Pachinko machine
The gaming machine addresses the monotonous experience in medal-less gaming by using a vibration control unit to simulate tactile feedback based on electronic game value changes, enhancing player engagement.
Patent Information
- Application Number
- JP2023035261
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-08
- Publication Date
- 2025-07-24
- Estimated Expiration
- 2043-03-08
AI Technical Summary
In medal-less gaming machines, operators do not receive the tactile feedback of winning combinations, leading to a monotonous gaming experience despite achieving wins.
A gaming machine that utilizes a vibration control unit to provide tactile feedback based on game value changes, managed electronically without physical medals, enhancing the gaming experience.
The machine provides a more engaging gaming experience by simulating the tactile sensation of winning, even without physical medals, thereby increasing operator engagement.
Smart Images

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Figure 0007712561000002 
Figure 0007712561000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In recent years, from the perspective of improving the efficiency of store management operations, gaming machines that do not use medals, which are real objects (hereinafter referred to as "medal-less machines"), have begun to spread (see Patent Documents 1 and 2).
[0003] In a medal-less machine, an operator (including a player who is a user executing the game, a store staff member, and a user who has finished the game) inserts paper money into a medal lending machine (card unit), and game value data (data regarding the quantity of game value) is transferred from the card unit to the gaming machine, and the game value data that increases or decreases as the game progresses is managed on the medal-less machine side.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] On the other hand, in a medal-less machine, the game value is managed as a digital value as described above, and no actual medals are paid out. Therefore, an operator playing a game on a medal-less machine repeats the monotonous task of continuously operating the operation buttons without feeling that medals are being paid out even when a winning combination is achieved.
[0006] An object of the present invention is to provide a gaming machine that can give an operator a feeling of actually playing a game while being a medal-less machine.
Means for Solving the Problem
[0007] The present invention relates to a game control unit capable of controlling the progress of a game on a gaming machine, a value management unit capable of managing electronic data related to the quantity of game values (hereinafter referred to as game value data) without using physical game values, a vibration control unit capable of vibrating a contact portion that can be touched by an operator on the gaming machine according to a condition related to an increase amount of the game value data managed by the value management unit, and is a gaming machine.
Effect of the Invention
[0008] According to the present invention, it is possible to provide a gaming machine that can give an operator a feeling of actually playing a game while being a medal-less machine.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Embodiments for Carrying Out the Invention
[0010] [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. In the following description, "connection" includes both the case where the connection targets are directly connected and the case where the connection targets are indirectly connected via another substrate or device.
[0011] 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 values is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals.
[0012] In this slot machine 1, different from conventional slot machines, it is not necessary to insert physically existing medals, nor are physically existing medals 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.
[0013] First, the card unit 7 connected to this slot machine 1 will be described below.
[0014] <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.
[0015] In addition, the card unit 7 can store a card 70 inside it that stores game value data as electronic data replacing real medals of actual items.
[0016] 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 card 70 ejection process associated with the transfer of game value data from the slot machine 1.
[0017] In addition, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management unit 620 (described later) of the slot machine 1.
[0018] In addition, the card unit 7 is provided with a lending button 71. When a bill is inserted into the card unit 7 by an 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.
[0019] In this specification, the "operator" means all of the player who is a user executing the game, the user who has ended the game (including the user walking inside the store), and the store staff. However, if necessary, it may be individually denoted as "store staff", "player", etc.
[0020] Inside the card unit 7, in addition to an 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.
[0021] The cash management mechanism 73 introduces the bills inserted from an opening (not shown) for inserting cash into the card unit 7 and detects and accumulates the bills.
[0022] The card management mechanism 74 introduces and accommodates the inserted card 70 from an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the ejection button 72 is operated.
[0023] The card unit side control unit 75 is composed of a CPU, RAM, 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 process of game values, authentication process of the card 70, data reading process and writing process from the card 70, etc.
[0024] The operation process of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of giving an error notification to that effect when the inserted banknote gets jammed in the cash management mechanism 73, a process of adding the game value corresponding to the inserted banknote to the current lending balance and temporarily storing it in the RAM, etc.
[0025] The operation process of the card management mechanism 74 includes a process of operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, a process of operating the card management mechanism 74 so that the card 70 is ejected along with the operation of the ejection button 72, etc.
[0026] The lending process of game values includes a process of transmitting the game value data for lending 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, a process of subtracting the game value data for lending from the game value data of the lending balance temporarily stored in the RAM in the card unit 7 is also performed.
[0027] In the authentication process of the card 70, when the card 70 is inserted into the opening and the PIN is entered via the display panel, it is determined whether the entered PIN matches the PIN written on the card. When the card unit side control unit 75 determines that the two match, it allows the card 70 to be continuously used as the authentication target. However, when it determines that the two do not match, it may not allow (restrict the use of) the card 70 to be continuously used as the authentication target.
[0028] In the data reading process from the card 70, if game value data is written on the card 70, it is read out and temporarily stored in the RAM as the loan balance.
[0029] In the writing process to the card 70, when the game value data is transferred to the card unit 7 along with 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 to the card 70.
[0030] When the ejection button 72 is operated and game value data has already been written on the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.
[0031] As a result, when the ejection button 72 is operated in the card unit 7, the card 70 with at least one of the game value data and the loan balance data owned by the player written on it is ejected from the opening.
[0032] 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 sessions in advantageous gaming states (such as AT, CZ, special combination (bonus) implementation states described later), the transition of the quantity of gaming values, the number of games played, the accessory ratio, and various other information related to the slot machine 1 are sent.
[0033] <Configuration of the Slot Machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress the game without using actual medals as physical objects. In the slot machine 1 of the present embodiment, instead of actual medals as physical objects, the game is played using gaming value data as electronic data. Note that hereinafter, separately from "gaming value data", there may be cases where it is expressed as "gaming value" as a term corresponding to the conventional "medal".
[0034] 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.
[0035] A transparent reel window 200 is provided at 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 described later through this reel window 200.
[0036] Near the right end portion of the front door 100 in the front view of the slot machine 1 (in 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.
[0037] In addition, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the cabinet 10, and the store staff does not need to replenish 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 cabinet 10.
[0038] When the store staff performs setting change operations, setting value confirmation operations, maintenance operations, etc., the front door 100 and the cabinet 10 are unlocked, and the front door 100 can be rotated relative to the cabinet 10. Thereby, the store staff can access the inside of the cabinet 10.
[0039] Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration part 102 for performing various effects during the game are provided.
[0040] The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game.
[0041] The speaker 101 outputs a predetermined BGM (background music), SE (sound effect), and voice.
[0042] The lighting decoration part 102 is composed of LEDs, etc., and lights up or goes out in a predetermined pattern when, for example, a highly anticipated effect screen is displayed or a winning combination is achieved.
[0043] Below the reel window 200, an operation unit 4, a lower panel 103, a front bottom 104, etc. are provided. The title of the slot machine 1 and the like are displayed on the lower panel 103. The front bottom 104 can be used to place personal belongings of the operator.
[0044] 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 counting button 44, a cancel button 45, and an effect button 46.
[0045] Near each switch of the operation unit 4, there is a sensor that detects the operation of the player and outputs an operation signal to the control unit 6.
[0046] 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.
[0047] Inside the stop switches 40a, 40b, 40c, there are lamps. The lamps can indicate in a color (for example, red) that the stop switches 40a, 40b, 40c are in an inoperative state from when, for example, the lever 42 is operated until each rotating reel 20a, 20b, 20c reaches a steady rotation state. Also, the lamps can indicate in a color different from the above-mentioned color (for example, 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.
[0048] The bet switch 41 is used when the operator bets game values. The quantity of the credited game values and the bet game values is managed by the slot machine 1 (media management unit 620). Hereinafter, the case of "credited game values" means the game values (game value data) managed by the media management unit 620.
[0049] The lever 42 functions as a start switch that receives an operation for rotating the rotating reels 20a, 20b, 20c.
[0050] In the digital counter 43, the credit number of game values, the payout number (acquisition number) of game values, etc. are digitally displayed. By checking the digital counter 43, the operator can also check during the game the extent of the quantity of game values he / she holds. Also, thereby, the player can play the game without having actual medals in hand.
[0051] Note that the "payout number of game values" in the present embodiment does not mean the operation of actually paying out medals outside the slot machine 1, but means "based on the winning combination established by internal lottery, the corresponding amount of game values increases". That is, the "payout number of game values" means "the increase in the numerical value of the virtual game medium converted into electronic data". Also, for example, the "predetermined number of game values" is a concept corresponding to the "predetermined number of medals" in the past.
[0052] 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 at the counting button 44.
[0053] Note that after the counting button 44 is operated, for example, by raising and lowering the lever 42, any quantity of game value data designated by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer 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 designated by the operator may be transferred to the slot machine 1.
[0054] In addition, the amount of reduction 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 continues to be operated), the credited game value may continue to be reduced.
[0055] In the present embodiment, the count button 44 is disposed 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.
[0056] More specifically, as shown in FIG. 1, the count button 44 is disposed 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 understand 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.
[0057] Also, the count button 44 may be provided with a lamp whose emission color changes before and after being operated, inside or around it.
[0058] 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 operation of the operator, 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.
[0059] For example, when the cancel button 45 is operated while the gaming value in the bet is 1 or more, the media 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 media management unit 620 to execute a bet cancellation process that returns the gaming value in the bet to the credit number by changing the bet state to a non-bet state.
[0060] Note that the bet cancellation process based on the operation of the cancel button 45 is effective when the lever 42 has not been operated yet while in the bet state. 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 arranged near the bet switch 41.
[0061] The effect button 46 is a button used for the player to perform volume settings, confirmation of game data, and various menu settings related to the game when playing the game. Also, 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.
[0062] In addition, the effect button 46 is provided with 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 an advantageous game state such as a special role and an AT 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.
[0063] Also, inside the housing 10, as shown in FIG. 2, a reset button 51 and a setting change button 52 are provided.
[0064] 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 media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state", and the game section is set to the "normal section".
[0065] 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.
[0066] During game progress or during 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.
[0067] 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.
[0068] 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 supply of the slot machine 1.
[0069] 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.
[0070] 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.
[0071] 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.
[0072] 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 one revolution in 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.
[0073] The rotation and stop of these rotary reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotary reel control unit 611 described later.
[0074] <Flow of the game by the operator> The player bets game values on the slot machine 1 by operating the bet switch 41 using the game values credited. When a predetermined number (e.g., 3) of game values are bet on the slot machine 1, the valid line L is activated. Thereafter, it becomes possible to operate the lever 42, that is, to start the game.
[0075] In this embodiment, an example is described in which by pressing the bet switch 41 once, a predetermined number (e.g., 3) of game values that can execute one game are automatically bet.
[0076] FIG. 1 shows an example in which the valid line L is composed of one downward - right - slanting line. The valid line L is a virtual line for determining the winning of a combination. In this embodiment, when making 3 bets (3 - fold bet) which is the MAX BET, one line L is activated.
[0077] 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 symbols, and special combinations (bonus / so - called real bonus) where no payout of game values is made are aligned on the valid line L are also expressed as "winning".
[0078] One game (one play) in this embodiment refers to a series of operations in which the player operates the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc., including internal lottery, winning determination processing, and increase - decrease processing of game value data, to obtain a predetermined game result.
[0079] 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 rotating reels 20a, 20b, and 20c starts. In this state, when any of the stop switches 40a, 40b, or 40c is operated, the rotating reel 20 (40b) corresponding to the operated stop switch 40 (for example, 40b) stops. When all the rotating 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.
[0080] 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 rotating reel rotated, etc.) is managed by the main control unit 61.
[0081] <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.
[0082] 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 mutually exclusive game states, but are merely classified states for convenience of explanation.
[0083] As shown in FIG. 5, the first game state includes a non - carry - over state of special winning combinations, a bonus internal state (carry - over state of special winning combinations), and a special winning combination execution state. The non - carry - over state of special winning combinations, the bonus internal state, and the special winning combination execution state are in a mutually exclusive relationship.
[0084] The non - carry - over state of the special combination means a state in which the special combination (for example, 1 type BB which is a device for continuous operation of combinations related to the first - type special combination) is not selected by internal lottery and the winning of the special combination is not carried over. The non - carry - over state of the special combination is set, for example, when the set value described later is 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 state of implementing the special combination, etc.
[0085] The bonus internal state means a state in which, although the special combination is selected by internal lottery, the winning of the special combination is carried over. That is, the bonus internal state means a state in which, by internal lottery, the flag of the special combination is selected, but the symbols indicating the special combination are not aligned on the effective line L and the special combination 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.
[0086] The state of implementing the special combination means a state in which the special combination selected by internal lottery has won and no more than a predetermined number of game values are paid out.
[0087] During the game of the slot machine 1, the operator continues the game with the first game state remaining in the special - combination carry - over state without winning the carried - over special combination.
[0088] 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 and enjoy the game.
[0089] 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.
[0090] The normal gaming state is a state that is neither AT nor CZ, that is, a state in which an assist function (for example, operation order navigation) does not occur (or occurs with low probability). For example, after RAM clear or after the end of AT (or CZ), until the AT lottery (or CZ lottery) is conducted, the second gaming state is set to the normal gaming state.
[0091] AT is a state in which an assist function that notifies, via the liquid crystal screen 3, the speaker 101, and the decorative section 102, the correct operation modes (correct operation order / correct operation timing) of the stop switches 40a, 40b, and 40c of the roles other than the special role selected by internal lottery, is operating.
[0092] The AT lottery is conducted according to the role selected by internal lottery (winning of a rare role, number of times of winning a predetermined role, etc.) when the gaming section is an advantageous section. When AT is won (an AT transition signal is generated) in the AT lottery while the gaming section is an advantageous section, the second gaming state transitions from the normal gaming state to AT.
[0093] When a predetermined number of games have elapsed since the start of the game in AT, when the total number of game values paid out since the start of the game in AT has reached a predetermined number, when the assist has been executed a specified number of times, or when the assist for a specific role (for example, push order bell) has been executed a specified number of times, etc., the second gaming state transitions from AT to the normal gaming state. Thereby, AT ends.
[0094] CZ, different from the modes described later, is an example of a special gaming state, a zone that can stay temporarily when it is neither the normal gaming state nor AT, and that gives an air of expectation of winning AT.
[0095] In addition, CZ enters when certain conditions are met, such as when the number of digestion games 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 assigned by internal lottery. In this case of CZ, the AT lottery probability becomes higher than in the general game state, and the second game state easily shifts to AT.
[0096] <Regarding the game section> The game section described above 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.
[0097] The process related to the instruction function is, for example, a process of exerting the instruction function (providing assistance), lottery of a mode (a mode in which the AT lottery probability is determined, or a mode in which the AT bonus lottery 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.
[0098] Note that the mode is a zone where one can stay in any of the general game state, CZ, or AT. For example, in FIG. 6, modes (for example, low probability mode, high probability mode, heaven mode) may be prepared for each of the general game state, CZ, and AT. Also, it is not limited to the general game state, CZ, and AT, and one can also stay in the same mode during the advantageous section.
[0099] 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 general game state.
[0100] 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 progresses in the general game state (including the high-probability mode and the heaven mode), and an advantageous section that progresses in CZ or AT. The state in which the game section is the advantageous section is maintained until a predetermined end condition is satisfied after the game section shifts to the advantageous section.
[0101] Incidentally, summarizing the combination patterns of the game section and the second game state that can be taken in the slot machine 1 is 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
[0102] <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.
[0103] 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).
[0104] 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 substrate.
[0105] 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.
[0106] 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 pay-out 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.
[0107] 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.
[0108] 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 / pay-out 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.
[0109] 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.
[0110] 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 case a backup error of the number of credits has occurred, and so on.
[0111] Incidentally, when the generation control unit 631 (described later), which is one of the functions of the sub-control unit 6, generates vibrations, tactile effects, etc. on the lower panel 103, the operation unit 4, etc., as shown in FIG. 8, bidirectional serial communication is performed between the sub-control board P3 and the operation unit 4, etc.
[0112] On the other hand, when the functions of the operation unit 4 such as the lever 42, the stop switches 40a, 40b, 40c, etc. are activated as the game progresses, one-way serial communication is performed from the main control unit 61 to the operation unit 4, etc.
[0113] <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, ball output control, transfer request) are stored.
[0114] 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.
[0115] 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 RT state control unit 616, and an error determination unit 617 as functions of the game control unit by the operation of the CPU of the main control unit 61 and the storage unit (ROM, RAM, RWM. The same applies hereinafter).
[0116] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control executed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, and 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.
[0117] 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), and the like. The game data in this embodiment includes, for example, data indicating that the first game state is a state where special combinations are not carried over, the internal state of the bonus, and the like.
[0118] <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 the 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.
[0119] 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) is transmitted from the internal lottery unit 610 to the rotating reel control unit 611, the game result determination unit 612, the game state control unit 615, the effect control unit 630, and the like.
[0120] 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.
[0121] Note that in the information on the roles shown in the internal lottery table, one or more combinations of symbols and the roles corresponding to those combinations are set in association with each other. Among those roles, in addition to the losing roles for which no game value is paid out, there are operation mode roles (e.g., cherry, watermelon, push order replay, push order bell) for which game values are paid out if the operation modes of the stop switches 40a, 40b, and 40c are correct.
[0122] When the operation mode role is selected and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role wins, and a plurality (e.g., 8) of game values corresponding to that role can be obtained. Even if the operation mode role is selected, 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-piece role) wins.
[0123] Note that the operation mode role is selected and established even during the general game state (e.g., other than AT and CZ). However, when the operation mode role is selected 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 (e.g., 8) of game values increases.
[0124] <Rotation reel control unit 611> The rotation reel control unit 611 controls the driving of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotation reel 20a, 20b, and 20c or rotation stop control to stop the rotation.
[0125] Specifically, when the lever 42 is operated with all the rotary reels 20a, 20b, and 20c stopped, the rotary reel control unit 611 starts the rotation of all the rotary reels 20a, 20b, and 20c. As described above, when the stop switch 40 (for example, 40c) corresponding to the rotary reel 20 (for example, 20c) in rotation is operated, the rotary reel control unit 611 stops the rotation of the rotary reel 20 (for example, 20c) corresponding to the operated stop switch 40 (for example, 40c).
[0126] In the rotation stop control during the game by the player, the rotary reel control unit 611 stops the rotation of the rotary reels 20a, 20b, and 20c so that the combination of symbols corresponding to the winning combination indicated by the winning flag (excluding the flags of special winning combinations), which is the internal lottery result, is arranged on the effective line L of the rotary reel 20 based on the operations of the stop switches 40a, 40b, and 40c.
[0127] Also, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of the rotation of the rotary reels 20a, 20b, and 20c in the previous game, the rotary reel control unit 611 starts the rotation of the rotary 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 rotation of the rotary reels 20a, 20b, and 20c in the previous game, even if the lever 42 is operated, the rotation of the rotary reels 20a, 20b, and 20c is not started and the game does not progress.
[0128] Also, in the rotation stop control during the game by the operator, the rotation reel control unit 611 performs pull-in control or kick-out 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 by pulling in the symbol corresponding to the winning combination onto the valid line L. The kick-out control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to non-winning combinations do not align on the valid line L.
[0129] 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.
[0130] <Explanation 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.
[0131] Specifically, when the combination of the symbols stopped on the valid line L matches the predetermined combination of 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.
[0132] <Explanation of the set value control unit 613> Based on the operation of the setting change button 52 by the store staff, the setting value control unit 613 controls the progress of the game using any one of a plurality of types of setting values (for example, 1 to 6) with different degrees of advantage in the progress control of the game. 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 is transmitted to the internal lottery unit 610, the effect control unit 630, etc.
[0133] Depending on which setting value is used, at least one of the degree of advantage in game progress, for example, the machine division, the winning probability of specific small winning combinations such as the push order - regardless bell (also called the common bell), the winning probability of CZ, the winning probability of AT, etc. is different. For example, the larger the setting value (the closer it is to 6, for example), the greater the degree of advantage in game progress (for example, the larger the machine division).
[0134] Note that the slot machine 1 may further be provided with 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.
[0135] <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.
[0136] 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 winning combination (for example, rare winning combinations such as cherry, chance symbol) wins, and if it wins as a result, the interval transition lottery is conducted.
[0137] 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).
[0138] Specifically, when the forced end condition is satisfied, including when the number of played games in the state of the favorable section reaches 4000 games, and when the difference in game value during the favorable section (the favorable section difference described later) based on the quantity of game value 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 the second game state has shifted from AT to the general game state when the game section is the favorable section.
[0139] For example, when the favorable section difference becomes -1000 after the favorable section is reached, the operator (especially the player) can acquire 1000 + 2400 = 3400 game values.
[0140] In addition, when the power of the slot machine 1 is turned on, or when the RAM is cleared, etc., regardless of the previous game section, the section control unit 614 sets the game section to the normal section.
[0141] 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 game state control unit 615, the effect control unit 630, etc.
[0142] <Game state control unit 615> The game state control unit 615 makes settings for each of the first game state and the second game state.
[0143] Specifically, the game state control unit 615 sets the first game state to any one of the non - carry - over state of special combinations, the bonus internal state, and the special combination execution state, and sets the second game state to any one of the general game state, AT, and CZ.
[0144] The game state control unit 615 sets the first game state to the special combination non - carry - over state, for example, immediately after the RAM of the main control unit 61 is cleared.
[0145] And when a special combination is not won by internal lottery and the special combination does not win, the game state control unit 615 sets the first game state to the bonus internal state.
[0146] 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 changes the first game state from the bonus internal state to the special combination non - carry - over state.
[0147] In the special combination non - carry - over state, when a special combination is not won (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 changes the first game state from the special combination non - carry - over state, via the bonus internal state, to the special combination execution state.
[0148] Also, in the bonus internal state, when the special combination wins, the game state control unit 615 changes the first game state from the bonus internal state to the special combination execution state.
[0149] 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 changes the first game state from the special combination execution state to the special combination non - carry - over state.
[0150] 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 section is an advantageous section and the AT lottery is performed, the game state control unit 615 sets the second game state to AT.
[0151] On the other hand, when not winning the AT lottery, the game state control unit 615 sets the second game state to the general game state.
[0152] Also, when the AT ends, the game state control unit 615 causes the second game state to transition from the AT to the general game state or CZ.
[0153] 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.
[0154] Also, during the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to win the AT lottery, a high-probability mode in which it is easy to win the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 615 executes the AT lottery (or the AT bonus lottery) with the AT winning probability (or the additional probability) associated with the selected mode.
[0155] 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.
[0156] <RT state control unit 616> The RT state control unit 616 can conduct the game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) in which the flag of the replay is established as the winning flag 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.
[0157] In the present embodiment, the RT state control unit 616 makes the RT state different between the special combination execution state and other states (special combination non-carry-over state, bonus internal state). Also, the RT state control unit 616 maintains the same RT state between the special combination non-carry-over state and during the bonus. Then, the RT state control unit 616 does not transition the RT state during the bonus in which the AT is executed.
[0158] Note that the RT state control unit 616 can transmit information regarding the RT state (which RT state among RT0, RT1 with a higher replay hit probability than RT0, etc.) to the effect control unit 630, etc. as information regarding the progress of the game.
[0159] <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.
[0160] 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.
[0161] 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 102 of the content of the occurred error.
[0162] <Explanation 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.
[0163] 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.
[0164] By the operation of the CPU and the storage unit 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.
[0165] <Explanation of Media Management Department 620> The Media Management Department 620 manages the credit number and bet number of game values.
[0166] The Media Management Department 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 processes.
[0167] Specifically, when game values are bet based on the player's operation (when an input request is made), the Media Management Department 620 decreases the credit number (an example of information regarding the progress of the game) according to the bet number of game values, and when game values are credited based on the player's operation, the Media Management Department 620 increases the credit number.
[0168] 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 Department 620 increases the credit number according to the payout number of game values based on the type of winning combination.
[0169] Also, as shown in FIG. 7, the Media Management Department 620 calculates a difference number of game values (an example of information regarding the progress of the game), which is the cumulative value of the number obtained by subtracting the bet number of game values from the payout number of game values, regardless of whether it is in the normal section or the advantageous section, and regardless of whether it is in the general game state or the special game state (CZ, AT). Note that the difference number of game values is used for, among other things, the calculation of the advantageous section difference number and the determination of whether the complete function operates, which will be described later.
[0170] Also, as shown in FIG. 7, the Media Management Department 620 calculates an advantageous section difference number, which is the difference number of game values in the advantageous section (from when the game section shifts from the normal section to the advantageous section until it shifts back to the normal section again).
[0171] In this embodiment, when the advantageous interval difference number becomes +2400, the medium management unit 620 initializes the advantageous interval difference number to 0 (zero). For example, when shifting to the AT when the difference number becomes -300 after the game in the advantageous interval starts, the medium management unit 620 initializes the advantageous interval difference number when 2700 is paid out thereafter (in this case, the advantageous interval difference number becomes +2400). The medium management unit 620 transmits a signal to that effect to the interval control unit 614 when the advantageous interval difference number becomes +2400. Thereby, the interval control unit 614 shifts the game interval to the normal interval.
[0172] In addition, the medium management unit 620 can initialize the advantageous interval difference number to 0 (zero) when a predetermined end condition is satisfied and the advantageous interval ends except when the advantageous interval difference number becomes +2400.
[0173] When the game interval shifts to the advantageous interval again, the medium management unit 620 starts calculating the advantageous interval difference number.
[0174] 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 of payouts of game values minus the number of bets 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. This range (MY) is calculated continuously for all game intervals (advantageous intervals and normal intervals), that is, as long as the power of the slot machine 1 remains on, unlike the above-mentioned advantageous interval difference number, difference number of game values, etc.
[0175] Information regarding this range (MY) is transmitted to the function operation unit 621 and used for the complete function described later.
[0176] When the power of the slot machine 1 is turned off by the store staff, the medium management unit 620 resets the range (MY).
[0177] Note that the number of bets, number of credits, difference, etc. of the game value calculated by the medium management unit 620 are transmitted to the game state control unit 615, the effect control unit 630, etc. as information regarding the progress of the game.
[0178] <Function operation unit 621> The function operation unit 621 receives information regarding the range (MY) transmitted from the medium management unit 620.
[0179] Then, when the range (MY) becomes equal to or greater than the first range, for example 18500, the function operation unit 621 generates information regarding a prior notice indicating that the activation of the complete function is approaching.
[0180] This complete function is a so-called stop function. When the complete function is activated, the slot machine 1 stops accepting 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.
[0181] The operation related to the game mentioned here means an operation for completing one game, and particularly includes 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 an operation 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.
[0182] Note that 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 operation unit 621. Thereby, a prior notice is given by the effect control unit 630.
[0183] Also, when the range (MY) becomes less than 18500, which is the first range, the function operation unit 621 stops generating the information regarding the prior notice. Thereby, the prior notice is not given by the effect control unit 630.
[0184] Note that the information regarding the advance notice may be a flag for turning the advance notice on or off. In this case, when the advance notice changes from off to on, information with the flag "on" is transmitted to the production control unit 630. Conversely, when the advance notice changes from on to off, information with the flag "off" is transmitted to the production control unit 630. In this way, by using a flag for the information regarding the advance notice, it is possible to suppress an excessive number of signals transmitted from the main control unit 610 to the sub-control unit 630.
[0185] In addition, when the range (MY) becomes 19000 or more, which is the second range, the function operation unit 621 activates the complete function.
[0186] When the store staff turns off the power of the slot machine 1, the function operation unit 621 releases 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 released, but the range (MY) is also reset to 0 (zero). Therefore, the advance notice is not given, and gaming on the slot machine 1 becomes possible with the conditions for the complete function to operate again being far off.
[0187] <Explanation of the sub-control unit 63> In the ROM of the sub-control unit 63, programs and various data related to the progress of the game indirectly (for example, production control of the liquid crystal screen 3, LED emission control of the electric decoration unit 102, voice output control of the speaker 101) are stored.
[0188] In the RAM and RWM of the sub-control unit 63, various data related to production control are stored.
[0189] The sub-control unit 63 functions as the production control unit 630 and the generation control unit 631 by the operation of the CPU and the storage unit of the sub-control unit 63.
[0190] <Production control unit 630> The performance control unit 630 causes a liquid crystal screen 3 to display a performance video (hereinafter referred to as a "game performance") selected from among a plurality of types of performance videos based on the progress of the game, and outputs, from a speaker 101, sound effects and BGM corresponding to the performance video. For example, when hitting an AT, the performance control unit 630 selects a performance pattern for displaying the fact on the liquid crystal screen 3, and performs display control of the liquid crystal screen 3, sound output control of the speaker 101, and light emission control of the electrical decoration unit 102 according to the performance pattern.
[0191] Also, during an AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 101 to notify the correct operation mode (for example, "center, right, left") when an operation mode role (for example, a push-order bell) hits, and to give a prior notice regarding the complete function.
[0192] <Generation control unit 631> The generation control unit 631 (including the function as a vibration control unit in this embodiment) can generate vibration and / or a tactile effect on a part that an operator can touch according to the progress of the game.
[0193] Note that the main control unit 61 transmits to the sub-control unit 63 (generation control unit 631) the stop information of the rotating reels 20a, 20b, 20c, the number of game values paid out, the information of the hitting role (for example, whether it is an operation mode role or not, what kind of operation mode role it is if it is an operation mode role, what the hitting flag is, what the correct operation mode is if it is an operation mode role, etc.), the information of the first game state, the information of the second game state, the information of the game section, the information of the RT state, and the like.
[0194] Also, the game value control unit 62 transmits to the generation control unit 631, for example, the number of credits, the number of game values acquired during an AT, and the like.
[0195] After receiving these pieces of information, the occurrence control unit 631 generates a vibration signal and / or a tactile effect signal, and transmits these signals to contact portions and effect generating portions such as the lower panel 103, the front bottom 104, and the operation unit 4. Thereby, vibration and / or a tactile effect are generated.
[0196] (Regarding vibration) First, vibration in the contact portion will be described. Note that the vibration may be vibration with a tactile effect.
[0197] The occurrence control unit 631 generates a vibration signal for vibrating a contact portion that an operator can touch according to a condition regarding an increase amount of game value data (for example, the number of game value payouts) managed by the medium management unit 620.
[0198] The contact portions are portions arranged on the outer surface of the slot machine 1 such as the reel window 200, the liquid crystal screen 3, the housing 10 itself, the operation unit 4 (the stop switch 40, the bet switch 41, the lever 42, the effect button 46, etc.), the lighting decoration unit 102, the lower panel 103, and the front bottom 104, and any portion may be used as long as it is a portion that a player or the like can touch. The contact portion receives a vibration signal from the occurrence control unit 631 and generates vibration.
[0199] First, the generation of vibration when a winning combination (for example, a bell regardless of the operation order for which 8 game values are paid out) that wins regardless of the operation order wins by internal lottery will be described.
[0200] In this case, regardless of the operation order of the stop switches 40a, 40b, and 40c by the operator, the winning combination wins. Therefore, the occurrence control unit 631 continuously vibrates the third stop switch 40 (for example, 40b) from when the second stop switch 40 (for example, 40c) is operated until the operation to the third stop switch 40 (for example, 40b) is released.
[0201] Next, the generation of vibration when the operation mode role (for example, the so-called six-choice push order bell) is selected by internal lottery will be described.
[0202] In the six-choice push order bell, when the first and second stop switches 40 (for example, 40a, 40c) operated by the operator are correct, even if the third stop switch 40 (for example, 40b) is not operated, it is determined whether the operation mode is correct (that is, whether game values are paid out or the credit count increases).
[0203] And when the first and second stop switches 40 (for example, 40a, 40c) operated by the operator are correct, the generation control unit 631 continuously vibrates the third stop switch 40 (for example, 40b) from when the operation to the second stop switch 40 (for example, 40c) is released until the operation to the third stop switch 40 (for example, 40b) is released. Thereby, even in a medal-less machine like the present embodiment, it is possible to give the operator a feeling that game values are being paid out.
[0204] In addition, the roles selected by internal lottery may include operation mode roles (for example, bonus roles such as pseudo bonuses that pseudo-execute bonuses using AT, different from the special roles such as the aforementioned real bonuses) in which a predetermined combination of symbols aligns on the effective line L when the operation order and operation timing by the operator are correct.
[0205] In such an operation mode role, when the operation order and operation timing of the first and second stop switches 40 (for example, 40c, 40b) operated by the operator are correct, and when the operation timing of the third stop switch 40 (for example, 40a) is correct, a specific combination of symbols related to the operation mode role aligns on the effective line L.
[0206] When the operation mode role is assigned by internal lottery and the operation order and operation timing of all the stop switches 40c, 40b, and 40a are correct, the generation control unit 631 continuously vibrates the third stop switch 40 (for example, 40a) from the time the third stop switch 40 (for example, 40a) is operated until the operation is released.
[0207] In this way, when the third stop switch 40 (for example, 40a) is operated to generate vibration, in a medal-less machine like this embodiment, instead of the actual payout of medals, it is possible to convey to the operator the feeling that the payout of game values is being made. Thereby, the operator can actually feel that he / she is receiving the payout of game values in a medal-less machine where there is no actual payout of medals.
[0208] In the above description, an example of the winning operation mode role (for example, the bonus role of the pseudo bonus) when the operation order and operation timing of the 6-choice push bell and the stop switches 40c, 40b, and 40a operated first to third are all correct is described, but the operation mode role is not limited to this.
[0209] For example, the operation mode role may include an operation mode role (for example, cherry) in which, if the operation timing of the first stop switch 40 (for example, 40a) is correct, regardless of the operation timing of the second and third stop switches 40 (for example, 40b, 40c), a predetermined combination of symbols is aligned on the effective line L.
[0210] In this case, if the operation timing of the first stop switch 40 (e.g., 40a) is correct, the generation control unit 631 may continuously vibrate the second and third stop switches 40 (e.g., 40b, 40c) until the operation of the third stop switch 40 (e.g., 40c) is released. By doing so, when the second and third stop switches 40 (e.g., 40b, 40c) are operated, the vibration generated by them can inform the operator that the operation mode of the first stop switch 40 (e.g., 40a) was correct.
[0211] Note that "the operation timing is correct" means, for example, when the correct operation mode is to operate the stop switch 40a so that the "bar" in the rotary reel 20a (see FIG. 3) stops at the bottom of the reel window 200, the stop switch 40a is operated at the timing when the "bar" can stop at the bottom of the reel window 200.
[0212] In addition, the generation control unit 631 can receive at least one of the operator's (player, store staff) setting operations for the magnitude of the vibration generated at the contact part (settings such as the maximum value of the amplitude, settings for fixing the magnitude of the vibration, etc.), the period of the vibration, the conditions for generating vibration at the contact part (e.g., the operation timing of the third stop switch 40 when the operation mode is established), and the on / off setting of the vibration function at the contact part.
[0213] Note that the generation control unit 631 may be able to receive the operator's setting operation even while the contact part is vibrating, or may not receive the setting operation while the contact part is vibrating. Also, the generation control unit 631 may be able to receive the setting operation even while an error has occurred in the slot machine 1, or may not receive the setting operation while an error has occurred.
[0214] Further, the generation control unit 631 may accept only setting operations by store staff and not accept setting operations by the player, for example, regarding setting the magnitude of vibration.
[0215] Further, the generation control unit 631 may be able to commonly set the magnitude of vibration, the period of vibration, etc. for all vibration locations in the contact portion, or may also be able to set the magnitude of vibration, etc. for each vibration location.
[0216] Further, the generation control unit 631 may accept a setting operation for each contact portion, for example, regarding the on / off setting of the vibration function.
[0217] Further, the generation control unit 631 can either make the frequency of vibration the same or different between the vibration generated in an effect (e.g., intense heat effect, jackpot notification) accompanying the progress of the game and the vibration corresponding to the payout of game value. When there are multiple modes of vibration with different frequencies, it is possible to convey to the operator that there is a meaning in the vibration (or, for example, the intensity of the game progression).
[0218] Further, the generation control unit 631 may accept a customization operation of the vibration pattern by the operator. Specifically, for example, when the operator selects vibration pattern A, the generation control unit 631 increases the frequency of vibration, and when the operator selects vibration pattern B, the generation control unit 631 decreases the frequency of vibration.
[0219] In this case, the operator can select vibration pattern A (or vibration pattern B) when there is a payout of game value, for example, and can select vibration pattern B (or vibration pattern A) when there is no payout of game value.
[0220] For example, when vibration pattern A with a high vibration frequency is selected when there is a payout of game value, since the slot machine 1 of the present embodiment is a medal-less machine, instead of the absence of medal payout from the conventionally provided medal payout opening, the player can feel that game value is being paid out. Therefore, it is desirable that vibration pattern A be close to the frequency when medals are being paid out, like a slot machine that uses actual game value.
[0221] When the operator does not customize the vibration pattern, the generation control unit 631 can, for example, generate vibration in vibration pattern A, which is common to all vibrations.
[0222] Also, when the value of the range (MY) exceeds a certain value or when a predetermined period has elapsed since the introduction of the slot machine 1, the generation control unit 631 can release a special vibration pattern (for example, a vibration pattern that is not normally open and thus cannot be experienced by the player, but can be opened and experienced when certain conditions are met).
[0223] The release state of this special vibration pattern may not be cancelled, for example, by changing the set value, but may be cancelled when the RAMs of the main control unit 61 and the game value control unit 62 are initialized. It is not limited to this, and the release state of the special vibration pattern may also be cancelled by changing the set value.
[0224] Also, an effective period (for example, 1 day, 2 hours, 1 week, etc. after being released) may be set in advance for the special vibration pattern. In this case, when the period has elapsed, the release state of the special vibration pattern is cancelled. Note that the effective period may be set for each special vibration pattern, or may be set commonly for all special vibration patterns.
[0225] Also, among the special vibration patterns, the number of executions of the vibration pattern may be determined in advance, such as 10 times for pattern 1 and 30 times for pattern 2.
[0226] Also, the release / non-release of the special pattern may be determined by the set value. For example, when the set value is 1, pattern a is released (pattern b is not released), and when the set value is 6, pattern b is released (pattern a is not released). In this case, setting suggestions are made based on the released pattern.
[0227] Also, the generation control unit 631 may initialize the released vibration pattern based on the operation of the operator, or may initialize it when the advantageous section ends. When the released vibration patterns are initialized, they become non-released states.
[0228] Also, there may be a list of vibration patterns, and when the operator operates, for example, the effect button 46, the list is displayed so that the operator can confirm the released vibration patterns. In this case, setting suggestions may be made based on the availability of the list.
[0229] Also, the generation control unit 631 can also generate vibrations in the lower panel 103 or the like (instead of these, it may be the stop switch 40 operated third. The same applies hereinafter) according to the amount of the paid-out game value. In this case, for example, when the paid-out game value is 12, the generation control unit 631 can generate vibrations with a larger amplitude than when the paid-out game value is 3.
[0230] Also, when there is a payout of game value (increase in the credit number), the generation control unit 631 can vibrate the lower panel 103 or the front bottom 104 (hereinafter referred to as the lower panel 103 or the like) for the amount of the paid-out game value (for example, while 3 game values are being paid out). Note that in the following, an example where the lower panel 103 or the like vibrates is described, but the contact part is not limited to these.
[0231] In addition, when the amount of game value data (number of credits) managed by the medium management unit 620 exceeds 50 due to the payout of game value (increase in the number of credits), the generation control unit 631 can also continuously vibrate the lower panel 103 or the like.
[0232] In this specification, "continuously" means, for example, when vibrations occur nine times, · intermittent vibrations in which a set of vibrating for 1 second and then not vibrating for 1 second continues nine times · vibrating nine times continuously for 1 second There are two meanings. In this case, if it is the former, the operator can sensually understand how much the number of credits has increased (the increase amount of the number of credits), and if it is the latter, the operator can sensually understand the atmosphere that the number of credits is increasing.
[0233] In this case, when the number of credits is 47 and there are 12 payouts of game value, the generation control unit 631 can generate nine vibrations (= 47 + 12 - 50) in the lower panel 103 or the like for the nine game value portions exceeding 50.
[0234] As another example, the generation control unit 631 can also increase the magnitude of the vibration when 12 game values are paid out compared to when 6 game values are paid out when the number of credits is 47. Note that "the vibration becomes larger" means that the frequency of the vibration remains the same and the amplitude becomes larger, or both the frequency and amplitude of the vibration become larger.
[0235] Also, when the number of credits exceeds 50, the generation control unit 631 can gradually or stepwise increase the intensity (amplify the vibration) of the vibration in the lower panel 103 or the like as the quantity of the game value displayed on the digital counter 43 increases.
[0236] Also, when the credit number exceeds 500, the generation control unit 631 can vibrate the lower panel 103 or the like in a first vibration pattern for a predetermined time (for example, 10 seconds). This first vibration pattern has, for example, a small vibration frequency and amplitude and a short period.
[0237] Also, when the credit number exceeds 1000, the generation control unit 631 can vibrate the lower panel 103 or the like in a second vibration pattern for a predetermined time. This second vibration pattern has, for example, a medium vibration frequency, amplitude, and period (about between the first vibration pattern and the third vibration pattern described later).
[0238] Also, when the credit number exceeds 1500, the generation control unit 631 can vibrate the lower panel 103 or the like in a third vibration pattern. This third vibration pattern has, for example, a high vibration frequency and amplitude and a long period.
[0239] In a conventional slot machine, medals are paid out at a location called the lower tray. However, since the slot machine 1 of this embodiment is a medal-less machine, it is difficult for the operator to feel the actual experience of playing the game. In contrast, in the slot machine 1 of this embodiment, since the vibration pattern changes according to the increasing credit number, a feeling that the game value is increasing is produced. Therefore, it is possible to create a sense of immersion of the operator in the game.
[0240] Also, when the count button 44 is operated, the generation control unit 631 can change the vibration pattern generated on the lower panel 103 or the like according to the amount of game value transferred from the medium management unit 620 to the card unit 7, or the amount of game value data to be transferred.
[0241] For example, when the remaining credit number becomes 3000 or less after the game value data has been transferred to the card unit 7 with a credit number of 4000 (for example, when 1000 game values have been transferred to the card unit 7), the generation control unit 631 can generate vibration on the lower panel 103 or the like in the third vibration pattern with a large degree of tactile effect and a long effect generation time.
[0242] Next, when the remaining credit number becomes 2000 or less (for example, when 2000 game values have been transferred to the card unit 7), the generation control unit 631 can generate vibration on the lower panel 103 or the like in the second vibration pattern with a medium degree of tactile effect and a medium effect generation time.
[0243] Next, when the remaining credit number becomes 1000 or less (for example, when 3000 game values have been transferred to the card unit 7), the generation control unit 631 can generate vibration on the lower panel 103 or the like in the first vibration pattern with a small degree of tactile effect and a short effect generation time.
[0244] In this way, since the vibration pattern gradually changes according to the change in the remaining credit number or the change in the transfer amount of credit to the card unit 7, the operator can perceive that the amount of game value credited was large or that the end of the transfer process is approaching.
[0245] Note that it is not limited to the above, and even when the credit number gradually decreases in the general game state (for example, when the credit number decreases from 4000 to 500), the generation control unit 631 can also vibrate the contact part.
[0246] (Regarding the tactile effect) In addition, the generation control unit 631 generates a tactile effect signal for generating a tactile effect corresponding to the state of the rotating reel 20 at the effect generation unit, which is at least a part of the outer surface of the housing 10 of the slot machine 1. Note that the location where the above-described vibration is generated (contact portion) and the location where the tactile effect is generated (effect generation unit) may be different or the same.
[0247] The effect generation unit is a part arranged on the outer surface of the slot machine 1, such as the reel window 200, the liquid crystal screen 3, the housing 10 itself, the operation unit 4 (stop switches 40a, 40b, 40c, bet switch 41, lever 42, effect button 46, etc.), the decorative unit 102, the lower panel 103, the front bottom 104, etc., and may be any part as long as it can be touched by a player or the like. The effect generation unit receives the tactile effect signal from the generation control unit 631 and generates a tactile effect.
[0248] As described above, the main control unit 61 transmits to the sub-control unit 63 (generation control unit 631) the stop information of the rotating reels 20a, 20b, 20c, the number of game values paid out, the information of the winning combination (for example, what is the winning flag, whether it is an operation mode combination, if it is an operation mode combination, what kind of operation mode combination it is, if it is an operation mode combination, what is the correct operation mode, etc.), the information of the first game state, the information of the second game state, the information of the game section, and the like.
[0249] In addition, the game value control unit 62 transmits to the generation control unit 631 the credit number, the number of game values obtained during AT, and the like.
[0250] The generation control unit 631 that receives at least one of these pieces of information generates a tactile effect signal. As a result, the generation control unit 631 generates a tactile effect (hereinafter sometimes referred to as "sensation") at the operation unit 4, the lower panel 103, etc., which are the effect generation units.
[0251] Note that the effect generating unit can generate a tactile effect by using conventionally known haptics (tactile technology). For example, the effect generating unit can generate a tactile effect by changing the frequency or intensity of vibration with a voice coil motor. As an example, by generating a tactile effect signal for giving small and constant rapid vibrations by the generation control unit 631, the lever 42 can give small vibrations to the operator's hand, making the operator feel as if the lever 42 or the like is floating in the air lightly.
[0252] When the operation mode role (e.g., watermelon) hits the internal lottery by the generation control unit 631 and the operator operates the stop switch 40 (e.g., 40a) at the correct timing to stop the corresponding rotating reel 20 (e.g., 20a) so-called dead stop (when the operation modes of the stop switches 40a, 40b, 40c by the operator are the correct modes and a specific combination pattern of symbols is aligned on the valid line L), the generation control unit 631 generates a feeling of "vita" for the stop switch 40 (e.g., 40a).
[0253] On the other hand, when the operator operates the stop switch 40 (e.g., 40a) at a timing that is not the correct timing and the corresponding rotating reel 20 (e.g., 20a) stops sliding by kick-off control (when the operation modes of the stop switches 40a, 40b, 40c by the operator are not the correct modes and a specific combination pattern of symbols is not aligned on the valid line L), the generation control unit 631 generates a feeling of "swooosh" for the stop switch 40 (e.g., 40a).
[0254] Also, for example, when hitting a predetermined lottery (reel effect lottery) and the corresponding rotating reel 20 (e.g., 20b) bounces and stops when the operator operates the stop switch 40 (e.g., 40b), the generation control unit 631 generates a feeling of "bru" for the stop switch 40 (e.g., 40b).
[0255] In addition, in the slot machine 1, when a so-called pseudo game is installed, the rotation reels 20a, 20b, and 20c do not completely stop by the operation of the stop switches 40a, 40b, and 40c by the operator, and an effect is executed in which the rotation reels 20a, 20b, and 20c visibly move up and down with a rattling sound (an effect in which the rotation reels 20a, 20b, and 20c vibrate at the stop position). In this case, the generation control unit 631 generates a feeling of "rattling" in the stop switches 40a, 40b, and 40c corresponding to the rotation reels 20a, 20b, and 20c that move up and down.
[0256] In addition, when the game state is a general game state, the generation control unit 631 can generate a feeling of "nervous" in the stop switches 40a, 40b, and 40c.
[0257] On the other hand, when the game state has a high probability of transitioning to a special game state (AT, CZ, bonus), or when it is in a special game state, the generation control unit 631 can generate a feeling of "warm" or "hot" in the stop switches 40a, 40b, and 40c. In this way, by making the feelings generated in the general game state and the special game state different, the excitement of the game state and the expectation for winning balls can be expressed.
[0258] In addition, in a specific mode (a mode that can stay in the general game state, CZ, and AT, or a mode that can stay in any of them, for example, a state where setting suggestions are likely to appear, a preparation state for the heaven mode, a state of staying in the heaven mode, a morning stay after the set value is changed), the generation control unit 631 can generate a feeling of "nervous", "hot", "tingling", or "smooth" in the stop switches 40a, 40b, and 40c, which is different from the normal feeling (for example, when staying in a mode other than a specific mode such as a mode where setting suggestions are less likely to appear than in the specific mode, a normal mode, or a frustrating mode where it is difficult to hit AT). In this way, it is possible to let the operator know which mode among the modes is being stayed in through the tactile effect.
[0259] In addition, when special setting values for test countermeasures (for example, setting L instead of settings 1 to 6) that are not assumed to be used in the game are set, the generation control unit 631 can also cause the effect generation unit to generate a different feeling (for example, a tingling feeling) from normal.
[0260] Also, when special setting values for test countermeasures are set, the range in which the tactile effect is generated in the effect generation unit may be wider (larger) than the normal setting values (for example, settings 1 to 6). Also, the feeling generated at this time is preferably an unpleasant feeling. In this case, when a tingling feeling occurs before the operator bets on the game value, it can be determined that "this machine has a setting value that should not be bet on."
[0261] Also, when special setting values for test countermeasures are set, there are conventional cases where the lower panel or the like is turned off or is differentiated in the production during the game. In such conventional cases, an operator who is not familiar with the specifications of the machine may think that this is the normal specification and may continue the game. Therefore, by generating a different feeling from normal, so to speak, an unpleasant feeling as described above, it is possible to give an unpleasant feeling to the operator, make the operator notice the abnormality of the slot machine, and prevent the game from being played.
[0262] Also, when the player inserts a large amount of money (for example, 10,000 yen) into the card unit 7 and the credit count increases, or when the game value transferred from the card unit 7 and credited is bet, the generation control unit 631 can cause the effect generation unit to generate a "tingling" feeling. Also, the generation control unit 631 can cause the effect generation unit to generate tactile effects with different degrees (for example, the magnitude and duration of the tingling feeling) gradually or stepwise according to the amount of money inserted by the operator (or the cumulative value of the credit count transferred from the card unit 7).
[0263] In addition, the generation control unit 631 can also generate a tactile effect on the lower panel 103 or the like according to the amount of game values paid out. In this case, for example, when the paid-out game value is 12, the generation control unit 631 can generate a tactile effect with a larger amplitude than when the paid-out game value is 3.
[0264] Also, the slot machine 1 may be able to execute a game in conjunction with a personal identification number card. In this case, for example, for each individual, an upper limit that can be consumed per month or per day may be set in advance for each personal identification number card. Note that this upper limit can be set from an application that summarizes services that each individual can receive using a personal identification number card through a personal computer or a mobile terminal device or the like.
[0265] In this case, when the player's investment amount exceeds the upper limit set by the personal identification number card and the player operates an operation unit 4 other than the counting button 44, the generation control unit 631 can generate an unpleasant feeling (for example, a feeling like "yikes") on the operation unit 4 other than the counting button 44. In this case, the generation control unit 631 generates a tactile feeling that is not unpleasant (for example, a warm feeling) on the counting button 44. Thereby, it is possible to prompt a player whose consumption amount exceeds the upper limit value to feel that they should stop the game.
[0266] In addition, the generation control unit 631 can receive at least one of the operator's setting operations for the magnitude of the tactile effect generated by the effect generation unit (settings such as the maximum value of the amplitude, settings for fixing the magnitude of the tactile effect), the conditions for generating the tactile effect by the effect generation unit (for example, when the third stop switch 40 (for example, 40c) is operated when the operation mode combination is established), and the on / off setting of the tactile effect function in the effect generation unit.
[0267] Note that the generation control unit 631 may be able to receive a setting operation by the operator even while the effect generation unit is generating a tactile effect, or may not receive a setting operation during the generation of the tactile effect. Further, the generation control unit 631 may be able to receive a setting operation while an error has occurred in the slot machine 1, or may not receive a setting operation while an error has occurred.
[0268] Further, the generation control unit 631 may not receive a setting operation by the player, and may receive only a setting operation by the store staff, for example, for setting the magnitude of the tactile effect.
[0269] Further, the generation control unit 631 may be able to commonly set the magnitude of the tactile effect or the like for all effect generation units, or may be able to set the magnitude of the tactile effect or the like for each effect generation unit.
[0270] Further, when the generation control unit 631 simultaneously executes a tactile effect associated with the operation of the rotating reels 20a, 20b, 20c and a tactile effect associated with other than the operation of the rotating reels 20a, 20b, 20c (for example, a game state), the parameters of the tactile effect (for example, the frequency of vibration) can be made different for each operation / state, or can be made the same. When the parameters of the tactile effect are different, it is possible to inform the operator that the meaning of the tactile effect (or, for example, the excitement of the game progress) is different.
[0271] Specifically, regarding the meaning of the tactile effect, or what settings the tactile effect has, for example, during the game, a production that explains the meaning of the tactile effect or the like by a character is output, it is displayed in the game description text during the game, it is displayed on the screen output by operating the production button 46, etc., and can be communicated to the player.
[0272] In addition, the generation control unit 631 may receive a customization operation of the tactile effect pattern by the player. When the player selects the tactile effect pattern a for the tactile effect associated with the operation of the rotating reels 20a, 20b, and 20c, for example, the generation control unit 631 generates a tactile effect signal with a higher frequency of the tactile effect than the initial setting and without generating a temperature sensation.
[0273] On the other hand, when the player selects the tactile effect pattern b for the tactile effect associated with an operation other than the operation of the rotating reels 20a, 20b, and 20c, the generation control unit 631 generates a tactile effect signal with a lower frequency of the tactile effect than the initial setting and generating a temperature sensation. This makes it easier for the operator to understand whether it is a sensation generated along with the reel operation or a sensation generated along with an operation other than the reel operation (for example, an operation of operating the housing 10, the effect button 46, etc. according to the performance).
[0274] In addition, when the value of the range (MY) exceeds a certain value, or when a predetermined period has elapsed since the introduction of the slot machine 1, the generation control unit 631 can also release a special tactile effect pattern (for example, a tactile effect pattern that is not normally open and thus cannot be experienced by the player, but can be opened and experienced when the conditions are met).
[0275] The open state of this special tactile effect pattern may not be cancelled by, for example, changing the setting value, but may be cancelled when the RAM of the main control unit 61 is initialized. It is not limited to this, and the open state of the special tactile effect pattern may be cancelled by changing the setting value.
[0276] In addition, an effective period (for example, several hours, one day, during the advantageous section, etc.) is set in advance for the special tactile effect pattern, and when the effective period ends, the open state may be cancelled. In this case, the effective period may be determined for each special tactile effect pattern, or may be common to all of the special tactile effect patterns.
[0277] Further, the generation control unit 631 may initialize the released tactile effect patterns based on the operator's operation, or may initialize them when the advantageous section ends. When the released tactile effect patterns are initialized, they become non-released states.
[0278] Also, there may be a list of tactile effect patterns, and when the operator operates, for example, the effect button 46, the list is displayed, and the operator can confirm the released tactile effect patterns. In this case, setting suggestions may be made based on the availability of the list.
[0279] Further, when the credit number exceeds 500, the generation control unit 631 can generate a tactile effect on the stop switches 40a, 40b, 40c, etc. with the first tactile effect pattern. This first tactile effect pattern has, for example, a small degree of tactile effect (e.g., a small vibration amplitude) and a short effect generation time.
[0280] Further, when the credit number exceeds 1000, the generation control unit 631 can generate a tactile effect on the stop switches 40a, 40b, 40c, etc. with the second tactile effect pattern. This second tactile effect pattern has, for example, a medium degree of tactile effect and a medium effect generation time (about between the first tactile effect pattern and the third tactile effect pattern described later).
[0281] Further, when the credit number exceeds 1500, the generation control unit 631 can generate a tactile effect on the stop switches 40a, 40b, 40c, etc. with the third tactile effect pattern. This third tactile effect pattern has, for example, a large degree of tactile effect and a long effect generation time.
[0282] In a conventional slot machine, medals are paid out onto the lower tray. However, since the slot machine 1 of the present embodiment is a medal-less machine, it is difficult for the operator to feel as if they are actually playing the game. In contrast, with the slot machine 1 of the present embodiment, the tactile effect in the tactile pattern becomes more prominent (for example, the vibration becomes stronger) as the credit count increases, so that a feeling that the game value is increasing is produced.
[0283] For example, when the credit count reaches 500, a slightly warm sensation is generated for 1 second. When the credit count reaches 1000, the heat intensity increases compared to when it was 500, and a sensation is generated for 2 seconds. When the credit count reaches 1500, an even warmer sensation is generated for 3 seconds. In this way, the greater the credit count, the more firmly the sensation is conveyed to the operator. Therefore, it is possible to create a sense of immersion of the operator in the game.
[0284] Also, when the count button 44 is operated, the generation control unit 631 may change the tactile pattern to be generated by the effect generation unit according to the amount of game value data transferred from the medium management unit 620 to the card unit 7, or the amount of game value data to be transferred hereafter.
[0285] When game value data is transferred to the card unit 7 in a state where the credit count is 4000, for example, when the credit count remains 3000 or less (for example, when the game value transferred to the card unit 7 is 1000), the generation control unit 631 can cause the effect generation unit to generate a tactile effect in the third tactile effect pattern where the degree of the tactile effect is large and the effect generation time is long.
[0286] Next, when the credit count remains 2000 or less (for example, when the game value transferred to the card unit 7 is 2000), the generation control unit 631 can cause the effect generation unit to generate a tactile effect in the second tactile effect pattern where the degree of the tactile effect is medium and the effect generation time is medium.
[0287] Next, when the remaining credit count reaches 1000 or less (for example, when the game value transferred to the card unit 7 is 3000), the generation control unit 631 can cause the effect generation unit to generate a tactile effect with a first tactile effect pattern having a small degree of tactile effect and a short effect generation time.
[0288] In this way, since the tactile effect pattern gradually changes according to the change in the remaining credit count or the transfer amount of credit to the card unit 7, the operator can perceive that the amount of game value credited was large or that the end of the transfer process is approaching.
[0289] Note that the present invention is not limited to the above, and even when the credit count is gradually decreasing in the general game state (for example, when the credit count is decreasing from 6000 to 2000), the generation control unit 631 can also cause the effect generation unit to generate a tactile effect.
[0290] Also, when the remaining credit count reaches a predetermined number, a setting suggestion may be made. In this case, for example, when the remaining credit count reaches 66, the generation control unit 631 can cause the effect generation unit to generate a tactile effect of "burr" for a predetermined number of seconds (for example, 3 seconds) based on the setting value signal received from the setting value control unit 613. In this case, the player can feel that the setting value is high or low.
[0291] Note that on the liquid crystal screen 3, a flame effect may be displayed, and the effect on the liquid crystal screen 3 and the vibration and / or tactile effect may or may not be correlated (linked) so that a hot feeling is generated in the effect generation unit. For example, even when a flame effect is displayed on the effect screen on the liquid crystal screen 3, the generation control unit 631 can cause the effect generation unit to generate a tactile effect of "hiyatt". In this case, since the effect on the liquid crystal screen 3 and the tactile effect are contradictory, it is possible to generate a slot machine 1 - specific effect such as suggesting a big win.
[0292] <Basic Operation Process Flow of Slot Machine 1> Using FIG. 9, the basic operation process flow of slot machine 1 will be described.
[0293] With the power of slot machine 1 turned on and the set values changed, the function operation unit 621 determines whether slot machine 1 is in a playable state (whether the complete function is operating) (step S101).
[0294] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115 described later.
[0295] On the other hand, if slot machine 1 is in a playable state (S101: YES), on the condition that game value data is being transmitted from card unit 7, the main control unit 61 and the game value control unit 62 of slot machine 1 cause the digital counter 43 to display the quantity of the credited game values, and accept operations by the operator on the bet switch 41, lever 42, etc. Thereby, slot machine 1 enters the game start state (step S102).
[0296] 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.
[0297] Next, the section control unit 614 advances the game in the normal section (step S104).
[0298] Next, the game state control unit 615 advances the game in the general game state (step S105).
[0299] Next, the section control unit 614 determines whether the game section has become the advantageous section due to the establishment of the transition condition to the advantageous section, or whether the game section is the advantageous section because the state of the advantageous section is maintained (step S106).
[0300] If the game section is not the advantageous section (S106: NO), the process returns to step S104.
[0301] On the other hand, if the game section is the advantageous section (S106: YES), the medium management unit 620 counts the advantageous section difference number (in the game that has shifted to the advantageous section, the counting of the advantageous section difference number is started) (step S107). Thereafter, the section control unit 614 continues to count the advantageous section difference number while the game section is the advantageous section (in either the general game state or CZ and AT).
[0302] Next, the game state control unit 615 determines whether to shift the second game state to AT (step S108).
[0303] If the second game state does not shift to AT (S108: NO), the process returns to step S105.
[0304] On the other hand, if the second game state shifts to AT (S108: YES), the game state control unit 615 advances the game in AT (step S109).
[0305] Next, the function activation unit 621 determines whether to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether the range (MY) has become 19000 or more.
[0306] If the complete function is activated (S110: YES), the process proceeds to step S113 described later.
[0307] On the other hand, if 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).
[0308] When the favorable interval difference becomes +2400 or more (S111: YES), the interval control unit 614 shifts the game interval to the normal interval, the game state control unit 617 ends the AT, and the medium management unit 620 initializes the favorable interval difference to zero (0). Then, the process returns to step S104.
[0309] On the other hand, when the favorable interval difference is less than +2400 (S111: NO), the game state control unit 615 determines whether to end the AT (step S112).
[0310] When the AT ends (S112: YES), the process returns to step S105.
[0311] On the other hand, when the AT does not end (S112: NO), the process returns to step S109.
[0312] When returning to step S110 and the complete function is activated (S110: YES), the function activation unit 621 controls so that the operator cannot proceed with the game on the slot machine 1 (step S113).
[0313] Subsequently, 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).
[0314] Subsequently, in response to the power-off operation by the store staff, when the power of the slot machine 1 is turned off (step S115), the medium management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 releases the complete function (step S116). When the slot machine 1 is only power-off restored, the range (MY) is initialized and the complete function is released, but the favorable interval and the favorable interval difference are carried over.
[0315] Subsequently, in response to the power-on restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). Then, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.
[0316] <Flow of vibration processing> Next, with reference to FIG. 10, the flow of vibration processing will be described. In this example, for the sake of convenience of explanation, it is described in a general flowchart regardless of which of the second game states (general game state, CZ, AT) it is staying in.
[0317] First, when the lever 42 is operated, the internal lottery unit 610 performs an internal lottery. If the result of the internal lottery is a winning combination regardless of the pressing order (for example, common bell) (S201: YES), the process proceeds to step S204 described later.
[0318] On the other hand, if the result of the internal lottery is not a winning combination regardless of the pressing order and is not a winning combination related to the operation mode (for example, bell according to the pressing order) (S202: NO), the process proceeds to step S207 described later.
[0319] On the other hand, if the result of the internal lottery is a winning combination related to the operation mode (for example, bell according to the pressing order that requires operating the stop switches 40a, 40c, 40b in this order) (S202: YES), the rotating reel control unit 611 stops the rotating reel 20 corresponding to the operated stop switch 40 according to the operation of each stop switch 40. At that time, the rotating reel control unit 611 determines whether the stop switch 40a was operated first and the stop switch 40c was operated second in that game (step S203).
[0320] If the stop switch 40a was not operated first and if the stop switch 40a was operated first but the stop switch 40c was not operated second (S203: NO), the process proceeds to step S207.
[0321] When, on the one hand, the stop switch 40a is operated first and then the stop switch 40c is operated second (S203: YES), the generation control unit 631 vibrates the stop switch 40b to be operated third (it may be any of the stop switches 40a, 40b, 40c regardless of the pressing order when the lottery operation role is assigned; the same applies hereinafter) after the operation to the second stop switch 40c is released (step S204). In addition, when the second game state is AT or the like, since the process related to the instruction function is executed, the correct operation mode (for example, the pressing order navigation) corresponding to the assigned operation mode role is output. Therefore, by following this pressing order navigation, the possibility of S203 becoming YES increases.
[0322] Subsequently, based on the operator releasing the operation to the third stop switch 40b (the operator removing their hand from the stop switch 40b) (step S205), the generation control unit 631 stops the vibration of the third stop switch 40b (step S206).
[0323] Subsequently, the medium management unit 620 determines whether the number of credited game values exceeds 50 based on the result of one game (step S207).
[0324] If it is determined that the number of credited game values does not exceed 50 (S207: NO), the process proceeds to step S210.
[0325] On the other hand, if it is determined that the number of credited game values exceeds 50 (S207: YES), the generation control unit 631 vibrates the contact portion such as the lower panel 103 by the amount exceeding 50 (step S208). When the number of credited game values is 48 and the number of paid-out game values is 6, the generation control unit 631 continuously vibrates the lower panel 103 or the like 4 times for the 4 game values that exceed 50.
[0326] Thereafter, the generation control unit 631 stops the vibration of the contact portion (step S209).
[0327] Next, the medium management unit 620 determines whether or not the count button 44 has been operated (step S210).
[0328] If it is determined that the count button 44 has not been operated (S210: NO), the vibration process ends.
[0329] If it is determined that the count button 44 has been operated (S210: YES), the generation control unit 631 vibrates the contact portion such as the lower panel 103 according to the remaining credit number (or the amount of game value transferred to the card unit 7) managed by the medium management unit 620 (step S211).
[0330] Next, when the remaining credit number becomes zero (0), the generation control unit 631 stops the vibration of the lower panel 103 etc. (step S212). Thus, the vibration process of the present embodiment ends. The above is the flow of the vibration process.
[0331] <Flow of the tactile effect process> Next, the flow of the tactile effect process will be described with reference to FIG. 11.
[0332] First, the medium management unit 620 receives the investment amount of the operator (the total amount of bills inserted into the card unit 7 by the operator to execute the game) from the card unit 7, and determines whether or not the investment amount exceeds the upper limit (step S301).
[0333] If the investment amount is less than the upper limit (S301: NO), the process proceeds to step S305 described later.
[0334] On the other hand, when the investment amount is equal to or more than the upper limit (S301: YES) and based on the fact that the bet switch 41 and the lever 42 have been operated (step S302), the generation control unit 631 generates a tactile effect corresponding to the investment amount in the effect generation unit such as the operation unit 4 (step S303).
[0335] Next, after a predetermined time (e.g., 3 seconds) has elapsed since the tactile effect was generated, the generation control unit 631 stops the tactile effect in the operation unit 4 or the like (step S304).
[0336] Next, based on the information on the game state (whether the game state is a general game state, CZ, or AT) from the game state control unit 615, the generation control unit 631 generates a tactile effect corresponding to the game state in the operation unit 4 or the like (step S305).
[0337] Next, after a predetermined time (e.g., 2 seconds) has elapsed since the tactile effect was generated, the generation control unit 631 stops the tactile effect in the operation unit 4 or the like (step S306).
[0338] Next, the internal lottery unit 610 conducts an internal lottery. If the result of the internal lottery is not an operation mode winning combination (e.g., a bonus winning combination related to a pseudo bonus) (S307: NO), the tactile effect process ends.
[0339] On the other hand, if the result of the internal lottery is an operation mode winning combination (S307: YES), the generation control unit 631 generates a tactile effect associated with the operation of the corresponding rotating reel 20 (e.g., 20c) on the stop switch 40 (e.g., 40c) according to the operation mode of the operator on the stop switch 40 (e.g., 40c) (step S308).
[0340] Next, when the operator releases the operation on the stop switch 40 (e.g., 40c), the generation control unit 631 stops the tactile effect on the stop switch 40 (e.g., 40c) (step S309). Thus, the tactile effect process of the present embodiment ends. The above is the flow of the tactile effect process.
[0341] In summary, the slot machine 1 of the present invention includes a section control unit 614, a game state control unit 615, etc. that can control the progress of the game in the slot machine 1, A medium management unit 620 capable of managing game value data without using a physical medal, A generation control unit 631 capable of vibrating a contact portion (for example, stop switches 40a, 40b, 40c) that can be touched by an operator among the slot machines 1 according to a condition related to an increase amount of game value data managed by the medium management unit 620, are provided.
[0342] <Advantages of the Invention> In a medal-less slot machine, no physical medals are paid out. Therefore, the operator repeats the monotonous task of continuously operating stop switches and the like while checking the game value with digital numerical values. As a result, there is a risk that the operator will lose interest in the game.
[0343] On the other hand, the slot machine 1 of the present embodiment can vibrate, for example, the stop switches 40a, 40b, 40c according to a condition related to an increase amount of game value data. Specifically, according to the slot machine 1, when an operation mode combination (for example, push order bell) is hit and the operation order of the first and second stop switches 40 (for example, 40c, 40a) is correct, after the second stop switch 40 (for example, 40a) is operated, the third stop switch 40 (for example, 40b) can be vibrated until the operation to the third stop switch 40 (for example, 40b) is released.
[0344] Also, when the credit number managed by the medium management unit 620 exceeds 50, the generation control unit 631 can vibrate a contact portion such as the lower panel 103 by the amount exceeding 50. In this case, for example, when the credit number becomes 56, the lower panel 103 and the like vibrate while 6 game values are being counted.
[0345] Thereby, it is possible to give the operator a feeling of receiving a payout of game value and to give the operator a sense of actually playing the game.
[0346] Also, when the operator operates the count button 44, the generation control unit 631 can vibrate the lower panel 103 or the like according to the remaining credit amount (or the amount of transferred game values) managed by the medium management unit 620. In this case, for example, the larger the remaining credit amount, the larger the vibration amplitude of the lower panel 103 or the like can be.
[0347] As a result, the operator can sense the total amount of game values paid out by the game through the vibration of the lower panel 103 or the like.
[0348] As described above, according to the present embodiment, it is possible to provide a gaming machine that can give the operator a sense of actually playing a game while being a medal-less machine.
[0349] Summarizing the above, the slot machine 1 of the present invention includes a plurality of rotating reels 20a, 20b, 20c on which a plurality of symbols are respectively arranged, a lever 42 capable of receiving an operation for starting the rotation of the plurality of rotating reels 20a, 20b, 20c, an internal lottery unit 610 capable of performing an internal lottery based on the operator's operation and determining whether or not to win at least one of a plurality of winning combinations, stop switches 40a, 40b, 40c provided corresponding to the plurality of rotating reels 20a, 20b, 20c respectively and capable of receiving an operation for stopping the rotation of the rotating reels 20a, 20b, 20c, a generation control unit 631 capable of generating a tactile effect corresponding to at least one of the states (stopping manner) of the rotating reels 20a, 20b, 20c, the game state (general game state, CZ or AT), and the investment amount or the like on at least a part of the outer surface of the housing 10 of the slot machine 1 (for example, the stop switches 40a, 40b, 40c), and is provided with.
[0350] <Advantages of the Invention> According to the slot machine 1 of the present embodiment, for example, when the consumption amount by the operator is large, a "buzzing" feeling can be given to the effect generating unit such as the operation unit 4. Thereby, it is possible to prompt the operator to stop the game so as not to be overly immersed in the game.
[0351] Further, according to the slot machine 1, in the case of the general game state, a "tingling" feeling can be given to the stop switches 40a, 40b, 40c, etc., and in the case of the special game state (CZ or AT), a "hot" feeling can be given to the stop switches 40a, 40b, 40c, etc. With such a tactile effect corresponding to the game state, the current game state can be conveyed to the operator, and an immersive feeling in the game can be given to the operator.
[0352] Further, according to the slot machine 1, when the operation mode role (for example, the bonus role of the pseudo bonus) is won by internal lottery, and the operation order and operation timing of the stop switches 40a, 40b, 40c are in the correct mode, a "click" feeling can be given to the stop switches 40a, 40b, 40c, and a feeling that the rotating reels 20a, 20b, 20c stop suddenly can be given.
[0353] On the other hand, when the operation mode role is won, and the operation order and operation timing of the stop switches 40a, 40b, 40c are not in the correct mode, a "whoosh" feeling can be given to the stop switches 40a, 40b, 40c, and a feeling that the rotating reels 20a, 20b, 20c slide can be given.
[0354] In this way, through the tactile effect corresponding to the state of the rotating reels 20a, 20b, 20c, a real experience such as the operation of the slot machine 1 itself can be given to the operator through the tactile effect.
[0355] As described above, according to the present embodiment, it is possible to provide a gaming machine that can enhance the immersive feeling in the game.
[0356] [Other Embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately redesigned 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 individually or combined as appropriate.
[0357] In addition, various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example.
[0358] Further, the generation control unit can also generate vibrations and / or tactile effects on the operation unit or the like according to the number of game values obtained during the AT, the number of games in which the AT can be executed, or the number of additional games of the AT.
[0359] Note that the generation control unit may generate vibrations and / or tactile effects when the bell regardless of the pressing order or when the operation mode combination is established and the process related to the instruction function is not executed. This is because the operator can detect that the winning combination has won / has won by vibrations or the like in a state where the process related to the instruction function is not executed, and thus can create an element of surprise in the game.
[0360] Also, in the above embodiment, an example is described in which vibrations and / or tactile effects are generated when the operation mode combination wins and the first stop switch and the second stop switch are in the correct mode, but the present invention is not limited to this. Vibrations and / or tactile effects may be generated when the operation mode combination wins and the operator's operation is not in the correct mode.
[0361] Further, instead of or in addition to the so-called freeze effect using a rotating reel, the generation control unit may generate vibrations and / or tactile effects.
[0362] Further, the generation control unit may always generate vibration and / or a tactile effect when a situation where vibration and / or a tactile effect can occur is reached, or may generate vibration and / or a tactile effect when a situation where vibration and / or a tactile effect can occur and a certain condition is satisfied (for example, when a predetermined lottery is won).
[0363] In the above embodiment, the generation control unit (including the vibration control unit) is described as one of the functions of the sub-control unit, but the present invention is not limited to this. The generation control unit may be, for example, the main control unit, the game value control unit, a control unit other than the sub-control unit, or may be mounted on the main control unit.
[0364] Also, it is not limited to the case where a stop switch or the like continuously vibrates as in the above embodiment, and when the operator touches a stop switch or the like, the generation control unit may vibrate the stop switch. In this case, for example, when the second stop switch is operated, the vibration of the second stop switch starts at that timing, and when the third stop switch is operated, the vibration of the third stop switch starts at that timing.
[0365] Note that the generation control unit may stop the tactile effect based on the investment amount when the operator operates the bet switch and the lever. In this case, since the tactile effect based on the investment amount does not occur when the operator touches the rotating reel, the operator can safely stop the rotating reel.
[0366] Also, not limited thereto, in subsequent games when the operator operates the bet switch and the lever, the generation control unit may generate a tactile effect based on the investment amount. Thereby, it is possible to strongly appeal to the operator that the investment amount exceeds the upper limit. In this case as well, since the operator may feel uncomfortable if the tactile effect continuously occurs, when the operator operates the count button, the tactile effect based on the investment amount may be stopped.
[0367] Further, when the generation control unit generates a tactile effect based on the investment amount, it may not pass through the process of the tactile effect based on the game states in steps S305 and S306 in FIG. 11. In this case, even though an unpleasant tactile effect is generated as a warning that the investment amount exceeds the upper limit, if a tactile effect based on the game state is generated, the desire to continue the game may override the warning, and the meaning of the warning may be diluted. In the above embodiment, an example in which the card unit and the slot machine are separate bodies is described, but the present invention is not limited to this, and at least a part of the functions of the card unit (for example, the cash management mechanism) may be mounted on the slot machine.
[0368] Further, the gaming machine is not limited to a slot machine, and the present invention can also be applied to a so-called enclosed pachinko machine, that is, a smart pachinko (registered trademark) including a handle, a pachinko ball launching device, a game board, an electric tulip, etc. This is because the smart pachinko (registered trademark) has the same problems as a medal-less slot machine. Also, when applying the present invention to a smart pachinko (registered trademark), for example, the handle, the game board, etc. can be used as the contact part and / or the effect generating part.
[0369] Further, not limited to the above embodiment, the bet switch may be separately provided with a MAX bet switch for automatically betting a predetermined number (for example, 3) of game values and a bet switch for betting less than the predetermined number of game values (for example, 1 or 2). Among these, the location where the vibration and / or the tactile effect is generated may be only the MAX bet switch.
[0370] Also, in the above embodiment, the bonus is described as an accessory continuous operation device related to the first type of special accessory, but the present invention is not limited to this. The bonus may be at least any one of the first type of special accessory, the accessory continuous operation device related to the first type of special accessory, the second type of special accessory, or the accessory continuous operation device related to the second type of special accessory.
[0371] Also, in the above-described embodiment, an example where the slot machine is an AT machine is described. However, the slot machine may be an ART (assist replay time) machine, or may be a slot machine with only bonuses that do not execute AT, ART, etc., or may be a slot machine that can execute both bonuses and AT (or ART).
[0372] Also, by transmitting a signal representing the type of game section from the section control unit to the digital counter, in the digital counter, for example, whether or not dots are displayed, it may be possible to display whether or not the game section is an advantageous section.
[0373] Also, not limited to the above-described 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).
[0374] Also, in the above-described embodiment, a range (MY) was used when activating the complete function. However, this is not limiting, and the difference in game value may be used to determine whether or not to activate the complete function.
Explanation of Signs
[0375] 1 Slot machine (gaming machine) 61 Main control unit 610 Internal lottery unit (game control unit) 611 Rotating reel control unit (game control unit) 612 Game result determination unit (game control unit) 613 Set value control unit (game control unit) 614 Section control unit (game control unit) 615 Game state control unit (game control unit) 616 RT state control unit (game control unit) 617 Error determination unit 62 Game value control unit 620 Media Management Department (Value Management Department) 621 Function Operation Department 63 Sub-Control Department 630 Presentation Control Department 631 Generation Control Department (Vibration Control Department)
Claims
1. A game control unit capable of controlling the progress of a game in a gaming machine, A value management unit capable of managing electronic data related to the quantity of game values (hereinafter referred to as game value data) without using physical game values, A vibration control unit capable of vibrating a contact portion that can be touched by an operator of the gaming machine according to a condition related to an increase amount of the game value data managed by the value management unit, Comprising: The vibration control unit is capable of receiving a setting operation of the operator for at least any one of the magnitude of vibration generated in the contact portion, the period of the vibration, the condition for generating vibration in the contact portion, and the on / off setting of the vibration function in the contact portion. Gaming machine.
2. A game control unit capable of controlling the progress of a game in a gaming machine, A value management unit capable of managing electronic data related to the quantity of game values (hereinafter referred to as game value data) without using physical game values, A vibration control unit capable of vibrating a contact portion that can be touched by an operator of the gaming machine according to a condition related to an increase amount of the game value data managed by the value management unit, Comprising: According to the amount of the game value transferred from the value management unit to the game value recording means connected to the gaming machine, or the amount of the game value to be transferred therefrom, the vibration pattern of the contact portion can be gradually or stepwise changed. Gaming machine.
Citation Information
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