state control unit 615 starts counting the number of games from the start of the preparation for the AT until the execution of the AT after the preparation for the AT.
[0262] Next, as a result of the internal lottery, it is determined whether or not the AT start symbol (in this embodiment, the center push bell or the right push bell) has been won (step S203).
[0263] When the AT start symbol has been won (S203: YES), the effect control unit 630 causes the operation mode navigation effect to be notified on the liquid crystal screen 3 (step S210).
[0264] Next, it is determined whether or not the stop switch 40 (the middle stop switch 40b or the right stop switch 40c) has been operated in the correct pressing order (step S211).
[0265] When the stop switch 40 has not been operated in the correct pressing order (S211: NO), the game state control unit 615 counts the number of incorrect answers (step S212). Specifically, when the stop switch 40 (40b or 40c) corresponding to the "?" that is not in the correct pressing order is first pressed among "×??", the game state control unit 615 increments the number of incorrect answers by 1. However, when the stop switch 40a corresponding to "×" is first pressed among "×??", the game state control unit 615 does not increment the number of incorrect answers. Thereafter, the process proceeds to step S206 described later.
[0266] On the other hand, when the stop switch 40 has been operated in the correct pressing order (S211: YES), the game state control unit 615 sets the state of the AT to "AT in execution" (step S217). Also, the game state control unit 615 initializes the number of incorrect answers to 0 (zero). Thereafter, the process ends.
[0267] Returning to step S203, when it is not the AT start symbol (S203: NO), it is determined whether or not a rare symbol has been won in the internal lottery at that time (step S204).
[0268] When the rare symbol has not been won (S204: NO), the process proceeds to step S206 described later.
[0269] On the other hand, when a rare combination is drawn (S204: YES), the game state control unit 615 executes a first lottery process (step S205). Specifically, the game state control unit 615 executes a bonus lottery for the number of AT games in the lottery table of FIG. 9(a) based on the type of the drawn rare combination.
[0270] Next, the game state control unit 615 determines whether five games have elapsed since the start of AT preparation (step S206).
[0271] If five games have not elapsed since the start of AT preparation (S206: NO), the process returns to step S203.
[0272] On the other hand, if five games have elapsed since the start of AT preparation (S206: YES), it is determined whether an AT start combination is drawn as a result of an internal lottery during the subsequent games (step S207).
[0273] If it is not an AT start combination (S207: NO), it is determined whether a rare combination is drawn in the internal lottery at that time (step S208).
[0274] If a rare combination is not drawn (S208: NO), the process returns to step S207.
[0275] On the other hand, when a rare combination is drawn (S208: YES), the game state control unit 615 executes a second lottery process (step S209). Specifically, the game state control unit 615 executes a bonus lottery for the number of AT games in the lottery table of FIG. 9(b) based on the type of the drawn rare combination. Then, the process returns to step S207.
[0276] On the other hand, when an AT start combination is drawn (S207: YES), the effect control unit 630 causes the operation mode navigation effect to be notified on the liquid crystal screen 3 (step S213).
[0277] Next, it is determined whether or not the stop switch 40 has been operated in the correct pressing order (step S214).
[0278] When the stop switch 40 is operated in the correct pressing order (S214: YES), the game state control unit 615 sets the state of the AT to "AT in execution" (step S217). Further, the game state control unit 615 initializes the number of incorrect answers to 0 (zero). Then, the process ends.
[0279] On the other hand, when the stop switch 40 is not operated in the correct pressing order (S214: NO), the game state control unit 615 counts the number of incorrect answers (step S215).
[0280] Next, the game state control unit 615 determines whether or not the number of incorrect answers has reached 10 (step S216).
[0281] When the number of incorrect answers has reached 10 (S216: YES), the effect control unit 630 does not notify the operation mode guidance effect even if the AT start role is won in the subsequent games. Further, the game state control unit 615 sets the state of the AT to "AT in execution" regardless of the pressing order of the stop switch 40 by the player even if the AT start role is won (step S217). Further, the game state control unit 615 initializes the number of incorrect answers to 0 (zero).
[0282] On the other hand, when the number of incorrect answers has not reached 10 (S216: NO), the process returns to step S207. As described above, the game number addition lottery process during AT preparation of the present invention is executed.
[0283] Summarizing the above, the slot machine 1 of the present invention includes a game state control unit 615 capable of controlling the progress of a game in a special game state (AT) in which information (pressing order guidance) regarding an advantageous operation for the player can be notified, and in the AT, a first period (during AT preparation) and a second period (AT in execution) executed after the first period are prepared. The game state control unit 615 In the AT, when an operation by a player during AT preparation satisfies a first condition (for example, the AT start combination is not won and the player wins the AT start combination in the correct pressing order), it is possible to shift to the middle of AT execution, and During one game played during AT preparation until the first condition is satisfied, it is possible to execute one type of lottery process (first lottery process) among different types of lottery processes, or another type of lottery process (second lottery process). Among different types of lottery processes, the probability of granting and / or the content of the benefits that can be granted by the first lottery process (for example, adding games to the AT) and / or the content of the benefits are different from the probability of granting and / or the content of the benefits that can be granted by the second lottery process.
[0284] <Advantages of the Invention> Conventionally, in a game during AT preparation, when a so-called rare combination such as a cherry is not won, there is a gaming machine in which benefit processes such as adding games to the AT and conducting a promotion lottery for the AT are executed. On the other hand, it may happen that a player takes advantage of such gameplay and deliberately presses the stop switch 40 in the incorrect pressing order to stay in the AT preparation state, accumulate the occurrence of rare combinations, and try to receive benefit processes.
[0285] In contrast, in the slot machine 1 of the present embodiment, during AT preparation, a period in which the first lottery process can be executed and a period in which the second lottery process can be executed are provided.
[0286] And in the present embodiment, during one game during AT preparation, the first lottery process and the second lottery process are executed exclusively. That is, during one game during AT preparation, if the first lottery process is executed, the second lottery process is not executed, and if the second lottery process is executed, the first lottery process is not executed.
[0287] Here, the lottery table used in the first lottery process and the lottery table used in the second lottery process have different probabilities of awarding benefit contents (the probability of adding extra games in the AT game).
[0288] And the lottery table used in the first lottery process is more advantageous to the player than the lottery table used in the second lottery process.
[0289] With such a configuration, if the player continues to avoid winning the AT start winning combination, the extra game lottery in the second lottery process, which is relatively disadvantageous compared to the first lottery process, will be executed for the AT game. Therefore, even though the AT start winning combination (center-pressed bell or right-pressed bell) wins, it is possible to suppress the player from deliberately avoiding winning the AT start winning combination (starting the AT) by operating in a pressing order different from the correct pressing order.
[0290] As described above, according to the present invention, it is possible to provide a gaming machine that can encourage the player to adopt an appropriate playing method.
[0291] [Other Embodiments] The various control means and processing procedures described in the above embodiments are 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 designed and changed without changing the gist of the present invention. Also, the various control means, processing procedures, and processing contents described in each embodiment can be configured alone or combined as appropriate.
[0292] In addition, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example.
[0293] Not limited to the above-described embodiment, the first lottery process and / or the second lottery process may be an accumulated lottery of points related to the additional lottery. In this case, for example, when 100 points are accumulated by the first lottery process, an additional lottery of the number of games of the AT is executed.
[0294] Also, the first lottery process and / or the second lottery process are not limited to the additional lottery of the number of games of the AT, and may be an additional lottery of the number of acquired game values in the AT, an additional lottery of the number of assists, or the like.
[0295] That is, in the first lottery process and / or the second lottery process, parameters related to the extension of the length of the AT (number of games, difference in game values, number of assists, points related to the additional lottery) can be the target of the additional lottery.
[0296] In the above-described embodiment, an example is described in which it is determined in advance by the lottery device which of the "?" (stop switch) in "×??" is the correct pressing order, but the present invention is not limited to this. When the AT start device is a device in which the same symbol pattern is completed whether the middle stop switch is pressed first or the right stop switch is pressed first, which stop switch should be pressed first may be determined by a predetermined lottery separately executed when the AT start device conducts the lottery.
[0297] Also, in the above-described embodiment, an example is described in which the state of the AT is set to during AT execution when the first pressed stop switch is in the correct pressing order, but the present invention is not limited to this. For example, although the stop switch to be pressed first is notified (for example, "Press the left!"), in a case where the player needs to guess which stop switch (middle or right) should be pressed second, the state of the AT may be set to during AT execution when the second pressed stop switch is in the correct pressing order.
[0298] Also, it is not limited to the order of pressing the stop switch. For example, depending on the operation timing of the stop switch to be pressed first (e.g., the timing when "Red 7" stops in the reel window), it may be determined whether the state of the AT is set during the execution of the AT.
[0299] In the above embodiment, the AT start symbol is the middle-pressed bell or the right-pressed bell as described above, but it is not limited thereto, and it may be a replay or a rare symbol.
[0300] In this case, when the AT start symbol is a replay (a replay that wins regardless of which stop switch is pressed), the effect control unit can prevent the operation mode navigation effect from being notified on the liquid crystal screen.
[0301] On the other hand, when the AT start symbol is a rare symbol, the effect control unit displays "!!!", "Good opportunity - Good opportunity - Good opportunity" on the liquid crystal screen, outputs the voice of "Chance!" from the speaker, or executes an effect of surrounding the display frame of the reel window.
[0302] In the above embodiment, the benefit content (the number of AT games is increased) is the same, but lottery tables with different probabilities of awarding the benefit content (the probability of increasing the number of AT games) are presented. However, the present invention is not limited to this. For example, depending on the lottery table, the benefit content (AT promotion lottery, AT stock lottery probability, AT end draw-back lottery probability, ST recovery rate) may be different, and the timing when the benefit content is awarded (e.g., winning symbol, number of games played) may be different.
[0303] Also, as different types of lottery processes, during the AT preparation until the first condition is satisfied (e.g., the player wins the AT start symbol), for games other than during the AT preparation (e.g., games after the end of the AT preparation), a lottery may be executed to determine the benefit content that can be awarded during any of (1) during the execution of the AT, (2) at the end of the AT, and / or (3) during the execution of the next possible CZ.
[0304] Specifically, if the benefit content applies during the execution of AT, a bonus draw for adding games to the AT games is performed using two or more different draw tables. If the benefit content applies at the end of AT, a draw for returning to AT is performed using two or more different draw tables. If the benefit content applies during the execution of CZ, an AT draw is performed using two or more different draw tables.
[0305] Also, in the above-described embodiment, the period during which the first draw process is executed is set to up to 5 games after the start of AT preparation, but the present invention is not limited to this. The game state control unit can also determine, based on the operation content of the player, for example, during an advantageous period and in a general game state, how many games the period for executing the first draw process should be.
[0306] For example, in the case of a slot machine in which it is recommended to be pressed from the left stop switch during normal times (during an advantageous period and in a general game state) (a so-called biased bell slot machine in which the winning probability of the medium press bell and / or the right press bell > the winning probability of the sequential press bell), when the middle or right stop switch is pressed first during normal times, the game state control unit can shorten the period during which the first draw process is executed to less than 5 games.
[0307] In such a slot machine equipped with a biased bell, when an irregular press such as a medium press or a right press is made as the first stop during normal times, there are more cases where the player can receive a payout of game value by winning the medium press bell or the right press bell than in the case of the sequential press bell, and there is a possibility that it will exceed the original designed payout value. Therefore, in a slot machine equipped with a biased bell, based on the fact that an irregular press has been made during normal times, the game state control unit can shorten the period during which the first draw process is executed as a penalty.
[0308] In addition, when the probability of the middle press bell not being effective = the probability of the right press bell not being effective > the probability of the sequential press bell not being effective is set, during normal times, sequential pressing (= left pressing) is recommended as the first stop. The reason for adopting such a biased bell is that since sequential pressing is recommended, it becomes difficult for the bell to win during normal times, thereby reducing the rotation base, and accordingly, it becomes possible to create a wave of payout balls by AT.
[0309] Further, the game state control unit may start the period for executing the first lottery process not from the start during AT preparation in 5 games, but from a game in the middle of AT preparation. In this case, for example, the second lottery process may be executed in the 3 games after the start of AT preparation, the first lottery process may be executed in the 5 games thereafter, and the second lottery process may be executed in the games after that, and so on, and the lottery process can be executed in various modes.
[0310] Moreover, not limited to the above embodiment, the period for executing the first lottery process may be determined based on a set value. In this case, the period for executing the first lottery process may be fixedly determined by the set value, or may be determined by lottery based on the set value. For example, when the set value is high (the set value is 4 to 6), the period for executing the first lottery process can be made longer (easier to make longer), and when the set value is low (the set value is 1 to 3), the period for executing the first lottery process can be made shorter (easier to make shorter).
[0311] Further, the game state control unit can also conduct a lottery for each game and determine whether to execute the first lottery process or the second lottery process.
[0312] Moreover, as in the above embodiment, the upper limit number of incorrect answer times may be fixed, but may be changed according to the mode of the game state, or a set value, etc. Also, for example, in a slot machine equipped with a biased bell, the game state control unit may increase the upper limit number of incorrect answer times each time an irregular press is made during an advantageous section and in a general game state.
[0313] Further, not limited to the above-described embodiment, whether the stop switch has been pressed in the correct pressing order may be determined not by information from the stop switch but by payout information of game values from the medium management unit. This is because when the center-press bell or the right-press bell hits, it is possible to determine whether the pressing order was the correct pressing order based on the number of game values paid out.
[0314] Also, not limited to during AT preparation, in a lottery process up to a specific number of games during CZ (an example of the first lottery process), the AT winning probability may be high, and in a lottery process after the specific number of games during CZ (an example of the second lottery process), the AT winning probability may be low.
[0315] Furthermore, in a lottery process up to a specific number of games (for example, 100 games) after transitioning to the advantageous section (an example of the first lottery process), the AT winning probability (including the CZ winning probability) may be high, and in a lottery process after the specific number of games during the advantageous section (an example of the second lottery process), the AT winning probability may be low.
[0316] In this case, when the second lottery process is being performed, if the player satisfies the transition condition to the normal section (for example, when the 3-choice pressing-order bell hits and the operation mode navigation of "???" is notified, and the correct pressing order is pressed three times in a row, or when a specific rare combination wins), and then transitions to the normal section and then transitions back to the advantageous section again (for example, by playing a few games in the normal section or when a specific combination hits), a game property can be created where the player can again receive the benefits of the advantageous first lottery process (that is, when the second lottery process is being executed, it becomes a so-called addictive section).
[0317] In addition, in the above-described embodiment, an example where an example of the control unit is the game state control unit has been described, but the present invention is not limited thereto. For example, the control unit is an effect control unit. In the lottery process (an example of the first lottery process) up to a specific number of games during the AT preparation, the effect patterns during the AT execution tend to be rich (for example, the notification expectation degree of the setting suggestion effect is high), and in the lottery process (the second lottery process) after the specific number of games, the effect patterns during the AT execution may not tend to be rich (for example, the notification expectation degree of the setting suggestion effect is low).
[0318] In addition, in the above-described embodiment, an example where the effect control unit 630 does not notify the operation mode guidance effect even if the AT start symbol is drawn when the number of incorrect answers reaches the upper limit has been described, but the present invention is not limited thereto. For example, when the number of incorrect answers reaches the upper limit and the AT start symbol is drawn, the effect control unit 630 notifies the operation mode guidance effect, but the game state control unit may set the AT state to the AT execution state regardless of which stop switch the player presses.
[0319] In addition, when the number of incorrect answers reaches the upper limit, the game state control unit may set the AT state to the AT execution state at that time without triggering the drawing of the AT start symbol.
[0320] In addition, as the different lottery processes, not only two types (the first lottery process, the second lottery process) as in the above-described embodiment, but three or more types may be prepared.
[0321] In addition, the first condition may be, for example, that the player has won by continuously pressing the push order bell twice, won with a "bar" by reverse pressing, the player has operated the effect button at a predetermined timing, and the like.
[0322] In addition, while counting the number of incorrect answers, the game state control unit can separately count the number of staying games during AT preparation. In this case, if the number of incorrect answers reaches the upper limit before the number of games during AT preparation reaches a predetermined value, the game state control unit starts the AT. If the number of incorrect answers reaches the upper limit after the number of games during AT preparation reaches the predetermined value, the game state control unit starts the AT and can also enter a higher-level AT or grant the player the right to the bonus specialization zone.
[0323] Alternatively, different from the above, if the number of incorrect answers reaches the upper limit after the number of games during AT preparation reaches the predetermined value, the game state control unit starts the AT. If the number of incorrect answers reaches the upper limit before the number of games during AT preparation reaches the predetermined value, the game state control unit starts the AT and can also enter a higher-level AT or grant the player the right to the bonus specialization zone.
[0324] In addition, different from the above embodiment, the game state control unit can count the number of times the stop switch corresponding to "×" is pressed separately from the number of incorrect answers. In this case, when the operation mode navigation effect is output, if the number of times the stop switch corresponding to "×" is pressed is large, the game state control unit can also initialize or subtract the number of incorrect answers accordingly. In this case, since it is substantially delayed (farther) for the number of incorrect answers to reach the upper limit, it can be a penalty for the player.
[0325] Also, when the operation mode navigation effect is output, if the number of times the stop switch corresponding to "×" is pressed is large, the game state control unit can also increase the upper limit of the number of incorrect answers. In this case as well, it can be substantially a penalty for the player.
[0326] Alternatively, different from the above, when the operation mode navigation effect is output, if the number of times the stop switch corresponding to "×" is pressed is large, the effect during AT execution may be changed. In this case, for example, an effect such as the character appearing during the effect during AT execution getting angry is executed.
[0327] In addition, in the above embodiment, an example of the bonus being a device continuous operation device for the first type of special accessory is described, but the present invention is not limited to this. The bonus may be at least any one of a first type of special accessory, a device continuous operation device for a first type of special accessory, a second type of special accessory, or a device continuous operation device for a second type of special accessory.
[0328] Also, in the above embodiment, an example where the slot machine is an AT machine is described, but the slot machine may be an ART (assist replay time) machine, or may be a slot machine with only a bonus that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART).
[0329] Also, by a signal indicating the type of game section being transmitted from the section control unit to the digital counter, in the digital counter, for example, whether a dot is displayed or not, it may be possible to display whether the game section is an advantageous section or not.
[0330] In addition, not limited to the above embodiment, for example, when AT ends, or when the number of continuous games in the advantageous section reaches 3000 games, etc., the section control unit may forcibly shift the game section from the advantageous section to the normal section. Also, the slot machine may not have a game section (advantageous section and normal section).
[0331] Also, in the above embodiment, a range (MY) was used when operating the complete function, but it is not limited to this, and the difference in game value may be used to determine whether to operate the complete function.
[0332] Also, the slot machine in the above embodiment was a medal-less machine having a game section, but the slot machine to which the present invention is applied may not have a game section, and may not be a medal-less machine.
[0333] In addition, although the above-described embodiment describes an example of a so-called slot machine, the present invention is not limited thereto. In the slot machine in this case, an upper limit (for example, 4000 games) may be provided for the number of games in which an advantageous section can be executed.
Explanation of Signs
[0334] 1 Slot machine (gaming machine) 61 Main control unit 610 Internal lottery unit (control unit) 611 Rotating reel control unit 612 Game result determination unit 613 Installation value control unit 614 Section control unit (control unit) 615 Game state control unit (control unit) 616 RT state control unit (control unit) 617 Error determination unit 62 Game value control unit 620 Medium management unit 621 Function operation unit 63 Sub control unit (control unit) 630 Effect control unit
Claims
1. A control unit capable of controlling the progress of a game in a special game state in which information regarding advantageous operations can be notified, comprising: In the special game state, a first period and a second period executed after the first period are prepared, The control unit In the special game state, when the operation by the player in the first period satisfies the first condition, it is possible to shift to the second period, and After the state where one type of lottery process among different types of lottery processes can be executed in the first period until the first condition is satisfied, it is possible to set the state where another type of lottery process can be executed, In the game after the state where it is possible to execute the other type of lottery process, the state where the other type of lottery process can be executed is continued, Among the different types of lottery processes, the probability of granting and / or the content of the benefit related to the performance of paying out balls that can be granted by the one type of lottery process is more advantageous to the player than the probability of granting and / or the content of the benefit related to the performance of paying out balls that can be granted by the other type of lottery process, The state where the one type of lottery process can be executed is finite, The one type of lottery process and the other type of lottery process can be executed exclusively during one game, A gaming machine.
2. A control unit capable of controlling the progress of a game in a special game state in which information regarding advantageous operations can be notified, comprising: In the special game state, a first period and a second period executed after the first period are prepared, The control unit In the special game state, when the operation by the player in the first period satisfies the first condition, it is possible to shift to the second period, and During one game conducted in the first period until the first condition is satisfied, it is possible to execute one type of lottery process among different types of lottery processes, or another type of lottery process, Among the different types of lottery processes, the probability of granting and / or the content of the benefit that can be granted by the one type of lottery process is more advantageous to the player than the probability of granting and / or the content of the benefit that can be granted by the other type of lottery process, The state where the one type of lottery process can be executed is finite, A gaming machine.
3. A control unit capable of controlling the progress of a game in a special game state in which information regarding advantageous operations can be notified is provided, in the special game state, a first period and a second period executed after the first period are prepared, the control unit in the special game state, when the operation by the player in the first period satisfies a first condition, it is possible to shift to the second period, and in one game performed in the first period until the first condition is satisfied, it is possible to execute one type of lottery process among different types of lottery processes, or another type of lottery process, among the different types of lottery processes, the probability of granting the benefit content that can be granted by the one type of lottery process and / or the benefit content are more advantageous to the player than the probability of granting the benefit content that can be granted by the other type of lottery process and / or the benefit content, the state in which the one type of lottery process can be executed is finite, when an operation is performed so that the first condition is not satisfied even though a notification or suggestion for satisfying the first condition has been made, a penalty may be imposed, a gaming machine.
4. A control unit capable of controlling the progress of a game in a special game state in which information regarding advantageous operations can be notified is provided, in the special game state, a first period and a second period executed after the first period are prepared, the control unit in the special game state, when the operation by the player in the first period satisfies a first condition, it is possible to shift to the second period, and in one game performed in the first period until the first condition is satisfied, it is possible to execute one type of lottery process among different types of lottery processes, or another type of lottery process, among the different types of lottery processes, the probability of granting the benefit content that can be granted by the one type of lottery process and / or the benefit content are more advantageous to the player than the probability of granting the benefit content that can be granted by the other type of lottery process and / or the benefit content, the state in which the one type of lottery process can be executed is finite, an internal lottery unit capable of determining one winning flag from among a plurality of role flags based on an operation to a start switch, is further provided, The said roles include an operation mode role in which the correct operation mode of the stop switch is defined. In the said first period, the said control unit measures the number of times the first condition is not satisfied even though the operation mode role has been hit, and shifts the special game state to the second period in games after the number of times the first condition is not satisfied reaches the upper limit number of times. A gaming machine.
5. A control unit capable of controlling the progress of a game in a special game state in which information on advantageous operations can be notified. is provided with In the said special game state, a first period and a second period executed after the first period are prepared. The said control unit In the said special game state, when the operation by the player in the first period satisfies the first condition, it is possible to shift to the second period, and During one game played in the first period until the first condition is satisfied, it is possible to execute one type of lottery process out of different types of lottery processes, or another type of lottery process. Among the different types of lottery processes, the probability of awarding the benefit content that can be awarded by the one type of lottery process and / or the benefit content are more advantageous to the player than the probability of awarding the benefit content that can be awarded by the other type of lottery process and / or the benefit content. The state in which the one type of lottery process can be executed is finite. In the first period, the control unit executes the other type of lottery process after the game in which the one type of lottery process is executed. A gaming machine.
6. A control unit capable of controlling the progress of a game in a special game state in which information on advantageous operations can be notified. is provided with In the said special game state, a first period and a second period executed after the first period are prepared. The said control unit In the said special game state, when the operation by the player in the first period satisfies the first condition, it is possible to shift to the second period, and During one game played in the first period until the first condition is satisfied, it is possible to execute one type of lottery process out of different types of lottery processes, or another type of lottery process. Among the different types of lottery processes, the probability of granting the benefits that can be granted by the one type of lottery process and / or the benefits are more advantageous to the player than the probability of granting the benefits that can be granted by the other type of lottery process and / or the benefits, The state in which the one type of lottery process can be executed is finite, An internal lottery unit capable of determining one winning flag from among a plurality of role flags based on an operation on a start switch, further comprising, The roles include an operation mode role in which a correct operation mode of a stop switch is defined, The first condition is that when the operation mode role wins as a result of the internal lottery, the player operates the stop switch in the correct operation mode, A gaming machine.
Citation Information
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