gaming machines
The gaming machine's stop switch control mechanism ensures the first recommended switch is operated by disabling others until conditions are met, preventing operational errors and penalties.
Patent Information
- Application Number
- JP2023196012
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-17
- Publication Date
- 2025-08-14
- Estimated Expiration
- 2043-11-17
AI Technical Summary
Players may fail to operate the first stop switch as recommended due to operational errors, leading to penalties in gaming machines.
A gaming machine with a stop switch control mechanism that ensures a specific stop switch is operated first by disabling other switches until a predetermined condition is met, and allows cancellation of this state when the first switch is operated.
Prevents players from failing to operate the first stop switch, thereby avoiding penalties and ensuring consistent gameplay.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines have been known that have a state in which a specific stop switch (for example, the left stop switch) among multiple stop switches is recommended to be operated first during a game (in this case, a left-push recommended state) (see Patent Document 1).
[0003] In such gaming machines, when the left push recommended state is in effect, if the stop switches are operated in the order of the left stop switch, the middle stop switch, and the right stop switch, in addition to the payout of game value upon winning a predetermined role, the player may receive one of the following benefits, for example, a lottery to enter an AT high probability state, a CZ lottery, or an AT lottery based on the lottery history.
[0004] On the other hand, when the left push recommended state is in effect, if the left stop switch is not operated first during one game, one of the following penalties may be given, for example, not being able to win a specific role even though it has been won, falling into a low AT probability state, or not being able to draw for a high AT probability state. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Publication No. 2022-130710 Summary of the Invention [Problem to be solved by the invention]
[0006] However, even though the left push is recommended, the player may fail to operate the stop switch that should be operated first due to an operational error by the player, etc. In this case, if a stop switch that should not be operated first (for example, the middle stop switch) is operated, a penalty may be given as described above.
[0007] An object of the present invention is to provide a gaming machine that can prevent a player from failing to operate the stop switch that should be operated first during one game. [Means for solving the problem]
[0008] The present invention provides a plurality of spinning reels on each of which a plurality of symbols are arranged; a start switch capable of receiving an operation for starting the rotation of the plurality of reels; a plurality of stop switches capable of receiving an operation for stopping the rotation of the plurality of reels; a reel control unit capable of controlling the rotation of the plurality of reels based on the operation of each of the start switch and the stop switch; Equipped with With respect to the stop switch, it is possible to have a predetermined state in which a specific stop switch among the plurality of stop switches is recommended to be operated first during one game, The rotation reel control unit In the predetermined state, after the start switch is operated, while the plurality of reels are rotating, It is possible to control the switch to a specific state in which no processing based on the operation of a stop switch other than the specific stop switch is executed, With respect to the stop switch, when the specific stop switch is operated for the first time during one game, it is possible to cancel the specific state. It is an amusement machine. [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a gaming machine that can prevent a player from failing to operate the stop switch that should be operated first during one game. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] This figure shows (a) the state of the stop switch lamp until the rotating reel reaches a constant speed rotation state, (b) the state of the stop switch lamp when the stop is disabled, (c) the state of the stop switch lamp when a specific stop switch is operated for the first time and the stop is disabled, and (d) the state of the stop switch lamp when the stop is disabled due to conditions other than (c). [Figure 5] A diagram explaining the state transition of the game area. [Figure 6] FIG. 2 is a diagram illustrating state transitions in the first gaming state. [Figure 7] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 8] This is a diagram explaining the range (MY) and the difference in the favorable zone. [Figure 9] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 10] FIG. 10 is a flowchart showing the flow of the operation process of the slot machine. [Figure 11] FIG. 10 is a flowchart showing the flow of a stop invalidation process. DETAILED DESCRIPTION OF THE INVENTION
[0011] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figures 1 to 11. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the spirit of the present invention. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.
[0012] As shown in Figure 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data"), rather than using physically existing medals.
[0013] Unlike conventional slot machines, this slot machine 1 does not require the insertion of actual medals, nor does it pay out actual medals. Furthermore, in the slot machine 1, electronically converted pseudo gaming media are used as gaming value data to progress the game. This type of slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), or a sealed-in reel gaming machine.
[0014] First, the card unit 7 connected to this slot machine 1 will be described below.
[0015] <Configuration of card unit 7> As shown in FIG. 2, the card unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.
[0016] The card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals that are real objects.
[0017] In addition, the card unit 7 can mainly perform the game value lending process associated with the transfer of game value data to the slot machine 1 described below, and conversely, the ejection process of the card 70 associated with the transfer of game value data from the slot machine 1.
[0018] Furthermore, the card unit 7 can manage the gaming 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.
[0019] The card unit 7 also includes a lending button 71. When an operator inserts a banknote into the card unit 7 and then operates the lending button 71, a lending signal is generated and transmitted to the medium management unit 620.
[0020] In this specification, "operator" refers to all users, including players who are playing games, users who have finished playing games (including users walking around the store), and store staff, but may be individually referred to as "store staff" or "player" as necessary.
[0021] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided, as shown in FIG.
[0022] The cash management mechanism 73 introduces bills inserted through an opening (not shown) for inserting cash into the card unit 7, and detects and accumulates the bills.
[0023] The card management mechanism 74 introduces and stores the card 70 inserted through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the eject button 72 is operated.
[0024] The card unit side control unit 75 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 75 controls the operation of the cash management mechanism 73 and the card management mechanism 74, lends gaming value, authenticates the card 70, reads data from and writes data to the card 70, etc.
[0025] The operation processing of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 73, and a process of adding the gaming value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.
[0026] The operation processing of the card management mechanism 74 includes processing for operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, processing for operating the card management mechanism 74 so that the card 70 is ejected in response to operation of the eject button 72, and the like.
[0027] The game value lending process includes a process of transmitting game value data for the amount to be lent to the slot machine 1 (a media management unit 620 mounted on a game value control unit 62 described later) in response to the operation of the lending button 71. At this time, a process of subtracting the game value data for the amount to be lent from the game value data of the remaining loan balance temporarily stored in RAM in the card unit 7 is also performed.
[0028] In the authentication process for card 70, when a personal identification number is entered via the display panel when card 70 is inserted into the opening, it is determined whether the entered personal identification number matches the personal identification number written on the card. If the card unit side control unit 75 determines that the two match, it allows the authenticated card 70 to continue to be used, but if it determines that the two do not match, it may not allow the authenticated card 70 to continue to be used (it may restrict its use).
[0029] In the data reading process from the card 70, if gaming value data is written in the card 70, this is read and temporarily stored in the RAM as the loan balance.
[0030] In the writing process to the card 70, when the counting button 44 of the slot machine 1 is operated and the game value data is transferred to the card unit 7, the game value data is temporarily stored in RAM, and then when the ejection button 72 is operated, the game value data is written to the card 70.
[0031] When the eject button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.
[0032] As a result, when the ejection button 72 on the card unit 7 is operated, the card 70 on which at least one of the game value data and loan balance data owned by the player is written is ejected from the opening.
[0033] The card unit 7 is also connected to be able to communicate with devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown). The card unit 7 sends to the hall computer and the unit management computer various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc., which will be described later), changes in the quantity of game value, the number of games played, and the ratio of special roles.
[0034] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using gaming value data as electronic data, instead of medals, which are real objects. In the following, the term "gaming value" may also be used in place of "gaming value data," as a term corresponding to the conventional "medals."
[0035] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front of the cabinet 10. This front door 100 is locked while a game is in progress.
[0036] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the operator can see the multiple symbols displayed on the surface of each of the multiple rotating reels 20, which will be described later.
[0037] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the back of the paper in FIG. 1). A key is inserted into the keyhole to lock or unlock the front door 100 and the cabinet 10. Since the front door 100 and the cabinet 10 remain locked during play, a player cannot access the inside of the cabinet 10.
[0038] Furthermore, since the slot machine 1 is a medal-less machine, there is no selector or hopper device inside the cabinet 10, and the store staff does not need to replenish actual medals during play. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not, in principle, lock or unlock the front door 100 and the cabinet 10.
[0039] When store staff perform setting changes, setting value confirmation, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10. This allows the store staff to access the inside of the housing 10.
[0040] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for performing various effects during a game.
[0041] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.
[0042] The speaker 101 outputs predetermined background music (BGM), sound effects (SE), and audio.
[0043] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.
[0044] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom 104 is designed to allow the operator to place personal belongings, etc.
[0045] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and a performance button 46.
[0046] Near each switch of the operation unit 4, a sensor is provided that detects the operation by the player and outputs an operation signal to the control unit 6.
[0047] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept an operation to stop the rotation of the corresponding reel 20a, 20b, 20c while the reel 20a, 20b, 20c is rotating. That is, when the stop switch 40a is operated, the rotation of the reel 20a stops, when the stop switch 40b is operated, the rotation of the reel 20b stops, and when the stop switch 40c is operated, the rotation of the reel 40c stops.
[0048] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate by emitting a color (e.g., red) that the stop switches 40a, 40b, and 40c are in an inoperative state, for example, from when the lever 42 is operated until the reels 20a, 20b, and 20c reach a constant speed rotation state.
[0049] Furthermore, after each reel 20a, 20b, 20c reaches the constant speed rotation state, while the reels are controlled in the stop disabled state (described later), the lamps of the stop switches 40a, 40b, 40c light up in different colors depending on the state at that time. The lamp lighting process while the reels are controlled in the stop disabled state (described later)
[0050] Information about which stop switches 40a, 40b, and 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, game result determination unit 612, game status control unit 615, and media management unit 620, which will be described later.
[0051] The bet switch 41 is used when the operator bets a gaming value. The credited gaming value and the amount of betted gaming value are managed by the slot machine 1 (media management unit 620). Hereinafter, the term "credited gaming value" refers to the gaming value (gaming value data) managed by the media management unit 620.
[0052] The lever 42 functions as a start switch that receives an operation to rotate the reels 20a, 20b, and 20c.
[0053] The digital counter 43 digitally displays the number of gaming value credits, the number of gaming value paid out (amount won), etc. By checking the digital counter 43, the operator can also check the amount of gaming value he or she has while playing. This also allows the player to play without having to hold actual medals.
[0054] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal lottery." In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data." Furthermore, for example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals."
[0055] The counting button 44 can accept an operation by the operator to transfer the gaming value data from the media management unit 620 to the card unit 7. When the counting button 44 accepts an operation by the operator, a transfer signal is generated in the counting button 44.
[0056] After the counting button 44 is operated, for example, by raising or 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 used by 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, any quantity of game value data designated by the operator may be transferred to the slot machine 1 by the operator operating a button on the card unit 7 side.
[0057] Furthermore, the amount of subtraction from the managed game value data when the count button 44 is operated once may be predetermined, such as "1" or "50." Furthermore, the credited game value may continue to be subtracted while the count button 44 is continuously operated (while it is continuously operated).
[0058] In this embodiment, the counting button 44 is arranged in a position visible to the operator of the slot machine 1. The visible position is a position that the operator can reach without unlocking and opening the front door 100, and in this embodiment, it is the front of the cabinet 10.
[0059] 1, the counting button 44 is located on the side of the operation unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 44 is a button related to the card unit 7, and also makes the flow of operations from when the counting button 44 is operated until the card 70 is ejected from the card unit 7 smoother.
[0060] The counting button 44 may also be provided with a lamp inside or around it that emits light in a different color before and after it is operated.
[0061] The cancel button 45 can accept an operation by the operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 accepts an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data that has been bet as a non-betting state.
[0062] For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 updates the betted game value to "0" and adds the game value data bet until it reaches "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the betted game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet cancellation process that changes the betting state to a non-betting state and returns the betted game value to the number of credits.
[0063] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet is placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is invalidated from the time the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is located near the bet switch 41.
[0064] The effect button 46 is a button used by the player when playing a game to set the volume, check game data, and set various other menu settings related to the game. The effect button 46 may also be operated by the operator during a game depending on the effect. When the effect button 46 is operated during a game, a change occurs in the effect.
[0065] The effect button 46 also includes a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state, and is turned off when the effect button 46 is in an inoperable state. When the operation of the effect button 46 triggers the output of a winning notification effect for a special combination or advantageous game state such as AT, the lamp can also flash rapidly in a color different from its normal illumination, such as red or rainbow colors.
[0066] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.
[0067] The reset button 51 is operated to clear various errors and initialize 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 value managed by the media management unit 620 is cleared to "0," and the second game state of the slot machine 1 is set to the "general game state," and the game zone is set to the "normal zone."
[0068] The setting change button 52 is a button that is operated by a store staff member when one of multiple 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 while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.
[0069] During a game or while the game is in progress, the cabinet 10 and the front door 100 are locked, and therefore, only those authorized to unlock them (for example, a store staff member who has a key) can touch the reset button 51 and the setting change button 52. In principle, the cabinet 10 and the front door 100 are unlocked only when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.
[0070] The set value is a value that represents the payout rate, which indicates the ratio of the total number of game values paid out to the total number of game values inserted into the slot machine 1. The set set value affects the internal lottery. The probability of winning at least some of the possible winning combinations differs depending on the set value. The set value is set by store staff before the store opens.
[0071] 2, the slot machine 1 includes a spinning reel unit 2 and a control unit 6. The spinning 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.
[0072] 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, and 20c and three stepping motors 21a, 21b, and 21c. The rotating reel unit 2 is disposed inside the casing 10 in a position corresponding to the position of the reel window 200.
[0073] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether the combination of patterns displayed on the pay line L (described later) is a predetermined combination of patterns, and the game progresses.
[0074] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.
[0075] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.
[0076] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.
[0077] <The flow of the game by the operator> The operator operates the bet switch 41 to use the credited gaming value to bet gaming value on the slot machine 1. When a predetermined number (for example, 3) of gaming value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.
[0078] In this embodiment, an example is described in which, by pressing the bet switch 41 once, a predetermined number (for example, 3) of game values that can be used to play one game is automatically bet.
[0079] FIG. 1 shows an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining winning combinations. In this embodiment, when a MAX BET (3 bets) is made, one line L is activated.
[0080] In the following, "winning" is not only when a symbol that pays out game value, such as a bell or watermelon, lines up on the valid line L, but also when a symbol that corresponds to a specific symbol, such as a replay, chance symbol, or special symbol (bonus), that does not pay out game value, lines up on the valid line L.
[0081] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and processing to increase or decrease play value data.
[0082] Specifically, when the lever 42 is operated (lever on) in a state in which a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of the reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotation reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. The "stop invalidation process" according to the present invention will be described in detail in the <Description of Stop Invalidation Process> below.
[0083] All the rotating reels 20a, 20b, 20c stop, and a payout process of a predetermined amount of game value is executed according to the combination of symbols (winning combination) that has been aligned (winning) on the pay line L. This ends one game.
[0084] At least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a predetermined role, the rotation of the reel, etc.) is managed by the main control unit 61.
[0085] <Explanation of stop invalidation process> In the slot machine 1 of this embodiment, a stop voiding process can be executed. The stop voiding process will be described in detail below.
[0086] For example, during a normal period (in this case, the general game state), and / or during a general game state during a favorable period (a game state other than the AT, CZ, or special role implementation state), the slot machine 1 may be in a left-push recommended state (an example of a predetermined state) in which a specific stop switch (in this embodiment, the left stop switch 40a; hereinafter, the left stop switch 40a may be referred to as the "specific stop switch 40a") among the multiple stop switches 40a, 40b, 40c is recommended to be operated first during one game.
[0087] The recommended left push operation will be described assuming that the left stop switch 40a is operated first. The same applies to the recommended center push operation and the recommended right push operation.
[0088] In the left push recommended state, after the lever 42 is operated and the rotating reels 20a, 20b, 20c reach a constant speed rotation state, a stop invalidation process may be executed, which is controlled in a stop invalidation state (an example of a specific state) in which no process based on the operation of stop switches 40b, 40c other than the specific stop switch 40a is executed, until one of the release conditions (1) to (3) described below is met.
[0089] This stop invalid state is a state in which operation of the middle stop switch 40b and the right stop switch 40c is invalid or is not accepted until any of the conditions (1) to (3) for canceling the stop invalid state is met (for example, a state in which operation of the stop switches 40b, 40c is accepted but a stop signal is not generated for the corresponding spinning reels 20b, 20c, or a state in which stop processing is not executed even if the spinning reel control unit 611 receives a stop signal). In other words, until any of the conditions (1) to (3) for canceling the stop invalid state is met, the stop invalid state is not cancelled even if the middle stop switch 40b or the right stop switch 40b is operated.
[0090] Note that, from the time the lever 42 is operated until the reels 20a, 20b, and 20c reach the constant speed rotation state, all stop switches 40a, 40b, and 40c are in an inactive state or a state in which operation is not accepted, but the stop disabled state of this embodiment is different from this. The stop disabled state of this embodiment is set after the reels 20a, 20b, and 20c reach the constant speed rotation state.
[0091] The disabled stop state is released when at least one of the following conditions (an example of a release condition) is met: (1) A predetermined time (for example, 2 seconds) has elapsed since the rotating reels 20a, 20b, and 20c reached a constant speed rotation state. (2) During the stop disabled state, with respect to the stop switches 40a, 40b, and 40c, the player first operated the specific stop switch 40a. (3) During the stop disabled state, a button that is not normally operated during play was operated.
[0092] Here, in the release condition (3), "buttons not operated in normal play" refer to buttons managed by the main control board P1 or the game value control board P2, and are not required to be operated during the course of one game. Examples of such buttons include the 1 BET button (not shown), the lever 42 (or the bet switch 41) that is operated again after the lever 42 is operated to start one game (i.e., while the reels 20a, 20b, 20c are spinning), the count button 44, and the cancel button 45. On the other hand, the effect button 46 (e.g., the PUSH button), the menu button, the cursor keys, etc. are managed by the sub-control board P3, and therefore are not included in the "buttons not operated in normal play" in the release condition (3).
[0093] This is because the main control board P1 manages the stop disabled state, and as shown in Figure 9, the sub-control board P3 cannot transmit operation signals to the main control board P1 for the buttons managed by the sub-control board P3. On the other hand, since the main control board P1 can receive control signals from the game value control board P2, the buttons managed by the game value control board P2 can become "buttons that are not operated during normal play."
[0094] Note that, until the reels 20a, 20b, and 20c reach a constant speed, the lamps of all stop switches 40a, 40b, and 40c remain lit in red, as shown in Figure 4(a), which allows the player to know that operation of all stop switches 40a, 40b, and 40c is invalid.
[0095] Next, after the reels 20a, 20b, 20c enter the constant speed rotation state, until any of the release conditions (1) to (3) is met, as shown in Figure 4(b), only the lamp of the specific stop switch 40a, which is the left stop switch, lights up blue, while the lamps of the middle stop switch 40b and the right stop switch 40c light up red. This lets the player know that operation of the specific stop switch 40a is valid, but operation of the middle stop switch 40b and the right stop switch 40c is invalid.
[0096] Then, if the player operates the specific stop switch 40a for the first time during one game (when the release condition (2) is met) before the release condition is met, the lamp on the specific stop switch 40a will light up red, and the lamps on the middle stop switch 40b and the right stop switch 40c will change from red to blue, as shown in Figure 4(c).
[0097] This indicates that operation on the specific stop switch 40a is invalid (since the specific stop switch 40a has already been operated, any further operation during one game will be invalid), but that operation on the middle stop switch 40b and the right stop switch 40c is valid.
[0098] Furthermore, when the cancellation condition (1) or (3) described below is met, the lamps of all stop switches 40a, 40b, and 40c change from red to blue at roughly the same time, as shown in Figure 4(d). This allows the player to know that the operation of all stop switches 40a, 40b, and 40c is valid.
[0099] When any of the cancellation conditions (1) to (3) is met and the stop invalid state is cancelled, operation of all stop switches 40a, 40b, 40c becomes valid or operation is accepted (however, when cancellation condition (2) is met, operation of specific stop switch 40a is invalid). After the stop invalid state is cancelled, the same control as that of a normal gaming machine is executed.
[0100] Furthermore, without being limited to the above, when the rotating reels 20a, 20b, 20c are in a stop disabled state after entering a constant speed rotation state, the lamps of all stop switches 40a, 40b, 40c, including the stop switches 40b, 40c that are not recommended to be pressed initially, may light up blue (note that in this case, the lamps remain blue even after the stop disabled state is released), or alternatively, notification behavior may be provided that indicates that the stop disabled state of this embodiment has been set after entering a constant speed rotation state.
[0101] As an example of the annunciation behavior, the light color of the lamps of all stop switches 40a, 40b, 40c is blue, but the moment stop switch 40b or the right stop switch 40c among the operation-invalidated switches is operated, the light color of the lamp of the operated stop switch (40b or 40c) temporarily changes to red (or a color other than red, for example, indicating that operation is prohibited). The time for which the light remains red may be, for example, about one second. When stop switch 40b or the right stop switch 40c among the operation-invalidated switches is operated and temporarily turns red, and one second has passed, if the stop-invalidated state of this embodiment is still in effect and the above-described cancellation conditions (1) to (3) are not satisfied, that stop switch 40b, 40c may change to blue again.
[0102] Additionally, when the left stop switch 40a is operated, the lamps of the stop switches 40a, 40b, and 40c, which are emitting blue light, may be turned off. Also, when operation of the middle stop switch 40b and the right stop switch 40c is invalid, these lamps may be lit in a manner different from when they are valid. For example, the lamps may be lit in white, or may flash or light in various manners (for example, when the lamps flash, the length of time they light up can be varied, such as flashing quickly or flashing at a constant speed).
[0103] When the stop disabled state is set, if the recommended left push operation (for stop switches 40a, 40b, 40c, the specific stop switch 40a is operated first during one game) is performed, the following control is executed.
[0104] For example, if the specific stop switch 40a is operated for the first time while the stop disable state is set, the left reel 20a stops, and the first operation of the specific stop switch 40a triggers the release of the stop disable state. If the middle stop switch 40b or the right stop switch 40c is subsequently operated, the corresponding middle reel 20b or right reel 20c stops. The same control and behavior as described above also occurs when a player operates the stop switches 20a, 20b, and 20c by sliding their finger over them (i.e., when a so-called slide press is performed).
[0105] As described above, the slot machine 1 of this embodiment is equipped with a left-push recommended state in the normal game state (other than the AT, CZ, and special role implementation states) during the normal period or the advantageous period. In this left-push recommended state in the normal game state, the stop switch that should be operated first in one game (in this embodiment, the specific stop switch 40a) is specified with respect to the stop switches 40a, 40b, and 40c. Then, in the left-push recommended state in the normal game state, if the middle stop switch 40b or the right stop switch 40c is operated first in one game, a penalty may be imposed.
[0106] Specifically, if a specific stop switch 40a is not operated first during one game, penalties may be imposed, such as the game not being counted towards the ceiling (the ceiling for activating the AT), falling into a low AT probability state, or the lottery for a high AT probability state not being executed.
[0107] An example of a slot machine 1 equipped with a left-push recommended state is a slot machine equipped with a biased bell.
[0108] A biased bell is a specification in which, when there is a left bell (a bell that can be won when the left stop switch 40a of the stop switches 40a, 40b, and 40c is operated first during one game), a middle bell (a bell that can be won when the middle stop switch 40b of the stop switches 40a, 40b, and 40c is operated first during one game), and a right bell (a bell that can be won when the right stop switch 40c of the stop switches 40a, 40b, and 40c is operated first during one game), the winning probability of the middle bell and the winning probability of the right bell are set greater than the winning probability of the left bell.
[0109] The reason why slot machines equipped with biased bells recommend pressing left is as follows: The fact that the left bell has a lower winning probability than the middle bell and right bell means, in other words, that the middle bell and right bell have a higher winning probability than the left bell. If a player presses left in this state, when the middle bell or right bell, which have a higher winning probability, wins, the player will miss the middle bell or right bell, which will result in a lower payout rate when the correct button press order is not announced. To the contrary, when an AT (or ART) is being executed, in which the correct button press order is announced, it is possible to create a wave of balls being paid out. For this reason, slot machines equipped with biased bells recommend pressing left during normal play.
[0110] In addition, there may be a relationship of magnitude between the probability of winning the middle bell and the probability of winning the right bell, or there may not be a relationship of magnitude (the probability of winning the middle bell and the probability of winning the right bell may be the same).
[0111] In a slot machine equipped with such a biased bell, a left-push recommended operation is recommended. The stop invalid state of this embodiment is released when the specific stop switch 40a is operated first (sequential push) during one game, but is not released when the middle stop switch 40b is operated first (middle push) or when the right stop switch 40c is operated first (right push). Therefore, applying this invention to a slot machine 1 that has such a left-push recommended state makes it easier to demonstrate the effects of this invention.
[0112] This configuration is also effective when a winning game features a role (premium role) that cannot be won unless the buttons are pressed in order. The stop invalid state may be triggered only when such a premium role is won, or when a premium role is won, the stop invalid state may be triggered for a longer period than usual. This makes it easier for players to perform the recommended left-push operation. The stop invalid state of this embodiment can occur in every game, regardless of the normal zone, advantageous zone, general game mode, CZ, or AT. Furthermore, the stop invalid state does not need to occur when the correct button press order is announced.
[0113] <About game status> During play, the type of play area is set as shown in Figure 5, and one play state is set from among multiple play states as shown in Figures 6 and 7. Based on the set play area and play state, an internal lottery and a predetermined lottery are conducted.
[0114] The gaming state includes a first gaming state (see FIG. 6) and a second gaming state (see FIG. 7). Note that the first gaming state and the second gaming state are not gaming states that are established exclusively, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.
[0115] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Figure 6. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.
[0116] The special role non-carryover state refers to a state in which a special role (for example, a Type 1 BB, which is a role continuous operation device for a Type 1 special role) has not been won by the internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a specific condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.
[0117] The bonus internal state refers to a state where, although a special combination has been determined by internal lottery, the winning of that special combination has been carried over. That is, the bonus internal state means that, by internal lottery, the flag for the special combination has been determined, but the symbols indicating that special combination are not aligned on the effective line L, and the special combination has not yet won. Note that when the winning of the first type BB has been carried over, no further lottery for the first type BB is conducted.
[0118] The special combination execution state refers to a state where the special combination determined by internal lottery has won, and no payout of more than a predetermined number of game values has been made.
[0119] 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 causing the carried-over special combination to win.
[0120] As shown in FIG. 7, 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.
[0121] The general game state is a state that is not AT or CZ, that is, a state where an assist function (e.g., operation sequence navigator) does not occur (or occurs less frequently). For example, after RAM clear or after the end of AT (or CZ), until the AT lottery (or CZ lottery) is determined, the second game state is set to the general game state.
[0122] <Explanation of AT> AT is a state where an assist function that notifies the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, 40c of the combinations other than the special combination determined by internal lottery is operating via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc.
[0123] The AT draw is carried out according to the winning combinations (such as the winning of rare combinations, the number of times of winning predetermined combinations, etc.) determined by the internal draw when in the general gaming state or during CZ and when the game section is the advantageous section. When an AT wins in the AT draw (an AT transition signal is generated) while the game section is the advantageous section, the second gaming state transitions from the general gaming state or CZ to AT.
[0124] When a predetermined number of games have elapsed since the start of the game in AT, when the stock number of AT becomes 0 (zero), when the total number of game values paid out since the start of the game in AT reaches a predetermined number, when the assist is executed a specified number of times, or when the assist for a specific combination (for example, the push-order bell) is executed a specified number of times, etc., the second gaming state transitions from AT to the general gaming state. As a result, AT ends.
[0125] <Explanation of CZ> CZ (an example of a predetermined period) is, unlike the modes described later, an example of a special gaming state, a zone where it can stay temporarily when it is neither in the general gaming state nor in AT, and is the period during which the AT draw is executed.
[0126] Also, CZ enters when certain conditions are met, such as when winning in the CZ draw carried out based on the winning combinations determined by the internal draw, when the number of consumed games in the advantageous section reaches a predetermined number of games, or when the accumulated points reach a predetermined value according to the progress of the game. During this CZ, the AT winning probability becomes higher than in the general gaming state, and the second gaming state is more likely to transition to AT.
[0127] <Regarding the game section> The above-mentioned game section is a state (section) for determining whether the processing related to the instruction function is performed. As shown in FIG. 5, 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.
[0128] Processing related to the instruction function includes, for example, processing to exercise the instruction function (provide assistance), drawing of modes (modes in which the AT winning probability is determined, or modes in which the AT additional winning probability is determined), mode transition processing, CZ drawing processing, CZ processing, AT drawing processing (including processing related to the continuation of the AT), AT processing, etc.
[0129] A mode is a zone in which a player can stay in any of the normal gaming state, CZ, and AT. For example, in FIG. 7, a mode (e.g., low probability mode, high probability mode, heaven mode) may be prepared for each of the normal gaming state, CZ, and AT. Furthermore, a player can stay in the same mode during an advantageous zone, not limited to the normal gaming state, CZ, and AT.
[0130] In the normal zone, processing related to the instruction function cannot be executed, but when the conditions for transition to the advantageous zone are met, the transition processing to the advantageous zone is executed. Note that while the gaming zone is the normal zone, the second gaming state is the general gaming state.
[0131] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a general gaming state (including high probability mode and heaven mode) and an advantageous zone in which the second gaming state progresses in a CZ or AT. The advantageous zone is maintained in this state from the time the gaming zone transitions to the advantageous zone until the specified termination condition is met.
[0132] The possible combination patterns of the game zones and the second game states in the slot machine 1 are summarized as follows: A pattern in which the game zone is the normal zone and the second game state is the normal game state A pattern in which the game zone is a favorable zone and the second game state is a general game state (including high probability mode and heaven mode). - A pattern where the game zone is a favorable zone and the second game state is a CZ - A pattern in which the game zone is a favorable zone and the second game state is an AT state
[0133] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a gaming value control unit 62, and a sub-control unit 63.
[0134] Each of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).
[0135] The connection relationships and communication processes of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 will be described below with reference to Fig. 9. In this embodiment, the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 are each mounted on a different board.
[0136] 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, allowing two-way serial communication to be performed.
[0137] The information and commands sent 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 related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting bet cancellation processing when the cancel button 45 is operated, and a request for transfer of game value when the counting button 44 is operated.
[0138] The information and commands sent from the game value control board P2 to the main control board P1 include information that the complete function (described below) has been activated, information that the number of credits has reached an upper limit (a value that prompts the operator to transfer credits because the number of credits is too large), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.
[0139] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is carried out from the main control board P1 to the sub-control board P3. The information and commands sent from the main control board P1 to the sub-control board P3 include information related to game value (for example, game value bet / payout information, total game value won during AT), information about the start / end of game, information about the start / end of device operation, information about various errors, etc.
[0140] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication is carried out from the game value control board P2 to the sub-control board P3.
[0141] The information and commands sent from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, that transfer has started, that transfer is in progress, that transfer has completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.
[0142] As the game progresses, when functions of the operation unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, one-way serial communication is carried out from the main control board P1 to the operation unit 4 and the like.
[0143] Furthermore, after a predetermined amount of gaming value is bet and the lever 42 is operated, the main control board P1 lights up the lamps of all stop switches 40a, 40b, 40c in red until the rotating reels 20a, 20b, 20c reach a constant speed rotation state.
[0144] Next, after the rotating reels 20a, 20b, and 20c have entered a constant speed rotation state, the main control board P1 turns on the lamp of the specific stop switch 40a in blue, and turns on the lamps of the middle stop switch 40b and the right stop switch 40c in red (keeping them lit in red).
[0145] When a player operates the specific stop switch 40a for the first time during one game (triggered by the fulfillment of the condition (2) for releasing the stop disabled state), the main control board P1 turns on the lamp of the specific stop switch 40a in red, and turns on the lamps of the middle stop switch 40b and the right stop switch 40c in blue.
[0146] On the other hand, when the conditions (1) and (3) for canceling the disabled stop state are met, the main control board P1 turns on the lamp of the specific stop switch 40a, the lamp of the middle stop switch 40b, and the lamp of the right stop switch 40c in blue.
[0147] Furthermore, after the stop disabled state is released, when the stop switches 40a, 40b, 40c corresponding to the rotating reels 20a, 20b, 20c are operated, the main control board P1 turns on the lamps of the operated stop switches 40a, 40b, 40c in red.
[0148] <Description of main control unit 61> As shown in Figure 2, the ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reel 20, ball output control, transfer requests).
[0149] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of the game) required for the progress of the game.
[0150] 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 setting value control unit 613, a section control unit 614, a game status control unit 615, an RT status control unit 616, and an error determination unit 617 by operation of the CPU of the main control unit 61 using memory units (ROM, RAM, RWM; the same applies below).
[0151] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, an internal lottery process, control of the rotation reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as monitoring of communication connections between the slot machine 1 and the card unit 7, and error processing.
[0152] The game data includes the current number of games played and data indicating the game status (which state or section each game state and game section is in). In this embodiment, the game data includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc. The game data may also include a freeze flag for effect. This freeze flag is turned on when a freeze effect for the spinning reels 20a, 20b, and 20c is executed, and is turned off when a freeze is not executed. Note that this "freeze" differs from the stop disable state of this embodiment. This is because the stop disable state of this embodiment is not an effect that affects the spinning reels 20a, 20b, and 20c. The freeze flag content is one of the pieces of information transmitted to the sub-control board P3 to synchronize with the effect timing of the LEDs of the illumination unit 102, but since the stop disable state of this embodiment is not an effect, this information does not need to be transmitted to the sub-control board P3.
[0153] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one flag out of the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, the internal lottery unit 610 performs an internal lottery in accordance with an internal lottery table (not shown) and a random number acquired when the lever 42 is operated, based on the first gaming state and the RT state when the lever 42 is operated. Note that since the internal lottery is performed by operating the lever 42, when the stop invalidation process of this embodiment is executed after the reels 20a, 20b, 20c enter the constant speed rotation state, the result of the internal lottery has already been determined.
[0154] 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 relating to the progress of a game) can be used by the reel control unit 611, the game result determination unit 612, the game status control unit 615, and the performance control unit 630.
[0155] The internal lottery table shows information on possible winning combinations in an internal lottery. Based on the internal lottery table, 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.
[0156] The information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols associated with the winning combinations. The winning combinations include losing combinations that do not result in a payout of game value, as well as operation mode combinations (e.g., cherry, watermelon, push order bell) that result in a payout of game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.
[0157] When an operation mode role is won and the stop switches 40a, 40b, 40c are operated in accordance with the correct operation mode, the operation mode role is won and the player can win multiple game values (for example, 10) according to the role. If the stop switch 40 is not operated in accordance with the correct operation mode even though the operation mode role is won, the operation mode role will not be won, or another role (such as a so-called 1-piece role) will be won.
[0158] Note that operation mode roles are also won and established during the general gaming state (for example, other than the AT, CZ, and special role implementation states). However, when an operation mode role is won during the general gaming state, the correct operation mode is not generally 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 the AT, the correct operation mode is notified, so there is a high possibility that multiple game values (for example, 10) will be paid out.
[0159] <Rotary reel control unit 611> The rotating 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 rotating reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.
[0160] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c.
[0161] In the left push recommended state, the spinning reel control unit 611 controls the spinning reels 20a, 20b, and 20c in a stop disabled state after they reach a constant speed spinning state.
[0162] In this stop disabled state, the reel control unit 611 will not stop the middle reel 20b or the right reel 20c even if the middle stop switch 40b or the right stop switch 40c is operated during one game (not only when a stop signal is not generated, but also when a stop signal for the middle reel 20b or the right reel 20c is received) until the stop disabled state is released.
[0163] On the other hand, even in the stop disabled state, the reel control unit 611 stops the left reel 20a when the specific stop switch 40a is operated for the first time during one game.
[0164] As described above, the spinning reel control unit 611 cancels the stop disabled state when at least one of the following cancellation conditions is met. (1) A predetermined time (for example, 2 seconds) has elapsed since the rotating reels 20a, 20b, and 20c reached a constant speed rotation state. (2) The player operated the specific stop switch 40a during the stop disabled state. (3) During the stop disabled state, a button that is not normally operated during play was operated.
[0165] Then, when any of the cancellation conditions (1) to (3) is satisfied, the spinning reel control unit 611 cancels the stop disabled state, and thereafter executes normal reel control and accepts operation of the stop switches 40a, 40b, and 40c.
[0166] In addition, the spinning reel control unit 611 can generate a benefit signal when the player operates a specific stop switch 40a first during one game with respect to the stop switches 40a, 40b, and 40c, and can generate a penalty signal when the player does not operate the specific stop switch 40a first during one game.
[0167] In addition, when the left push is not recommended, such as during AT or when a special role is being implemented, the rotating reel control unit 611 performs normal reel control without putting the rotating reels 20a, 20b, and 20c into a stop-disabled state.
[0168] Specifically, when a stop switch 40 (e.g., 40c) corresponding to a rotating reel 20 (e.g., 20c) is operated, the rotating reel control unit 611 stops the rotation of the rotating reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).
[0169] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c so that the combination of symbols corresponding to the role indicated by the winning flag (excluding the special role flag), which is the internal lottery result, is positioned on the valid line L of the reel 20, thereby winning the role.
[0170] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operator's operation of the lever 43. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game.
[0171] Furthermore, when the operator controls the rotation stop during a game, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination obtained by the internal lottery and the positions of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is control that stops the rotation of the reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. Kick-out control is control that stops the rotation of the reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.
[0172] In addition, when a special role is won, the reel control unit 611 can rotate and stop the reel 20 but prevent the special role from being won, based on the operation of the lever 42 just before the special role is won and the operation of the stop switch 40 just after the special role is won.
[0173] <Explanation of the Game Result Determination Unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel windows 200 when the rotation of each reel 20 stops. The game result is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.
[0174] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, etc.
[0175] <Explanation of the setting value control unit 613> The setting value control unit 613 progresses the game using one of a plurality of setting values (for example, 1 to 6) with different degrees of advantage in controlling the progress of the game, based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. Information (setting value signal) of the setting value set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.
[0176] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine payout ratio, the probability of winning a specific minor role such as a push-order-independent bell (also called a common bell), the probability of winning a CZ, the probability of winning an AT, etc., will differ. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine payout ratio).
[0177] The slot machine 1 may further include a setting key. The setting key is a switching key for switching to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.
[0178] Furthermore, the stop invalid state in this embodiment can occur regardless of the set value, i.e., the occurrence of the stop invalid state is not affected by the set value.
[0179] <Section Control Unit 614> As shown in FIG. 5, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.
[0180] When the gaming zone is a normal zone, if the condition for transition to the advantageous zone is satisfied, the zone control unit 614 sets (transitions) the gaming zone to the advantageous zone.
[0181] Furthermore, when the gaming zone is a favorable zone, the zone control unit 614 determines whether to maintain the favorable zone state or transition to a normal zone (whether to end the favorable zone).
[0182] Specifically, the zone control unit 614 forcibly shifts the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of shifting to the advantageous zone (the advantageous zone difference described below) reaches +2400. Note that the forced termination condition may be, for example, when the zone control unit 614 shifts the second gaming state from the AT to the general gaming state when the gaming zone is the advantageous zone, or when the game enters the CZ, which is a pull-back zone, after the AT ends but the AT cannot be pulled back in the CZ and the game shifts to the general gaming state.
[0183] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (especially the player) can earn a maximum gaming value of 1000 + 2400 = 3400.
[0184] In addition, when the slot machine 1 is powered on, the setting value is changed, or the RAM is cleared, the interval control unit 614 sets the game interval to a normal interval regardless of the previous game interval.
[0185] The section control unit 614 can transmit information about the game section (whether it is a normal section or an advantageous section) to the performance control unit 630 or the like as information about the progress of the game.
[0186] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.
[0187] Specifically, the game state control unit 615 sets the first game state to one of a special role non-carryover state, a bonus internal state, and a special role implementation state, and sets the second game state to one of a general game state, an AT, and a CZ.
[0188] The gaming state control unit 615 sets the first gaming state to a special winning non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.
[0189] Then, when a special role is won by the internal lottery but the special role is not won, the gaming state control unit 615 sets the first gaming state to the bonus internal state.
[0190] When a specific condition is met in the bonus internal state (for example, when the RAM is cleared or a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to a special role non-carryover state.
[0191] In the special role non-carryover state, if a special role is won (from this point until the special role is won, the state is the bonus internal state) and the special role is won, the game state control unit 615 transitions the first game state from the special role non-carryover state to the special role implementation state via the bonus internal state.
[0192] Furthermore, in the bonus internal state, when a special combination is won, the gaming state control unit 615 shifts the first gaming state from the bonus internal state to the special combination execution state.
[0193] In addition, in the special role implementation state, if a specific condition is met or if the game value is paid out in excess of a predetermined number, the game state control unit 615 transitions the first game state from the special role implementation state to the special role non-carryover state.
[0194] Returning to FIG. 7, if the AT lottery is not won in the normal gaming state or CZ, the gaming state control unit 615 sets the second gaming state to the normal gaming state.
[0195] In addition, when the AT ends, the gaming state control unit 615 transitions the second gaming state from the AT to the normal gaming state or the CZ.
[0196] In this way, the gaming state control unit 615 can transition the second gaming state between the normal gaming state and CZ, between CZ and AT, and between AT and the normal gaming state.
[0197] Furthermore, when the game state control unit 615 transitions the second game state to the AT, it first starts the AT preparation, and then starts the AT execution when the AT start role is won during the AT preparation. Furthermore, when the game state control unit 615 terminates the AT execution, it transitions the second game state to the normal game state or the CZ.
[0198] Furthermore, when in an advantageous zone, the gaming state control unit 615 selects one of a plurality of modes (for example, a normal mode in which it is difficult to win the AT lottery, or a high-probability mode in which it is easy to win the AT lottery) relating to the progress of the game for the second gaming state. Then, the gaming state control unit 615 executes the AT lottery (or the AT additional lottery) at the AT winning probability (or additional probability) associated with the selected mode.
[0199] The gaming state control unit 615 can transmit information about the first gaming state and information about the second gaming state to the performance control unit 630 and the like as information about the progress of the game.
[0200] In addition, when the game status control unit 615 receives a benefit signal from the spinning reel control unit 611, it can grant one of the following benefits depending on the progress of the game: for example, executing a lottery to enter an AT high probability state, executing an AT lottery (or CZ lottery), recording the lottery history, or executing an AT lottery based on the lottery history.
[0201] In addition, when the game state control unit 615 receives a penalty signal from the rotating reel control unit 611, it can impose any one of the following penalties according to the progress of the game, for example, not awarding a specific winning combination even though the specific winning combination has been achieved, not executing an AT lottery (or CZ lottery), falling into an AT low probability state, not executing a lottery for an AT high probability state, etc.
[0202] <RT state control unit 616> The RT state control unit 616 can carry out the game progress using one of the plurality of RT states. Each of the plurality of RT states has a probability (replay probability) determined in advance that the flag of the replay is established as a winning flag, and the RT state control unit 616 can transition the RT state when a predetermined winning combination (for example, a special winning combination) is achieved.
[0203] In this embodiment, in each RT state, the specifications of the internal lottery process (for example, an internal lottery table that defines which winning combination flags are established or are likely to be established) executed in response to a game start operation (operation to the lever 42) can be different. Therefore, by the RT state control unit 616 controlling the RT state, the internal lottery tables used for the internal lottery are variously changed, and as a result, the diversity of the game is realized.
[0204] The RT state control unit 616 can transmit information regarding the RT state (which RT state among RT0, RT1, etc.) as information regarding the progress of the game to the effect control unit 630 or the like.
[0205] <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of the 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, etc.
[0206] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is sent from the main control unit 61 to each of the game value control unit 62 and the sub control unit 63 as information regarding the error.
[0207] As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the content of the error that has occurred.
[0208] <Explanation of the gaming value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of the game value.
[0209] The RAM and RWM of the gaming value control unit 62 store gaming data (information relating to the progress of the game) required for managing the gaming value.
[0210] The gaming value control unit 62 functions as a medium management unit 620 and a function operation unit 621 through the operation of the CPU of the gaming value control unit 62 using the storage unit.
[0211] <Explanation of the Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.
[0212] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.
[0213] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.
[0214] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is achieved based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of payout of game value based on the type of winning combination.
[0215] 8, the media management unit 620 calculates the difference in game value (an example of information regarding the progress of the game), which is the cumulative value obtained by subtracting the number of game value bets from the number of game value payouts, regardless of whether the game is in a normal zone or an advantageous zone, and regardless of whether the game is in a normal gaming state or a special gaming state (CZ, AT). The difference in game value is used to calculate the difference in advantageous zones, whether the complete function is activated, and the like, as described below.
[0216] In addition, as shown in Figure 8, the media management unit 620 calculates the advantageous zone difference number, which is the difference in game value in the advantageous zone (from when the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone).
[0217] In this embodiment, when this advantageous zone difference number becomes +2400 (hereinafter, it is assumed to be +2400, but this is not limited to this and it may be +1000, +2000, etc.), the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, if the game transitions to the AT when the difference number becomes -300 after play in the advantageous zone has started, the media management unit 620 initializes the advantageous zone difference number when 2700 is paid out thereafter (in this case, the advantageous zone difference number becomes +2400). Note that when the advantageous zone difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the zone control unit 614. As a result, the zone control unit 614 transitions the game zone to the normal zone.
[0218] In addition, the media management unit 620 can initialize the advantageous zone difference number to 0 (zero) when the advantageous zone ends due to a specified termination condition being met other than when the advantageous zone difference number becomes +2400.
[0219] The media management unit 620 starts calculating the advantageous zone difference number when the gaming zone transitions to the advantageous zone again.
[0220] 8, the media management unit 620 calculates a range (MY), which is the difference between the maximum and minimum values of the difference number, using the difference number of 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 slot machine 1 was last powered on. Unlike the aforementioned advantageous zone difference number and the difference number of game values, this range (MY) is calculated for all game zones (advantageous zones and normal zones), that is, continuously as long as the slot machine 1 is powered on.
[0221] This information about the range (MY) is used in the function operation unit 621 for the complete function, which will be described later.
[0222] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.
[0223] The number of bets, the number of credits, the difference, etc. of the gaming value calculated by the media management unit 620 are transmitted to the gaming status control unit 615, the performance control unit 630, etc. as information regarding the progress of the game.
[0224] <Function Activation Unit 621> The function operation unit 621 uses the information about the range (MY) generated from the medium management unit 620 to perform control for executing advance notification, which will be described later.
[0225] When the range (MY) is equal to or greater than the first range, for example, 18500, the function activation unit 621 generates information regarding advance notification indicating that activation of the complete function is imminent.
[0226] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing (the machine will enter a state where play is not possible) unless the power is turned off and on by store staff.
[0227] The gaming operations referred to here mean the operations required to play one game, and include the operation of the bet switch 41 for betting gaming value, in particular, as an operation for starting the spinning reel 20. When the complete function is activated, such gaming operations are not accepted, and therefore, even if the bet switch 41 is operated while the complete function is activated, the betting process for gaming value is not performed.
[0228] It should be noted that information relating to advance notification is transmitted to the performance control unit 630 for each game while this information is being generated by the function operation unit 621. As a result, the performance control unit 630 issues an advance notification.
[0229] Furthermore, when the range (MY) falls below the first range of 18,500, the function activation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer performed by the performance control unit 630.
[0230] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 630. In this way, by using a flag to represent the information regarding the advance notification, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 630.
[0231] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.
[0232] The function activation unit 621 deactivates the complete function when a store staff member turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being off, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no advance notice is given, and the slot machine 1 becomes playable in a state where the conditions for reactivating the complete function are no longer met.
[0233] <Explanation of the sub-control unit 63> The ROM of the sub-control unit 63 stores programs and various data indirectly related to the progress of the game (for example, control of the effects on the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the audio output from the speaker 101).
[0234] The RAM and RWM of the sub-control unit 63 store various data related to performance control.
[0235] The sub-control unit 63 functions as a performance control unit 630 through operations by the CPU of the sub-control unit 63 using the memory unit.
[0236] <Production control unit 630> By executing a performance lottery, the performance control unit 630 determines at least one of the following as the performance pattern: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.
[0237] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) sent from the main control unit 61, and executes the performance lottery using the selected performance lottery table.
[0238] In addition, when the AT is being executed, the performance control unit 630 executes the AT performance using a performance lottery table dedicated to the AT.
[0239] Specifically, the effect control unit 630 executes the effect during AT preparation using an effect lottery table dedicated to AT preparation, and executes the effect during AT execution using an effect lottery table dedicated to AT execution.
[0240] <Basic operation process flow of slot machine 1> The flow of the basic operation process of the slot machine 1 will be described with reference to FIG.
[0241] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is activated) (step S101).
[0242] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0243] On the other hand, if the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 display the amount of credited game value on the digital counter 43, and accept the operation of the bet switch 41, lever 42, etc. by the operator, provided that game value data has been transmitted from the card unit 7. This causes the slot machine 1 to enter a game start state (step S102).
[0244] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game regardless of whether it is in the normal zone or the advantageous zone.
[0245] Next, the interval control unit 614 allows the game to proceed in the normal interval (step S104).
[0246] The gaming state control unit 615 allows the game to proceed in the normal gaming state (step S105).
[0247] Next, the zone control unit 614 determines whether the gaming zone has become an advantageous zone because the conditions for transitioning to an advantageous zone have been met, or whether the gaming zone is an advantageous zone because the advantageous zone state is maintained (step S106).
[0248] If the gaming zone is not an advantageous zone (S106: NO), the process returns to step S104.
[0249] On the other hand, if the gaming zone is an advantageous zone (S106: YES), the media management unit 620 counts the advantageous zone difference number (in a game that has transitioned to an advantageous zone, counting of the advantageous zone difference number begins) (step S107). After this, the zone control unit 614 continues counting the advantageous zone difference number while the gaming zone is an advantageous zone (in both the general gaming state and the CZ or AT).
[0250] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).
[0251] If the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.
[0252] On the other hand, if the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 causes the game to proceed in the AT (step S109).
[0253] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) is 19000 or greater.
[0254] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.
[0255] On the other hand, if the complete function does not operate (S110: NO), the section control unit 614 determines whether the advantageous section difference number is +2400 or more (step S111).
[0256] If the advantageous zone difference number is +2400 or more (S111: YES), the zone control unit 614 transitions the game zone to the normal zone, the game status control unit 615 terminates the AT, and the media management unit 620 initializes the advantageous zone difference number to zero (0), after which the processing returns to step S104.
[0257] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game status control unit 615 determines whether or not to end the AT (step S112).
[0258] If the AT ends (S112: YES), the process returns to step S105.
[0259] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.
[0260] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the player to be unable to play the slot machine 1 (step S113).
[0261] Next, in response to the operation of the count button 44, the medium management section 620 and the card unit 7 transmit and receive necessary information to execute the transfer process (step S114).
[0262] Next, in response to the power-off operation by the store staff, the power of the slot machine 1 is turned off (step S115), and in response, the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). Note that, if the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous zone and advantageous zone difference number are carried over.
[0263] Next, in response to the store staff's operation to restore power, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.
[0264] <Flow of stop invalidation processing> Next, the stop invalidation process of this embodiment will be described with reference to FIG.
[0265] First, a predetermined amount of game value is bet based on the player's operation, and one game is started by operating the lever 42 (step S201).
[0266] Next, the spinning reel control unit 611 starts the spinning of all the spinning reels 20a, 20b, and 20c (step S202).
[0267] Next, after all of the reels 20a, 20b, and 20c have started to rotate, the main control board P1 lights up the lamps of all of the stop switches 40a, 40b, and 40c in red (step S203).
[0268] Next, the flow branches based on whether or not all of the reels 20a, 20b, 20c have entered a constant speed rotation state (step S204).
[0269] If the reels 20a, 20b, and 20c are not in a constant speed rotation state (S204: NO), the process repeats step S204.
[0270] On the other hand, if the rotating reels 20a, 20b, and 20c are in a constant speed rotation state (S204: YES), the rotating reel control unit 611 sets them to a stop disabled state in which no processing is performed based on operation of the stop switches 40b and 40c other than the specific stop switch 40a.
[0271] Next, the main control board P1 changes the light color of the lamps of the stop switches 40a, 40b, and 40c (step S206). Specifically, the main control board P1 lights up the lamp of the specific stop switch 40a in blue (changing the light color from red to blue), and lights up the lamp of the middle stop switch 40b and the lamp of the right stop switch 40c in red (maintaining the red light state).
[0272] Next, during one game, the flow branches based on whether or not the specific stop switch 40a is operated first among the stop switches 40a, 40b, and 40c (whether or not the release condition (2) is satisfied) (step S207).
[0273] During one game, if a specific stop switch 40a is operated first among the stop switches 40a, 40b, and 40c (S207: YES), the rotation of the spinning reel 20a is stopped and the spinning reel control unit 611 cancels the stop disabled state (step S208).
[0274] Next, the main control board P1 changes the light color of the lamps of the stop switches 40a, 40b, and 40c (step S209). Specifically, the main control board P1 lights up the lamp of the specific stop switch 40a in red (changing the light color from blue to red), and lights up the lamp of the middle stop switch 40b and the lamp of the right stop switch 40c in blue (changing the light color from red to blue).
[0275] Next, the slot machine 1 executes processes (including a process for determining the game result) based on a predetermined operation by the player (for example, an operation on the middle stop switch 40b or the right stop switch 40c), and processes such as paying out the game value, and ends one game (step S210). After that, the stop invalidation process ends.
[0276] On the other hand, if the specific stop switch 40a is not operated initially during one game (S207: NO), the flow branches based on whether the release condition (1) or (3) is met (step S211).
[0277] If the cancellation conditions (1) and (3) are not satisfied (S211: NO), the process returns to step S207.
[0278] If the cancellation condition (1) or (3) is satisfied (S211: YES), the spinning reel control unit 611 cancels the stop disabled state (step S212).
[0279] Next, the main control board P1 turns on the lamps of all the stop switches 40a, 40b, and 40c in blue (changing the light emission color from red to blue) (step S213).
[0280] Next, the slot machine 1 executes processing (including processing for determining the game result and also including penalties) based on a predetermined operation by the player (for example, operation of the left stop switch 40a, the middle stop switch 40b, or the right stop switch 40c), and processing such as paying out the game value, and ends one game (step S210). After that, the stop invalidation processing ends. In this way, the stop invalidation process is executed.
[0281] To summarize the above, the slot machine 1 of the present invention has the following features: a plurality of rotating reels 20a, 20b, and 20c on which a plurality of symbols are arranged; a lever 42 that can be operated to start the rotation of the plurality of rotation reels 20a, 20b, and 20c; a plurality of stop switches 40a, 40b, 40c that can receive an operation to stop the rotation of the plurality of rotating reels 20a, 20b, 20c; a reel control unit 611 that can control the rotation of the plurality of reels 20a, 20b, and 20c based on the operation of the lever 42 and the stop switches 40a, 40b, and 40c, respectively; Equipped with With regard to the stop switches 40a, 40b, and 40c, the left stop switch 40a (specific stop switch 40a) among the plurality of stop switches 40a, 40b, and 40c may have a predetermined state (left-push recommended state) in which it is recommended that the left stop switch 40a be operated first during one game, The spinning reel control unit 611 is In the left push recommended state, after the lever 42 is operated, while the plurality of rotating reels 20a, 20b, 20c are rotating, It can be controlled to a specific state (stop disabled state) in which processing based on operation of the stop switches 40b and 40c other than the specific stop switch 40a is not executed, With regard to the stop switches 40a, 40b, and 40c, when a specific stop switch 40a is operated for the first time during one game, it is possible to cancel the stop invalid state.
[0282] <Effects of the invention> Conventionally, there have been gaming machines that have a state (hereinafter referred to as a "left push recommended state") in which a specific stop switch (for example, the left stop switch) among multiple stop switches is recommended to be operated first during one game.
[0283] In such conventional gaming machines, when a specific stop switch is operated for the first time during a game in the left-push recommended state, in addition to the payout of game value, the player may receive one of the following benefits: a lottery to enter a high AT probability state, an AT lottery (or CZ lottery), or an AT lottery based on the lottery history.
[0284] On the other hand, if the specific stop switch is not operated for the first time during one game in the left-push recommended state, one of the following penalties may be given, for example, the specific role cannot be won even though it has been won, the AT lottery (including the CZ lottery) will not be executed, the player will fall into a low AT probability state, or the lottery to the high AT probability state will not be executed.
[0285] However, in conventional gaming machines, a player may accidentally fail to operate the first stop switch after all reels have reached a constant speed. In this case, if a stop switch that should not be operated first during a game (for example, the middle stop switch) is operated first, a penalty may be imposed, as described above.
[0286] In contrast, in the present invention, the slot machine in which the game progresses in the left push recommended state in the normal game state, etc., is controlled in a stop disabled state in which, after the lever is operated in the left push recommended state, no processing based on the operation of stop switches other than the specific stop switch is executed while the multiple rotating reels are spinning. Then, with regard to the stop switches, when the specific stop switch is operated for the first time during one game, the stop disabled state is released.
[0287] This reduces the possibility that a player will fail to operate the stop switch that should be operated first during one game, thereby reducing the possibility that a penalty will be given for failing to press the stop switch.
[0288] According to the present invention, it is possible to provide a gaming machine that can prevent a player from failing to operate the stop switch that should be operated first during one game.
[0289] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.
[0290] Furthermore, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.
[0291] The present invention is not limited to the above embodiment, and the release conditions do not necessarily have to be all of (1) to (3), but any one of them (for example, at least (2)) may be provided. Furthermore, the release conditions are not limited to (1) to (3), and (4) may be such that, in a case where the left stop switch, the middle stop switch, and the right stop switch are to be operated in that order, the stop invalid state is released when the left stop switch and the middle stop switch are operated in that order. Furthermore, any of the release conditions may be selected and applied based on the setting operation of the player.
[0292] In addition, in the above embodiment, an example is described in which the slot machine is an AT machine, but the slot machine may be capable of executing a bonus, an ART (Assist Replay Time), or both a bonus and an AT (or an ART). However, the present invention is preferably applied to a gaming machine that has a left-push recommended state. Therefore, it is preferable that the gaming machine to which the present invention is applied is a gaming machine other than a gaming machine that is equipped with only a bonus (a so-called A-type gaming machine that is not equipped with an AT, etc.).
[0293] Without being limited to the above embodiment, the specific stop switch is not limited to the left stop switch, but may be the middle stop switch (a gaming machine having a state in which a middle push is recommended among so-called irregular pushes) or the right stop switch (a gaming machine having a state in which a reverse push is recommended among so-called irregular pushes). In this case, after all the rotating reels have entered a constant speed rotation state, they are controlled to a stop invalid state, and the stop invalid state is released when the recommended stop switch is operated for the first time during one game.
[0294] Furthermore, if a push order role (a role in which a predetermined amount or more of game value is paid out by operating the stop switches in the correct push order) is won during AT (or ART), the present invention may or may not be applied. In AT (or ART), the stop switch that should be operated first during one game may change depending on which push order role is won. For example, if the present invention is applied, when a middle bell is won during AT, the stop invalid state is released by operating the middle stop switch first during one game.
[0295] In the above case, the main control board may be able to internally change (set) the conditions for canceling the stop disabled state (the stop switch that should be operated first during one game) depending on the push order combination that has been won. By doing so, it is possible to prevent the player from accidentally operating the left stop switch even though the push order notification has announced "Right!"
[0296] In the above embodiment, the target for executing the stop invalidation process was the reel control unit, but the present invention is not limited to this. For example, in the normal game mode and the left push recommended mode, the stop switch may invalidate the player's operation or may not accept the player's operation. In this case, the target for executing the stop invalidation process is the stop switch (more specifically, the main control board) rather than the reel control unit. If this specification is adopted, for example, the stop switch may not retract even when operated by the player, or a sensor that detects the operation of the stop switch may be turned off.
[0297] In addition, although the above embodiment describes an example in which the bonus is a device for continuously operating a special feature related to a first-class special feature, the present invention is not limited to this. The bonus may be at least one of a first-class special feature, a device for continuously operating a special feature related to a first-class special feature, a second-class special feature, or a device for continuously operating a special feature related to a second-class special feature.
[0298] In addition, a signal indicating the type of game zone may be sent from the zone control unit to the digital counter, so that the digital counter can indicate whether the game zone is a favorable zone or not, for example, by whether or not a dot is displayed.
[0299] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3,000 games, the zone control unit may forcibly transition the playing zone from the advantageous zone to the normal zone.
[0300] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the game value may also be used to determine whether or not to activate the complete function.
[0301] Although the slot machine in the above embodiment is a medal-less machine, the slot machine to which the present invention is applied does not have to be a medal-less machine. If the slot machine is not a medal-less machine, the slot machine will have components such as a medal insertion slot, a medal payout slot, and a hopper.
[0302] Although the embodiment describes an example of a so-called smart slot machine, the present invention is not limited to this. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed.
[0303] Furthermore, without being limited to the above embodiment, the main control board and the gaming value control board do not have to be separate boards. For example, the main control board and the gaming value control board may be mounted on a single main board. [Explanation of symbols]
[0304] 1. Slot machines (gaming machines) 61 Main control unit 610 Internal Lottery 611 Rotating reel control unit 612 Game result determination unit 613 Setting value control section 614 Section Control Unit 615 Game status control unit 616 RT state control unit 617 Error detection unit 62 Game value control unit 620 Media Management Department 621 Functional operating part 63 Sub-controller 630 Production Control Unit
Claims
1. a plurality of spinning reels on each of which a plurality of symbols are arranged; a start switch capable of receiving an operation for starting the rotation of the plurality of reels; a plurality of stop switches capable of receiving an operation for stopping the rotation of the plurality of reels; a reel control unit capable of controlling the rotation of the plurality of reels based on the operation of each of the start switch and the stop switch; A performance control unit that notifies the player of the correct operation mode when a winning combination is achieved when the operation mode of the stop switch is the correct operation mode; Equipped with With respect to the stop switches, it is possible to have a predetermined state in which a specific stop switch among the plurality of stop switches is recommended to be operated first during one game, The rotation reel control unit In the predetermined state, after the start switch is operated, while the plurality of reels are rotating, It is possible to control the switch to a specific state in which no processing based on the operation of a stop switch other than the specific stop switch is executed, With respect to the stop switch, when the specific stop switch is operated for the first time during one game, the specific state can be released, When the performance control unit is in a state where it is possible to notify the correct operation mode, it is possible to cancel the specific state. Gaming machine.
2. a plurality of spinning reels on each of which a plurality of symbols are arranged; a start switch capable of receiving an operation for starting the rotation of the plurality of reels; a plurality of stop switches capable of receiving an operation for stopping the rotation of the plurality of reels; a reel control unit capable of controlling the rotation of the plurality of reels based on the operation of each of the start switch and the stop switch; Equipped with With respect to the stop switches, it is possible to have a predetermined state in which a specific stop switch among the plurality of stop switches is recommended to be operated first during one game, The rotation reel control unit In the predetermined state, after the start switch is operated, while the plurality of reels are rotating, It is possible to control the switch to a specific state in which no processing based on the operation of a stop switch other than the specific stop switch is executed, With respect to the stop switch, when the specific stop switch is operated for the first time during one game, the specific state can be released, an internal lottery unit that performs an internal lottery based on the operation of the start switch and is capable of determining a winning flag from among a plurality of role flags; Furthermore, The winning combination flag includes a specific winning combination flag and an other winning combination flag, The specific role flag includes a first role that may be won when the specific stop switch is operated for the first time during one game, and a second role that may be won when a stop switch other than the specific stop switch is operated for the first time during one game, and when the first role is won, the payout amount of the game value is larger than when the second role is won, The other role flag includes a third role that may be won when a stop switch other than the specific stop switch is operated for the first time during one game, and a fourth role that may be won when the specific stop switch is operated for the first time during one game, and when the third role is won, the payout amount of the game value is larger than when the fourth role is won, The probability that the specific role flag is established by the internal lottery is lower than the probability that the other role flag is established. Gaming machine.
Citation Information
Patent Citations
Game machine
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gaming machines
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