gaming machines
The gaming machine uses suggestive and notification effects to enhance player interest by indicating and confirming state transitions, addressing the lack of engagement in existing systems.
Patent Information
- Application Number
- JP2022148643
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-16
- Publication Date
- 2025-10-16
- Estimated Expiration
- 2042-09-16
AI Technical Summary
Existing gaming machines end continuous performances with pseudo bonuses regardless of reel patterns, lacking engagement for players.
Implement a premonition state with suggestive effects indicating the likelihood of transitioning to an assistive state, and execute notification effects when a specific pattern is displayed or a predetermined number of games is reached, enhancing player interest.
Enhances player engagement by providing anticipation and confirmation of state transitions, improving gameplay experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] As shown in Patent Document 1, a gaming machine is known in the past that, when a pseudo bonus is won during a continuous performance, notifies the player of the pseudo bonus in the winning game and ends the continuous performance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-186568 DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]
[0004] In Patent Document 1, the continuous performance ends with the winning of a pseudo bonus regardless of the symbols stopped and displayed in the reel window, so there is room for improvement in terms of increasing the interest of players.
[0005] The present disclosure provides a gaming machine that performs presentation control to enhance the player's interest. [Means for solving the problem]
[0006] The first aspect is a gaming machine that has a second state in which, before transitioning to a first state different from the bonus state, a suggestive effect can be executed to indicate the degree of expectation regarding transition to the first state, and that, when a predetermined pattern other than a pattern that can transition to the bonus state is displayed stopped in the reel window during the second state, indicating a transition to the first state, ends the suggestive effect and executes a notification effect that the transition to the first state has been confirmed.
[0007] In addition, in the first aspect, the second state is a state to which the device transitions when it is determined to transition to the first state.
[0008] In addition, in a first aspect, if the predetermined pattern is not displayed in a stopped state in the reel window during the second state, the gaming machine executes the announcement effect when the second state ends and transitions to the first state.
[0009] In addition, in a first aspect, the gaming machine ends the suggestive performance when the stopping pattern of the first rotating reel to stop among a plurality of rotating reels, or the stopping patterns of the first and second rotating reels to stop among the plurality of rotating reels, is a specific stopping pattern.
[0010] Also, in a first aspect, the gaming machine has a plurality of types of the second state, and when a predetermined second state is reached among the plurality of types of the second state, the predetermined pattern is displayed stopped in the reel window, thereby ending the second state and executing the announcement performance.
[0011] Also, in a first aspect, the gaming machine has a plurality of types of the second state, and in a second state among the plurality of types of the second state in which the suggestive effect is performed over a plurality of games in the second state, even if the predetermined pattern is displayed stopped in the reel window, the announcement effect is not executed until the predetermined play period of the second state ends. [Effects of the Invention]
[0012] According to the present disclosure, it is possible to provide a gaming machine that performs presentation control to enhance the interest of players. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 1 is a block diagram schematically showing the configuration of a slot machine. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] FIG. 2 is a diagram illustrating state transitions in the first gaming state. [Figure 5] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 6] A diagram explaining the state transition of the game area. [Figure 7] FIG. 10 is a diagram illustrating an example of a specific stop form. [Figure 8] This is a flow chart showing the flow of the progression process of the present premonition state of the slot machine. [Figure 9] FIG. 10 is a diagram illustrating another example of a specific stop pattern. DETAILED DESCRIPTION OF THE INVENTION
[0014] [Embodiment] A slot machine 1 according to an embodiment of the gaming machine of the present disclosure will be described with reference to the drawings. In this specification, unless a definition of a direction is provided in each description, the direction from the slot machine 1 toward the player facing the slot machine 1 is referred to as the "forward" direction, and the opposite direction is referred to as the "rear" direction. Similarly, left and right directions such as "left" and "right" and up and down directions such as "up" and "down" also refer to the left and right directions, or the up and down directions, as viewed from the player. Similarly, in the description of each component, unless a definition of a direction is provided, the direction refers to the direction as viewed from the player when each component is fixed in a predetermined position on the slot machine 1.
[0015] <Slot machine configuration> 1, the slot machine 1 has a cabinet 10. A front door 100 is provided on the front of the cabinet 10.
[0016] A transparent reel window 200 is provided in the center of the front door 100. A player can view multiple symbols displayed on the surface of each of the multiple reels 20 (described later) through this reel window 200. In this embodiment, the multiple reels 20 include a left-handed reel 20A, a center reel 20B, and a right-handed reel 20C, which are arranged in this order from the left as one faces the cabinet 10.
[0017] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 102, and an illumination unit (not shown) for performing various effects during a game.
[0018] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.
[0019] The speaker 102 outputs predetermined background music (BGM), sound effects (SE), and audio.
[0020] The illumination unit lights up or goes out in a predetermined pattern, for example, when a highly anticipated screen is displayed or when a winning combination is achieved.
[0021] An operation unit 4 is provided below the reel window 200. The operation unit 4 includes a plurality of stop switches 40, a medal insertion unit 41 with an insertion slot, a bet switch 42, a lever 43, a medal display unit 44, a settlement switch 45, and a performance button 46.
[0022] Each stop switch 40 is provided corresponding to each spinning reel 20. Each stop switch 40 accepts an operation to stop the rotation of each spinning reel 20 while the spinning reel 20 is rotating.
[0023] Medals serving as game value for use in games are inserted into an insertion slot of the medal insertion unit 41. A medal sensor is provided near the insertion slot. The medal sensor detects insertion of a medal into the insertion slot and outputs a detection signal to the control unit 6 (see FIG. 2), which will be described later.
[0024] The bet switch 42 is used when betting medals.
[0025] The lever 43 functions as a start switch that accepts an operation to rotate each of the reels 20.
[0026] The medium display section 44 displays the number of medal credits, the number of medals paid out, the number of medals bet, etc., and is made up of, for example, a plurality of seven segments.
[0027] The settlement switch 45 is used when the player finishes playing and medals are paid out from the payout opening 51.
[0028] The effect button 46 is a button used by the player to set the volume, check game data, etc. during the game. The effect button 46 may also be pressed by the player during the game depending on the effect. When the effect button 46 is pressed during the game, a change occurs in the effect.
[0029] 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.
[0030] Within the housing 10, below the operation unit 4, there are provided a medal payout outlet 51 and a lower tray 52 for storing medals paid out from the payout outlet 51. Also provided inside the housing 10 is a hopper unit 50 that receives and pays out medals (see FIG. 2).
[0031] 2, the slot machine 1 includes a spinning reel unit 2, a control unit 6, a RAM clear button 71, and a setting change button 72. The spinning reel unit 2, the control unit 6, the RAM clear button 71, and the setting change button 72 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns the main power of the slot machine 1 on and off.
[0032] As shown in Figures 1 and 2, the reel unit 2 includes three reels 20 and three stepping motors 21. The reel units 2 are arranged inside the casing 10 in positions corresponding to the positions of the reel windows 200. As shown in Figure 3, each reel 20 has a plurality of symbols arranged at intervals along the circumferential direction of the reel 20. A stepping motor 21 is provided corresponding to each reel 20, and drives the corresponding reel 20.
[0033] The stepping motor 21 stops the rotation of the reel 20 corresponding to the operated stop switch 40 within 190 ms after the stop switch 40 is operated while the reel 20 is rotating. The stepping motor 21 makes one rotation in 504 steps. As a result, the reel 20 rotates at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.
[0034] The rotation and stopping of the reel 20 and the stepping motor 21 are controlled by a reel control unit 611 (described later) in the control unit 6.
[0035] The RAM clear button 71 is a button for accepting an operation to initialize the RAM that constitutes the control unit 6. The setting change button 72 is a button that is pressed by a store staff member when setting one of multiple setting values in the slot machine 1.
[0036] The setting value is a value that represents the payout rate, which indicates the ratio of the total number of medals paid out from the hopper unit 50 to the total number of medals inserted into the slot machine 1. The set setting value affects the internal lottery. This is because the probability of winning various roles, such as replays and bells, differs depending on the setting value. The setting value is set by store staff before the store opens.
[0037] <The flow of play by players> The player presses the effect button 46 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3 as needed.
[0038] A player inserts medals into the medal insertion slot 41 or operates the bet switch 42 to use medals stored (credited) to bet medals on the slot machine 1. When a predetermined number of medals are bet on the slot machine 1, the pay line L is activated. After that, the lever 43 can be operated, i.e., the game can begin.
[0039] FIG. 1 illustrates an example in which the active lines L are composed of three lines: a line sloping downward to the right, a line sloping upward to the right, and a middle line. The active lines L are virtual lines for determining winning combinations. In this embodiment, when a MAX BET (maximum bet) of three coins is placed, the three active lines L are activated.
[0040] In the following, "winning" is not only when a combination that pays out medals, such as a bell or watermelon, aligns on the valid line L, but also when a pattern corresponding to a specific combination, such as a special replay, chance symbol, or bonus, aligns on the valid line L.
[0041] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 42, the lever 43, and the stop switch 40 to obtain the result of the game, including the process of paying out medals.
[0042] Specifically, when the lever 43 is operated (lever on) in a state where a game can be started, an internal lottery is conducted to determine a winning flag, and each of the reels 20 begins to rotate. In this state, when any of the stop switches 40 is operated, the reel 20 corresponding to the operated stop switch 40 stops. When all the reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (winning combination) that are aligned on the pay line L (winning combination). This completes one game.
[0043] The player repeatedly plays the above game. As the game is repeated, the game progresses, and the display on the liquid crystal screen 3 and the sound output from the speaker 102 change in accordance with the progress of the game.
[0044] <About game status> During play, various types of game zones and game states are set, and an internal lottery is performed based on the set game zones and game state types. The game states include a first game state and a second game state, as shown in Figures 4 and 5. Note that the first game state and the second game state are not exclusively established game states, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.
[0045] The first game state includes a special role non-carryover state, a special role carryover state, and a special role implementation state, as shown in Figure 4. The special role non-carryover state, the special role carryover state, and the special role implementation state are in an exclusively established relationship.
[0046] The special role non-carryover state refers to a state in which the winning of special roles (Type 1 BB and Type 2 BB) won by internal lottery is not carried over. The special role non-carryover state is set when predetermined conditions are met, such as when the RAM is initialized using the RAM clear button 71, or when the number of medals paid out after transitioning to the special role implementation state exceeds a predetermined number (for example, 180). When a special role is won in the special role carryover state (i.e., when the predetermined conditions are met), the first game state is temporarily set to the special role non-carryover state.
[0047] The special role carryover state refers to a state in which a special role has been won by internal lottery, but the winning of the special role has been carried over. In other words, the special role carryover state refers to a state in which the special role flag has been won by internal lottery, but the symbols indicating the special role have not been aligned on the valid line L, and therefore the special role has not yet been won.
[0048] Here, Type 1 BB is a continuous operation device for a Type 1 special role, such as a big bonus. Type 2 BB is a special role that can be won when three coins are bet. Type 2 BB is a continuous operation device for a Type 2 special role, such as a special role that can be won when two coins are bet. In the case of special roles, if the winning of any special role (for example, Type 1 BB) is carried over, no drawing for other special roles (for example, Type 2 BB) will be held.
[0049] When a special role is won while the first gaming state is a special role non-carryover state, the first gaming state transitions from the special role non-carryover state to a state in which the winning of the special role that has been won is carried over (special role carryover state).
[0050] When the winning special role is won, the first game state transitions from the special role carryover state to the special role implementation state, temporarily passing through the special role non-carryover state. When the first game state transitions to the special role implementation state due to the winning of a Type 1 BB or Type 2 BB, the special role implementation state is maintained until the number of medals paid out by the Type 1 BB or Type 2 BB exceeds a predetermined number.
[0051] In more detail, the special role implementation state includes a type 1 BB implementation state, a type 2 BB implementation state, and an RB implementation state. If an RB is won by an internal lottery during a type 1 BB implementation state in which a type 1 BB is being implemented, the special role implementation state transitions from the type 1 BB implementation state to the RB implementation state. If 12 games are played or a specific role is won eight times in the RB implementation state, the special role implementation state transitions to the type 1 BB implementation state. The special role implementation state is an example of a "bonus state."
[0052] The second gaming state is a state for determining the effects to be performed during a game, and includes a normal gaming state, a premonition state, and an AT state, as shown in Figure 5. The normal gaming state, the premonition state, and the AT state are mutually exclusive. The AT state is an example of the first state.
[0053] The normal game state is a state where the AT state is not active, that is, the assist function is not activated. For example, after the RAM is cleared or the AT ends, the second game state is set to the normal game state until the AT lottery is won. As an example, when the game zone is a favorable zone, the AT lottery is conducted according to the winning combination (such as a rare combination) by the internal lottery.
[0054] The premonition state is a state in which a suggestion effect can be executed that suggests the degree of expectation regarding a transition to the AT state. That is, in this embodiment, after it is determined that a transition to the AT state will occur, the premonition state is completed after a predetermined number of games have been played before the transition to the AT state. Here, the premonition state may be played for a predetermined number of games, or may be played for a number of games determined by lottery. In this embodiment, the premonition state includes a true premonition state and a false premonition state. The true premonition state is an example of the second state.
[0055] The suggestive effect that suggests the degree of expectation regarding transition to the AT state is an effect intended to make the player have hope that the game may transition to the AT state. The suggestive effect executed in the true premonition state and the suggestive effect executed in the false premonition state have the same content. By executing the same content of effect, the result of the AT win is not known until the announcement effect is executed when a predetermined pattern that announces the transition to the AT state is stopped and displayed in the reel window 200, or until the AT non-win announcement effect is executed at the end of the premonition state, so the gameplay is improved by determining what pattern is stopped and displayed in the reel window 200.
[0056] The suggestive effects include the following: For example, unlike the normal effects that are performed in the general gaming state, it includes effects that create anticipation for the AT state (continuous effects, effects that connect the effects performed in the AT state with normal effects). Furthermore, for example, the frame of the liquid crystal screen 3 or the background color displayed on the liquid crystal screen 3 may be changed (ranked up) in the order of "white ⇒ blue ⇒ green ⇒ red ⇒ rainbow colors" in accordance with a predetermined timing as the premonition state progresses, thereby increasing the level of expectation. Note that it may be easy to change to rainbow colors (rank up) in the real premonition state, and difficult to change to rainbow colors (rank up) in the false premonition state. Also included is the change (rank up) of the character displayed on the liquid crystal screen 3 to a rare character or the increase (rank up) of the number of characters displayed on the liquid crystal screen 3, rather than changing the color. Also, for example, if there is a feature A with a low expectation of transitioning to the AT state and a feature B with a high expectation, feature B is more likely to be selected in the real premonition state, and feature A is more likely to be selected in the false premonition state.
[0057] This premonition state is a state that is entered from the general gaming state when the AT is won in the AT lottery while the gaming area is in a favorable area and it is determined that the game will enter the AT state. In this premonition state, when a predetermined symbol that indicates a transition to the AT state is displayed stopped in the reel window 200, the suggestive effect ends and a notification effect that the transition to the AT state has been confirmed can be executed. After the notification effect, the game transitions to the AT state. Here, the suggestive effect and notification effect are performed by the effect control unit 630 based on a signal from the main control unit 61, which will be described later.
[0058] In addition, if a predetermined pattern announcing the transition to the AT state is not displayed in a stopped state in the reel window 200 and the premonition state ends after a predetermined number of games have been played, a notice is executed to the effect that the transition to the AT state has been confirmed in the game that has reached the predetermined number of games, and then the transition to the AT state occurs.
[0059] The false premonition state is a state that is entered from the general gaming state when the AT is not won in the AT lottery while the gaming area is in a favorable area.
[0060] In the false premonition state, even if a predetermined symbol indicating a transition to the AT state is stopped and displayed in the reel window 200, the suggestion effect does not end. Also, in the false premonition state, since the AT lottery has not been won, even if the predetermined number of games has been played, the notification effect indicating that a transition to the AT state has been confirmed is not executed, and the game returns to the normal game state. Also, at the end of the false premonition state after the predetermined number of games has been played, an AT non-winning notification effect is executed to notify that the AT lottery has not been won and / or that the game was in the false premonition state.
[0061] In addition, in the false premonition state, for example, an internal lottery is performed in response to the operation of the lever 43 while a predetermined number of games are played. If a specific role such as a rare role is won in the internal lottery, an AT lottery is performed, and if the AT is won in the AT lottery, the player can transition to the real premonition state even in the middle of the false premonition state. In other words, the premonition content is rewritten from the false premonition state to the real premonition state.
[0062] Furthermore, during this premonition state, if the internal drawing by the internal drawing unit 610 results in a combination that allows a predetermined symbol indicating a transition to the AT state to be stopped on the reel window 200 (e.g., a push order replay), the player is notified of the operation mode of the stop switch 40 that can stop the predetermined symbol. It is desirable to determine whether to issue such a notification by lottery. Furthermore, during the false premonition state, if the internal drawing by the internal drawing unit 610 results in a combination that allows a predetermined symbol indicating a transition to the AT state to be stopped on the reel window 200, the player is notified of the operation mode of the stop switch 40 that cannot stop the predetermined symbol. Here, the operation mode of the stop switch 40 that can stop the predetermined symbol includes notifying the order in which the stop switch 40 is pressed (e.g., in the order of center, right, left) that can stop the predetermined symbol, and notifying the timing to press the stop switch 40 that can stop the predetermined symbol. In addition, the operation modes of the stop switch 40 that cannot stop the predetermined pattern include notifying the order in which the stop switch 40 that cannot stop the predetermined pattern is pressed (for example, in the order of center, right, left) and notifying the timing to press the stop switch 40 that cannot stop the predetermined pattern.
[0063] The AT state is a state in which an assist function (AT function) is operating, which notifies the player of the correct order of pressing the stop switch 40 (correct operation order) for a role other than a special role won by internal lottery via the LCD screen 3 or speaker 102. When a predetermined number of games have elapsed since the start of play in the AT state, or when the total number of medals paid out since the start of play in the AT state reaches a predetermined number, the second game state transitions from the AT state to the general game state. This ends the AT state.
[0064] <About the gaming area> The above-mentioned game zone is a zone for determining whether or not processing related to the assist function is performed. As shown in Figure 6, the game zone has a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.
[0065] The normal zone is a zone where assist function processing and AT lottery cannot be performed, but a lottery for transition to the advantageous zone is performed. As a result of playing in the normal zone, the game zone will transition from the normal zone to the advantageous zone depending on the internal winning combination. Note that while the second game state is the general game state, the game zone can be the normal zone.
[0066] The advantageous zone is a zone in which processing related to the assist function and AT lottery can be performed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a general gaming state and an advantageous zone in which the second gaming state progresses in an AT state. The gaming zone remains an advantageous zone from the time it transitions to the advantageous zone until it meets a predetermined termination condition.
[0067] <Controller configuration> 2, the control unit 6 mainly includes a main control unit 61 and a sub-control unit 63. The main control unit 61 controls the progress of the game, such as controlling the internal lottery and the spinning reel 20. The sub-control unit 63 controls the effects based on signals sent from the main control unit 61 and the pressing of the effect button 46.
[0068] The main control unit 61 and the sub-control unit 63 each comprise a CPU, RAM, and ROM. The ROM of each of the main control unit 61 and the sub-control unit 63 stores programs necessary for game progress. The RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, data indicating which game state and game zone each state or zone is in, the results of internal lottery, etc. The RAM of the sub-control unit 63 stores various data related to presentation control, etc.
[0069] When the CPU reads and executes the programs in the ROM, the main control unit 61 functions as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a medium management unit 613, a game progress control unit 614, a section control unit 615, and a game status control unit 616. The sub-control unit 63 functions as a performance control unit 630.
[0070] -Internal lottery section- The internal lottery unit 610 conducts an internal lottery based on the operation of the lever 43, and sets one flag out of the flags of a plurality of roles as a winning flag to be a winning prize. Specifically, the internal lottery unit 610 conducts an internal lottery in accordance with an internal lottery table (not shown) and a random number acquired when the lever 43 is operated, based on the first game state when the lever 43 is operated, etc. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal is transmitted from the internal lottery unit 610 to the spinning reel control unit 611, the game progress control unit 614, etc.
[0071] The internal lottery table shows information on roles that may result in a win through an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to a combination of the RT state at the time of operating the lever 43, whether or not a special role (bonus) is in progress, and the setting value. The role information shown in the internal lottery table includes one or more combinations of symbols associated with roles corresponding to those combinations. The roles include losing roles that do not result in a payout of medals, as well as push order roles that result in a payout of medals.
[0072] When playing in AT mode, a push order role may be won by an internal lottery. If a push order role is won and the stop switch 40 is pressed in the correct push order, the push order role will win, and multiple medals (e.g., 8 medals) according to the role will be paid out. If the stop switch 40 is not pressed in the correct push order even though the push order role has been won, the push order role will not win, or another role (such as a 1-coin role) will win.
[0073] In addition, the push order role can be won even during the normal game mode. If the push order role is formed during the normal game mode, the correct push order will not be announced, so the push order role may be missed or only one medal will be paid out. During the AT mode, the correct push order will be announced, so multiple medals (for example, 8 medals) will be paid out.
[0074] - Rotating reel control unit - The rotating reel control unit 611 controls the driving of the stepping motor 21 based on the operation of the lever 43 or each stop switch 40, and performs rotation start control to start the rotation of each rotating reel 20 or rotation stop control to stop the rotation.
[0075] Specifically, when the lever 43 is operated while all of the reels 20 have stopped spinning, the reel control unit 611 starts the rotation of all of the reels 20. When the stop switch 40 corresponding to at least one reel 20 is operated while the reel is spinning, the reel control unit 611 stops the rotation of the reel 20 corresponding to the operated stop switch 40.
[0076] In the rotation stop control, the rotating reel control unit 611 can stop the rotation of the rotating reel 20 based on the operation of the stop switch 40 so that the combination of symbols corresponding to the role indicated by the winning flag is placed on the active line L of the rotating reel 20, thereby winning the role.
[0077] In addition, in the rotation stop control, the rotation reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the rotation reel 20 when each stop switch 40 is operated. Pull-in control is control that stops the rotation of the rotation reel 20 so that the symbols corresponding to the winning combination are pulled onto the activated line L. Kick-out control is control that stops the rotation of the rotation reel 20 so that the symbols corresponding to the non-winning combination do not line up on the activated line L.
[0078] -Game result determination section- The game result determination unit 612 determines the game result based on the results of the internal lottery and the spin stop control of the reel 20. The game result means the result of determining whether or not a winning combination has been achieved based on the symbols that have lined up on the pay line L. Specifically, when the combination of symbols that have stopped on the pay line L matches a predetermined combination of symbols, the game result determination unit 612 determines that the winning combination has been achieved.
[0079] Furthermore, the game result determination unit 612 determines whether a predetermined symbol indicating a transition to the AT state is stopped and displayed in the reel window 200 during the premonition state before the transition to the AT state. Here, whether the symbol stopped and displayed in the reel window 200 is a predetermined symbol is determined based on whether the stop pattern of the symbol on the rotating reel 20 that stops first among the multiple rotating reels 20 is a specific stop pattern. When the rotating reel 20 that stops first is the left rotating reel 20A, the specific stop pattern is, for example, when the symbols of replay, cherry, and bar on the left rotating reel 20A are stopped and displayed in the reel window 200, as shown in FIG. 7.
[0080] -Media Management Department- The medium management unit 613 controls the increase and decrease of the number of credits and the medal payout operation by the hopper unit 50.
[0081] Specifically, when medals are bet, the medium management unit 613 decreases the number of credits in accordance with the number of medals bet, and when medals are credited, the medium management unit 613 increases the number of credits.
[0082] When a winning combination obtained by an internal lottery is won based on the player's operation, the media management unit 613 increases the number of credits based on the number of medals paid out based on the type of winning combination.
[0083] Furthermore, the medium management unit 613 controls the hopper unit 50 based on the game result determined by the game result determination unit 612 as well as the operation signal output by operating the settlement switch 45 .
[0084] Specifically, medals obtained by winning a winning combination are first stored as credits. If the number of credits exceeds the upper limit (for example, 50) as a result of storing medals, the medals exceeding the upper limit are paid out from the hopper unit 50. Furthermore, if the settlement switch 45 is operated when there is one or more medals stored, at least a portion of the stored medals are paid out from the hopper unit 50.
[0085] Furthermore, the medium management unit 613 calculates the difference in number of medals, which is the cumulative value of the number of medals paid out minus the number of medals bet, during the advantageous zone, and / or the range (MY), which is the difference between the maximum and minimum values of the difference in number of medals. The difference in number of medals and / or the range (MY) are sent to the zone control unit 615. The medium management unit 613 resets the difference in number of medals and / or the range (MY) after the advantageous zone ends.
[0086] -Game progress control unit- The game progress control unit 614 controls the game progress based on the player's operation. At that time, the game progress control unit 614 controls the game progress by the player based on the setting values set by the store staff.
[0087] Furthermore, when the RAM clear button 71 is pressed, the game progress control unit 614 resets the game data by initializing the RAM of the main control unit 61. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.
[0088] -Section Control Unit- The zone control unit 615 sets one of a plurality of game zones (normal zone and advantageous zone) when the player plays.
[0089] Specifically, when the gaming zone is a normal zone, the zone control unit 615 performs a zone transition lottery to determine whether to maintain the normal zone state or transition to an advantageous zone. When a predetermined lottery target role is won, a lottery is performed to determine whether to perform a zone transition lottery, and if the result is a win, a zone transition lottery is performed. If the zone transition lottery is won, the zone control unit 615 sets (transitions) the gaming zone to an advantageous zone.
[0090] The winning probability of the interval transition lottery may differ depending on the set value. For example, the winning probability of the predetermined lottery target role may differ depending on the set value, or the winning probability of the interval transition lottery that is performed when the predetermined winning target role is won may differ depending on the set value.
[0091] In addition, the zone control unit 615 forcibly transitions the game zone from the advantageous zone to the normal zone when the number of games played in the advantageous zone reaches 4,000, or when the difference in the number of medals during the advantageous zone reaches 2,400.
[0092] Furthermore, when the game data is reset, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.
[0093] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.
[0094] Specifically, the game state control unit 616 sets the first game state to one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to a general game state or an AT state.
[0095] 4, when a predetermined condition such as clearing the RAM of the main control unit 61 is satisfied, the game state control unit 616 sets the first game state to a special role non-carryover state. Immediately after a special role is won by an internal lottery, the game state control unit 616 sets the first game state to a special role carryover state. When the special role is won, the game state control unit 616 sets the first game state to a special role implementation state.
[0096] Also, as shown in FIG. 5, the gaming state control unit 616 determines whether or not to set the second gaming state to the AT state (i.e., whether or not the AT has been won) based on the result of the AT lottery. If the AT lottery is won during the advantageous period, the gaming state control unit 616 sets the second gaming state to the AT state. Conversely, if the AT lottery is not won, the gaming state control unit 616 can set the second gaming state to the general gaming state. Furthermore, when the AT ends, the gaming state control unit 616 transitions the second gaming state from the AT state to the general gaming state.
[0097] -Direction Control Department- The effect control unit 630 displays an effect image selected from a plurality of types of effect images on the liquid crystal screen 3 based on the progress of the game, and outputs sound effects and background music corresponding to the effect image from the speaker 102. For example, when an AT or a bonus is won, the effect control unit 630 selects an effect pattern for displaying that fact on the liquid crystal screen 3, and controls the display on the liquid crystal screen 3 and the audio output of the speaker 102 in accordance with the effect pattern.
[0098] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to announce the correct push order for the successive winning push order roles (assist function).
[0099] Furthermore, when the notification conditions for the effect suggesting the setting value are met during play, the effect control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the effect. This effect can be used by the player to understand the setting value of the slot machine 1 currently being played. Notification conditions include when a rare combination is won, when a bonus game ends, when an AT ends, etc.
[0100] Furthermore, in the premonition state, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to perform a suggestion performance that suggests the degree of expectation regarding a transition to the AT state and a notification performance that a transition to the AT state has been confirmed. Then, if the performance control unit 630 determines during this premonition state that the stop pattern of the symbols on the rotating reel 20 that stops first among the multiple rotating reels 20 is a specific stop pattern, it ends the suggestion performance and executes a notification performance in which text such as "AT Confirmed" is displayed on the liquid crystal screen 3 while a freeze occurs in which operation of the second stop switch 40 is not accepted.
[0101] Furthermore, if the premonition state is exhausted up to a predetermined number of games without determining that the stopping pattern of the pattern of the first rotating reel 20 to stop among the multiple rotating reels 20 is a specific stopping pattern during this premonition state, the performance control unit 630 executes a notification performance when the premonition state ends.
[0102] In addition, the performance control unit 630 executes an AT non-winning notification performance in which a word such as "Sorry" is displayed on the liquid crystal screen 3 when the false premonition state ends.
[0103] 8, the process of progressing the present premonition state of the slot machine 1 will be described. The process described below is implemented by the CPUs of the main control unit 61 and the sub-control unit 63 executing predetermined programs.
[0104] First, in step st1, the section control unit 615 determines whether or not it has been decided to transition to the AT state. In this embodiment, it is decided to transition to the AT state by winning the AT lottery. If it is determined that it has been decided to transition to the AT state (YES in step st1), the process proceeds to the next step st2. On the other hand, if it is not determined that it has been decided to transition to the AT state (NO in step st1), this process is terminated, and although not shown, it is possible to transition to a false premonition state and execute a false premonition state presentation. During the false premonition state presentation, it is announced that the AT has not been won.
[0105] In step st2, the section control unit 615 starts the premonition state. Accordingly, the performance control unit 630 starts the suggestive performance. Then, the process proceeds to the next step st3.
[0106] In step st3, the game result determination unit 612 determines whether or not a predetermined symbol has stopped and been displayed in the reel window 200. If it is determined that the predetermined symbol has stopped and been displayed in the reel window 200 (YES in step st3), the process proceeds to the next step st4. On the other hand, if it is not determined that the predetermined symbol has stopped and been displayed in the reel window 200 (NO in step st3), the process proceeds to the next step st5.
[0107] In step st4, the performance control unit 630 terminates this premonition state midway. Accordingly, even while the premonition state is continuing, the performance control unit 630 stops the suggestion performance at the point when a predetermined symbol is stopped and displayed in the reel window 200, and executes a notification performance indicating that the AT has been won. Then, the process proceeds to the next step st5.
[0108] In step st5, the section control unit 615 transitions from this precursor state to the AT state, and then ends the process.
[0109] On the other hand, in the above-mentioned step st3, if it is not determined that the predetermined symbols are stopped and displayed in the reel window 200 (NO in step st3), the process proceeds to step st10.
[0110] In step st10, the section control unit 615 determines whether or not a predetermined number of games in this premonition state has been played (a predetermined number of games has been reached). If it is not determined that the number of games in this premonition state has been played (a predetermined number of games has been reached) (NO in step st10), the process returns to step st3 described above. On the other hand, if it is determined that the number of games in this premonition state has been played (a predetermined number of games has been reached) (YES in step st10), the process proceeds to the next step st11.
[0111] In step st11, the performance control unit 630 executes a notification performance indicating that the AT has been won. The notification performance executed here is different in content from the notification performance executed in step st4 described above. Then, proceed to step st5 described above.
[0112] To summarize the above, the slot machine 1 (gaming machine) has a premonition state (second state) in which, before transitioning to an AT state (first state) different from the special role implementation state (bonus state), it can execute a suggestive effect that indicates the degree of expectation regarding transition to the AT state (first state), and when a predetermined pattern that announces transition to the AT state (first state) other than a pattern that can transition to the special role implementation state (bonus state) is displayed stopped in the reel window 200 during the premonition state (second state), it can terminate the suggestive effect and execute a notification effect that the transition to the AT state (first state) has been confirmed. Furthermore, the process disclosed herein of advancing the announcement effect that was supposed to be executed at the end of the performance of the present premonition state (second state) and terminating the suggestive effect of the present premonition state (second state) midway is different from the process of terminating the suggestive effect of the present premonition state (second state) midway and transitioning to a special role implementation state (bonus state) if a special role is won by internal lottery during the present premonition state (second state). Here, in the process of advancing the announcement effect disclosed herein, after the AT state (first state) transition to after the announcement effect ends, the premonition state that was terminated midway is not resumed, and the game transitions to the general game state. This is because the internally held flag indicating the present premonition state is erased upon transition to the AT state, and the winning AT that was the cause of the transition to the present premonition state has ended. In addition, when a special role is won by an internal lottery during this premonition state (second state), the suggestive performance of this premonition state (second state) is terminated midway and the process of transitioning to the special role implementation state (bonus state) is terminated, and the premonition state that was terminated midway may be resumed after the transition to the special role implementation state (bonus state) ends. This is because the AT has not yet transitioned to a winning AT, and the internally held flag indicating that it is in this premonition state has not been erased.
[0113] <Effects of the invention> According to this embodiment, a gaming machine can be provided in which presentation control is performed to enhance the player's interest. The timing of announcing a winning AT lottery can be changed by referring to the winning numbers. Furthermore, by terminating the suggestive presentation midway and executing the announcement presentation, an interesting announcement presentation can be achieved. Furthermore, by terminating the suggestive presentation of the premonition state when a predetermined symbol is displayed in the reel window 200 in a stopped state during the premonition state, and executing the announcement presentation that notifies the player that the transition to the AT state has been confirmed, it is possible to create an effect in which the player suddenly achieves the transition to the AT state by operating the stop switch 40.
[0114] In addition, in this embodiment, when a predetermined symbol is displayed in a static manner during the actual premonition state to which the transition to the AT state is made, the suggestive effect is terminated midway and the announcement effect is executed. This makes it possible to prevent the suggestive effect from being terminated midway and the announcement effect from being executed in the case of a false premonition state in which the transition to the AT state has not been made.
[0115] Furthermore, in this embodiment, if a predetermined symbol is not displayed in a stopped state in the reel window 200, an announcement effect is executed when the present premonition state ends. Furthermore, in this embodiment, in the present premonition state, an announcement effect is executed at the end of the effect of the present premonition state, but the timing of the announcement effect is determined by referring to the symbol displayed in a stopped state in the reel window 200 in the game during the present premonition state, and the announcement effect that was supposed to be executed at the end of the effect of the present premonition state is brought forward, and the suggestion effect of the present premonition state is terminated midway. This makes it possible to create an effect in which, when a predetermined symbol is displayed in a stopped state in the reel window 200, the player suddenly transitions to the AT state by operating the stop switch 40.
[0116] [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 within the scope that does not change the gist of the present invention.
[0117] In the above embodiment, the explanation of the transition of the RT state has been omitted. In an AT machine, the game is played in the AT under the condition that the predetermined combination is won but not won, and under this condition the RT state does not transition. However, it goes without saying that the RT state can transition under the condition that the predetermined combination is not carried over.
[0118] In the above embodiment, the case where the bet switch 42 is provided is exemplified, but the bet switch 42 may be omitted.
[0119] The general gaming state of the above embodiment may include a CZ. The first state of the above embodiment may be a CZ, and the second state may be a CZ transition precursor state that indicates the expected degree of transition to a CZ. The first state of the above embodiment may be an AT state, and the second state may be a CZ. While the above embodiment exemplifies AT and bonus as advantageous gaming states, the advantageous gaming state may also include an ART. A CZ is a gaming state in which the probability of entering an AT and the probability of replaying are higher than in a non-CZ state. An ART is a gaming state in which the probability of replaying is higher than in the general gaming state and the correct button press sequence for a button press sequence role is announced. The probability of entering at least one of the AT, CZ, and ART may change depending on a setting value. The performance of the AT, CZ, and ART may change depending on a setting value.
[0120] Depending on the specifications of the model of slot machine 1, the advantageous game state or advantageous zone, such as an AT, may end at any time before the advantageous zone reaches a maximum of 4,000 games or before the difference in the number of medals during the advantageous zone reaches 2,400.
[0121] In addition to images, the effects suggesting the setting value may also include a special pattern that can be seen through the reel window 200 when the rotation of the reel 20 stops.
[0122] In the above embodiment, the gaming machine is an AT type slot machine, but the gaming machine may be an ART type slot machine or other type of machine other than the AT type.
[0123] Furthermore, when the gaming zone is an advantageous zone and a specific condition is satisfied, the medium display unit 44 may display that the gaming zone is an advantageous zone. Specifically, a part of the 7-segment display on the medium display unit 44 may light up to notify that the gaming zone is an advantageous zone.
[0124] The notification effect that the transition to the AT state has been confirmed and the AT non-winning notification effect that notifies the player that the AT lottery was a false premonition state may also serve as other notifications or suggestions to the player. For example, the character that performs the notification effect may suggest or confirm the setting value, or suggest or confirm the stay mode.
[0125] If the notification effect that the transition to the AT state has been confirmed doubles as other notifications or suggestions to the player, it is possible not to make such notifications or suggestions to the player in the actual premonition state that is entered by winning the AT in the AT lottery during the false premonition state. Also, if the notification effect that the transition to the AT state has been confirmed does not double as other notifications or suggestions to the player, it is possible to make such notifications or suggestions to the player in the actual premonition state that is entered by winning the AT in the AT lottery during the false premonition state.
[0126] Multiple types of premonition states may be provided, and the content of the suggestive effect may differ for different types of premonition states. Instead of terminating the above-described suggestive effect midway and performing a notification effect in all premonition states, a specific premonition state may terminate the premonition state and execute a notification effect when a predetermined symbol is displayed in a stopped state in the reel window 200. Whether the premonition state terminates and the notification effect is executed when a predetermined symbol is displayed in a stopped state in the reel window 200 may be determined depending on the type of suggestive effect. For example, if the suggestive effect is an effect executed according to a scenario spanning multiple games during the premonition state, even if a predetermined symbol is displayed in a stopped state in the reel window 200, the suggestive effect may not be terminated, and the notification effect may not be executed until a predetermined number of games in the premonition state have been played. This configuration allows the player to enjoy the content of the effect executed according to the scenario to the end. On the other hand, if the suggestive effects are a collection of effects that are completed in one game, when a predetermined pattern is displayed stopped in the reel window 200, the suggestive effects may be terminated midway and may not be executed to the end.
[0127] In the above embodiment, whether a predetermined symbol indicating a transition to the AT state is displayed is determined based on whether the stop pattern of the symbol on the first of the multiple reels 20 to stop is a specific stop pattern. However, this is not limiting. For example, whether a predetermined symbol is displayed may be determined based on whether the stop patterns of the symbols on the first and second of the multiple reels 20 to stop are a specific stop pattern. For example, a specific stop pattern when the first reel 20 to stop is the left-handed reel 20A and the second reel 20 to stop is the right-handed reel 20C is a case where, as shown in FIG. 9 , the red 7, replay, and cherry symbols on the left-handed reel 20A and the watermelon A, bell, and red 7 symbols on the right-handed reel 20C are displayed in the reel window 200. Alternatively, whether a predetermined symbol is displayed may be determined based on whether the stop patterns of the symbols on all of the stopped reels 20 are a specific stop pattern. By configuring it in this way, it is possible to determine whether a specific stop pattern has occurred at various stages when the multiple rotating reels 20 stop. In addition, it is possible to diversify the timing for ending the suggestion effect and the timing for executing the announcement effect.
[0128] In the above embodiment, if it is determined that the stop pattern of the symbols on the reels 20 is a specific stop pattern during the premonition state, the suggestive effect is terminated, and a notification effect is executed in which text such as "AT Confirmed" is displayed on the LCD screen 3 while a freeze occurs in which the next operation of the stop switch 40 is not accepted. However, the timing of the end of the suggestive effect and the start of the notification effect is not limited to this. For example, if it is determined that the stop pattern of the symbols on the reels 20 is a specific stop pattern during the premonition state, the suggestive effect may be continued until the last reel 20 stops, and after the last reel 20 stops, a notification effect in which text such as "AT Confirmed" is displayed on the LCD screen 3 may be executed. Furthermore, the notification effect is not limited to being executed in the game in which it is determined that the stop pattern of the symbols on the reels 20 is a specific stop pattern, and may be executed in the next game.
[0129] In the above embodiment, this premonition state is entered when it is determined that the AT will be won in the AT lottery and that a transition to the AT state will occur; however, the transition to this premonition state may occur from the game following the AT being won in the AT lottery, or may occur when further specified conditions are met after the AT is won.
[0130] In the above embodiment, when a predetermined symbol is stopped and displayed in the reel window 200 during the actual premonition state, a process is executed to bring forward the announcement effect that was supposed to be executed at the end of the effect of the actual premonition state. The process of the above embodiment is different from the process of transitioning to the AT state without rewriting to the actual premonition state (so-called AT direct hit) when a rare combination (a fixed combination that determines a win in the AT lottery, such as a middle cherry) is won during the false premonition state, or a freeze effect occurs in association with the winning of the rare combination. In other words, the announcement of an AT win made by a direct hit to the AT during the false premonition state is different from the announcement effect of the above embodiment.
[0131] In the above embodiment, the transition to the AT state occurs via a premonition state (main premonition state), but there may also be cases where the transition from general gameplay to the AT state occurs (so-called direct AT hit) without passing through the premonition state.
[0132] In the above embodiment, if the AT is won in the AT lottery, it is determined that the player will transition to the AT state, and the player will transition to this premonition state.However, even if the AT is not won in the AT lottery, it may be determined that the player will transition to the AT state by playing the so-called ceiling number of games, and the player may transition to this premonition state.
[0133] In the above embodiment, the suggestive effect executed in the real premonition state and the suggestive effect executed in the false premonition state have the same content, but this is not limited to this, and suggestive effects with different content may also be executed.
[0134] In the above embodiment, the announcement effect executed in step st4 of FIG. 8 and the announcement effect executed in step st11 have different effect contents, but this is not limited to this and they may have the same effect contents.
[0135] In the above embodiment, a slot machine 1 of the type in which physical medals are inserted and paid out has been exemplified. However, medals may not be inserted and paid out, and instead, the number of game values corresponding to the number of medals may be provided to a slot machine (a medalless machine) of the type that manages the number of game values in data. In such a medalless machine, the number of game values owned by each player is managed, and when the bet button is pressed, a bet is made from the number of medals owned. Therefore, the machine may not include a hopper unit 50. The game values owned by the player may be managed on the slot machine itself, or on a game value lending machine electrically connected to the slot machine. A medalless machine is sometimes referred to as a "Smart Pachislot" (registered trademark), a "managed game machine," or an "enclosed game machine."
[0136] Even when these other embodiments are adopted, the effects of this embodiment are exhibited. Furthermore, this embodiment can be combined with other embodiments, or other embodiments can be combined with each other as appropriate. Furthermore, one of the multiple embodiments of this embodiment can be implemented alone. The slot machine 1 according to this embodiment can be implemented by the content of claim 1 alone, or by combining claim 1 with other claims. [Explanation of symbols]
[0137] 1. Slot machines (gaming machines) 20 spinning reels 200 Reel Window
Claims
[Claim 1] A second state is provided in which, before transitioning to a first state different from the bonus state, a suggestive effect can be executed to suggest the degree of expectation regarding transition to the first state; When a predetermined symbol other than a symbol that can transition to the bonus state is displayed in a stopped state on a reel window during the second state, the suggestion effect is terminated, and a notification effect that the transition to the first state has been confirmed can be executed. The gaming machine is controllable so that, depending on the content of the suggestive performance, even when the predetermined pattern is stopped and displayed on the reel window, the suggestive performance is not ended and the announcement performance is not executed until the predetermined game section of the second state is finished, or the suggestive performance is ended and the announcement performance is executed when the predetermined pattern is stopped and displayed on the reel window.
Citation Information
Patent Citations
Game machine
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